Age | Commit message (Collapse) | Author |
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This is a convenience when one needs to often change the current framebuffer
and avoid the overhead of creating many Main/Simple passes.
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This allows to reduce the memory footprint of very large framebuffers if
there is no need for any attachment.
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pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.
Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.
Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15027
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Ref T92709
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This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.
By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.
However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.
Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.
Reviewed By: Julian Eisel, Clément Foucault
Differential Revision: http://developer.blender.org/D9842
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GPU_NO_USE_PY_REFERENCES`
This is safer for incremental build.
And there was already a macro `GPU_USE_PY_REFERENCES` used elsewhere.
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Instead of creating different python wrappers for the same GPU object,
return the same `PyObject` created earlier.
This also allows for more secure access to existing GPU objects.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11044
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This commit extends the gpu python API with:
```
gpu.types.Buffer #"__init__", "to_list"
gpu.types.GPUTexture #"__init__", "clear", "read", "format"
gpu.types.GPUFrameBuffer #"__init__", "bind", "clear", "is_bound", "viewport", ("__enter__", "__exit__" with "GPUFrameBufferStackContext")
gpu.types.GPUUniformBuf #"__init__", "update"
gpu.state #"blend_set", "blend_get", "depth_test_set", "depth_test_get", "depth_mask_set", "depth_mask_get", "viewport_set", "viewport_get", "line_width_set", "line_width_get", "point_size_set", "color_mask_set", "face_culling_set", "front_facing_set", "program_point_size_set"
```
Add these methods to existing objects:
```
gpu.types.GPUShader #"uniform_sample", "uniform_buffer"
```
Maniphest Tasks: T80481
Differential Revision: https://developer.blender.org/D8826
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Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask"
This reverts commit 9db3d1951da15254efbbcf028176facb78118ec1.
This was an accidental commit of the patch D8826
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framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask
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The underlying type of the enum cannot be fixed here due to its usage
in C code.
All the values possible in the width of the underlying type are not
valid for an enum.
Only 0 to (2*max - 1) if all enumerators are unsigned.
So the macro asks for the biggest value among the //listed// ones.
If any enumerator C is set to say `A|B`, then C would be the maximum.
(2*max-1) is used as the mask.
The warnings (for each enum modified in this commit):
GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291
which is not a valid value for type 'GPUVertBufStatus'
https://github.com/llvm/llvm-project/commit/1c2c9867
Ref T81340
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9067
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- Use the syntactic wrap/unwrap method to make code more readable.
- Update comment about hidden struct behind opaque types.
- Cleanup GPUDrawList type.
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This is to make use of it in selection code.
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This is in preparation of using it to clear single texture.
Also includes minor cleanups about not using tex target in
assert and adding enum operators.
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No functional changes
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This also gets rid of the macro.
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This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.
The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
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This is to make it easier to navigate captures in renderdoc.
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This is related to the Vulkan port T68990.
This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.
There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.
Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.
This also adds support for naming framebuffers but it is currently not
used.
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This is in preparation of the Framebuffer GL backend.
This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.
This is part of T68990.
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This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
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Issue introduced on fe045b2b77dc6d7f0b552619fe824b496d34db6c.
Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.
Reviewed by: dfelinto
Differential Revision: https://developer.blender.org/D8472
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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This removes extern-C blocks around other includes and adds
such blocks for some headers that need them.
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Remove use of GL* constants and types inside the codebase. There is still
a few occurence to get rid of.
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This is because the DRW module is no longer compatible with drawing using
MSAA.
This also change the Python API.
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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T68035 by @luzpaz
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Use depth buffer to order the uv edges correctly to always draw selected
edges on top.
We still use the double drawing workaround for points to keep the smooth
antialiased display.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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instead of being ThreadLocal and leading to incorrect usage.
We still enforce no framebuffer when changing context. We can lift this
restriction later.
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