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This makes it easier to track as well as allowing us to sample the same
texture with different sampling parameters (which should fix the related
T73942 in the long run).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7831
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This allow to copy entire texture in a faster way than using framebuffer
blitting.
This uses ARB_copy_image extension if available and fallback to
glCopyTexSubImage2D for older gl version.
Both method should be as fast if not faster than the framebuffer blitting.
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We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.
This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.
Differential Revision: https://developer.blender.org/D7066
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This is more in line with standard grids and means we don't have to make
many special exceptions in the upcoming change for arbitrary number of volume
grids support in Eevee.
The workbench shader was also changed to fix bugs where squared density was
used, and the smoke color would affect the density so that black smoke would
be invisible. This can change the look of smoke in workbench significantly.
When using the color grid when smoke has a constant color, the color grid
will no longer be premultiplied by the density. If the color is constant
we want to be able not to store a grid at all. This breaks one test for
Cycles and Eevee, but the setup in that test using a color without density
does not make sense. It suffers from artifacts since the unpremultiplied
color grid by itself will not have smooth boundaries.
Differential Revision: https://developer.blender.org/D6951
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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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This solution is optimized for GL version 4.4 or greater.
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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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In blender 2.79 you could use a render result as a camera background
image. This is useful during layout/compositing. During Blender 2.80
development there were 2 issues introduced that removed this feature.
* to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking.
* the iuser->scene field wasn't set what is required for render results.
This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D6684
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This reverts commit e061cb44378efaf159a30fb1c5834db48ffb2bb3.
This function is problematic on some operating systems.
# Conflicts:
# source/blender/draw/intern/draw_manager.c
# source/blender/gpu/GPU_texture.h
# source/blender/gpu/intern/gpu_texture.c
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Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
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Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
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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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Most API's already use this convention.
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The dependency graph now handles updating image users to point to the current
frame, and tags images to be refreshed on the GPU. The image editor user is
still updated outside of the dependency graph.
We still do not support multiple image users using a different current frame
in the same image, same as 2.7. This may require adding a GPU image texture
cache to keep memory usage under control. Things like rendering an animation
while the viewport stays fixed at the current frame works though.
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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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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
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GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.
You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
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- Texture creation now requires explicit data type.
- GPU_texture_add_mipmap enable explicit mipmap upload.
- GPU_texture_get_mipmap_size can be used to get the size of a mipmap level
of an existing GPUTexture
- GPU_texture_read let you read back data from a gpu texture.
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This has wrappers for the most common gl* functions in the codebase, and is in preparation for D3502
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D3501
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and types.
In an effort to centralize all opengl calls in the codebase, this patch replaces
the raw opengl calls in bf_blenfont with GPUTexture so it's no longer depended
on opengl headers.
reviewer: Brecht
Differential Revision: https://developer.blender.org/D3483
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This is important for good texture paint performance.
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This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
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This reverts commit 8242a5bc853a74da1273fc7ad4b959ac716c563c. This isn't
quite ready to use yet.
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This is a dirty fix. A bit more cleaner approach would be to check if a
context is bound and delay the deletion only in this case.
Also we may want to do this orphan deletion at some other places than
wm_window_swap_buffers.
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This is needed by opensubdiv and can be helpfull in a lot of other cases.
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Because:
- Less redundancy.
- Better suffixes.
Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
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Added Object Overlap Overlay
- Added R32UI support to GPU_framebuffer
- Added R32U support to draw manager
- The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data
- Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee.
Reviewers: fclem, brecht
Reviewed By: fclem
Subscribers: sergey
Tags: #code_quest
Maniphest Tasks: T54726
Differential Revision: https://developer.blender.org/D3174
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