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2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-21GPUShader: Make GPUShader* an opaque pointer to blender::gpu::ShaderClément Foucault
This avoids the misleading inheritance. Also cleanup by setting the blender::gpu::Shader as active shader to avoid some casting.
2020-08-21GPUUniformBuf: Rename struct and change API a bitClément Foucault
This follows the GPU module naming of other buffers. We pass name to distinguish each GPUUniformBuf in debug mode. Also remove DRW_uniform_buffer interface.
2020-08-20GPUShaderInterface: GL backend isolationClément Foucault
2020-08-18GPUShader: Improve auto nameClément Foucault
Use macro to get calling function name. Helps debugging shaders.
2020-08-18GPUShader: GL backend isolationClément Foucault
2020-08-13GPUShader: Add more uniform functionsClément Foucault
2020-08-07Merge branch 'blender-v2.90-release' into masterJacques Lucke
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
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
2020-07-30GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handleClément Foucault
2020-07-18Cleanup: GPUShader: Remove unused builtin shaderClément Foucault
2020-06-04GPUShaderInterface: Add Builtin Uniform blocks queryClément Foucault
This makes the query of theses mandatory uniforms faster.
2020-06-03DRW: Remove automatic bind locations and use hardcoded locations for texturesClément Foucault
This cleanup use the recent changes in shader interface to allow querying the binding location a texture should use. This should aleviate all issue we have with texture state change recompiling the shaders at drawtime. All binds are now treated like persistent binds and will stick until a new shading group bind a different shader. The only difference is that you can still change it with a new subgroup or same shader shgroup. Since unbinding can be heavy we only do it when using `--debug-gpu`.
2020-06-02Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensureClément Foucault
2020-05-03Cleanup: sort file listsCampbell Barton
2020-04-24GPU: Add Polyline shader (wide line emulation)Clément Foucault
This new shader is able to emulate smooth wide lines drawing using a geometry shader. This shader needs viewportSize and lineWidth uniforms to be set. There is multiple variants to replace the usage of wide lines for most shaders. This patch only fix the gizmo_types files and the navigation gizmo. Other areas could be fixed afterward, I just limited the patch size. Fix T57570. Reviewed By: billreynish Differential Revision: https://developer.blender.org/D7487
2020-04-14GPUShader: Implement workaround for gizmo drawing on sRGB framebufferClément Foucault
This solution involves adding a uniform to each fragment shader that is used by gizmo drawing and use the framebuffer state to set this uniform accordingly. This solution can also be carried to external shaders (addons). A single line of code would then be enough to fix the issue. The only trickery here is the dummy define: `#define srgb_to_framebuffer_space(a)` This is in order to avoid breaking other DRW shaders that use the same fragment shader code but do not need the tranformation. Related to T74139 Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D7261
2020-03-27Cleanup: GPUShader: Remove unused shadersClément Foucault
2020-03-19Fix T73931: Stereo Viewport Color ManagementJeroen Bakker
Stereoscopic viewport didn't support Color Manangement due recent changes in the color management pipeline. In order to solve the issue we will migrate the strereo rendering into the GPUViewport. This will share some textures and reduce required GPU memory. Reviewed By: fclem, dfelinto Differential Revision: https://developer.blender.org/D6922
2020-02-15Cleanup: refactor GPU material attribute and texture requestsBrecht Van Lommel
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-11-24Cleanup: doxygen commentsCampbell Barton
Also correct some outdated symbol references, add missing 'name' commands.
2019-08-15GPU: Vertex Format: ADd function for safe GLSL attrib nameClément Foucault
This remove code duplication and use base63 encoding of the hash. Use mumur hash to have more randomness.
2019-07-303D View: Move selection API to a Selection engine.mano-wii
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine. Reviewers: campbellbarton, fclem Subscribers: jbakker, brecht Differential Revision: https://developer.blender.org/D5090
2019-06-06Cleanup: argument sign mismatch warningCampbell Barton
2019-06-05Fix crash when editing shaders on Intel HD 4000.mano-wii
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created. However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary. This solution is limited only to Intel HD 4000 and windows. Reviewers: fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5019
2019-05-28Cleanup: GPU: Move program point size to GPU_stateClément Foucault
2019-05-09Cleanup: GPUShader: Remove unused edge fancy shaderClément Foucault
2019-05-06Cleanup: GPUMaterial remove unused struct membersClément Foucault
2019-04-21Cleanup: comments (long lines) in gpuCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-11Cleanup: comment indentation & spellingCampbell Barton
2019-02-10Cleanup: move clipping shader lib & define into structCampbell Barton
Also compare clipping with the draw context instead of accessing the RegionView3D, currently they're matching but this might not always be the case.
2019-02-10Cleanup: use shorter name for shader configCampbell Barton
The struct name is descriptive, this isn't going to be confused with other variables.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-06GPU: refactor clipped drawing from DRW into GPUCampbell Barton
Needed to fix T61196, supporting clipped back-buffer in the 3D view which is done outside the draw module. It was also inconvenient having DRW_shader_* versions of GPU_shader_* API calls. - Clipping distances are now supported as a shader configuration for builtin shaders. - Add shader config argument when accessing builtin shaders. - Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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.
2019-01-29Cleanup: replace attrib w/ attrCampbell Barton
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
2019-01-233D View: draw clipping regionCampbell Barton
Only for workbench solid/wire modes.
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-17GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensureClément Foucault
This is in order to make the API more multithread friendly inside the draw manager. GPU_shader_get_uniform will only serve to query the shader interface and not do any GL call, making it threadsafe. For now it only print a warning if the uniform was not queried before.
2019-01-11UVEdit: Port texpaint_loop_wire to batch requestClément Foucault
This removes code duplication and put an end to the old "create at request" batch creation. Also it uses the same vbo as the uv layer used for shading. Reducing VRAM usage. Also fixes the modified uv display in uv edit mode.
2019-01-11UVEdit: Add back uv angle stretch aspect correctionClément Foucault
This is now done in shader so that the batches are shared across ImageUV areas.
2019-01-11GPUShader: Cleanup Unused shadersClément Foucault
2019-01-11GPUShader: Add selection id shaderClément Foucault
This is to separate id drawing from standard color drawing.
2018-12-30Cleanup: remove non-existing function declarationsCampbell Barton
2018-10-09Cleanup: Remove old smoke drawing codeClément Foucault