Age | Commit message (Collapse) | Author |
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- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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This makes it less confusing what functions are for blender
structures.
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This also rewrite and simplify the module a bit.
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More concise this way.
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This was a simple issue with the static GPUVertFormat being the same for
both cases.
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Fix T79306 DRW: small issues with yesterday commits modifying TEXTARGET
Fix T79303 Image texture node crashes EEVEE when connected to a shader output
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This is to match the option name and to avoid confusion with
workbench xray mode.
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leads to crash
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When bl_use_gpu_context is set, an OpenGL context will be available for
OpenGL based render engines.
Differential Revision: https://developer.blender.org/D8305
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This wasn't added back from 2.7x, making "Recenter Hook" applier to
do nothing.
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This matches similar functionality for drawing lines.
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This also remove some non functionnal state changes that were left
from legacy code.
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And move it to GPU module.
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When using link duplicated objects it could happen that one object is
calculating the GPUBuffers and the second object is marking these
buffers invalid. This introduces threading issues.
This patch fixes this by combining the surface and surface per material
batches. Most likely the surface per material batches are used and when
requested you will most likely need the surface batch for the depth
tests and overlays.
During tests it slightly improves performance as batches aren't thrown
away without using it.
After this patch we can add a quick path for meshes with one material
and two materials.
Alternative approaches that have been checked:
- sync extraction per object: reduced performance to much (-15%)
({D8292})
- post checks: reduced the threading issues, but didn't solve it.
- separating preparation and execution of the extraction ({D8312})
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8329
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Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8328
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Now that binds are permanent there is no need to setup the same
texture for each subgroups.
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Also includes outline overlays. Removes the temp overlay drawing
We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.
This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.
Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8301
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Copied from eevee bsdf_common_lib.glsl
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This adds the opportunity to use it in multiple places.
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Some convenience function for using DRWShaderLibrary.
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This will remove some code duplication between draw engines.
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The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.
Reviewed By: brecht
Maniphest Tasks: T78369
Differential Revision: https://developer.blender.org/D8185
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Quiet ASAN 'member access within null pointer' warning.
While this doesn't crash, access to 'shading'
without checking if the 'v3d' would have.
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