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2019-05-09DRW: Remove support for NormalMatrixClément Foucault
2019-05-09Eevee: Fix Tangent vectors using NormalMatrix and make them world spaceClément Foucault
Making them world space by default remove a lot of legacy conversion from viewspace.
2019-05-08GPU: Remove GPU_INVERSE_NORMAL_MATRIXClément Foucault
The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation.
2019-05-02Fix T63435 Incorrect fresnel and normals for hair strands on EEVEEClément Foucault
2019-04-22Cleanup: style, use braces for gpuCampbell Barton
2019-04-21Cleanup: comments (long lines) in gpuCampbell Barton
2019-04-17ClangFormat: format '#if 0' code in source/Campbell 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
2019-04-16Cleanup: trailing commasCampbell Barton
2019-04-10Cleanup: use STR_ELEM macroCampbell Barton
2019-04-05GPU: Fix typoClément Foucault
2019-03-29Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaledClément Foucault
The wrong transformation was used. Add a new matrix specially for this case. This also fix the Node texture coordinate that was suffering the same issue.
2019-03-29DRW/Eevee: Add correct support for OrcoClément Foucault
Until now, Orcos were computed by the gpu (GLSL) and were not taking into account the modifier stack (breaking orco for deformed mesh). Now Orco is now computed on CPU but only if a modifier stack is present. Tagging that an ORCO layer is present is done via a 4th component, which is a waste of memory/bandwidth. Best would be to do the same as auto attrib color space and save a bool uniform somewhere but for now it's too disruptive.
2019-03-25Fix T62930 Eevee: Wireframe input node not working with certain compilerClément Foucault
2019-03-24Cleanup: redundant use of string formatting functionsCampbell Barton
2019-03-22Fix T62839 object scale changes normal map output in eeveeClément Foucault
Was using the wrong vector length.
2019-03-22Eevee: Fix tangent vector not normalized before interpolation.Clément Foucault
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-14Eevee: Fix black mesh when tangent is not presentClément Foucault
In this case, the generic vertex attribute is {0,0,0,1}. So we look for this case. This fixes black text objects with a normal map applied. Also this could help porting sculpt mode drawing to Eevee without supporting normal mapping. Note that will just fix black meshes due to T61870 but objects will not show their normal map. So it's not a fix for this issue.
2019-03-13Fix T59501: Eevee doesn't use integer node socketsClément Foucault
This is a hacky fix. We just convert the int as a float and use it as such. This works ok for small int but will not be correct for numbers greater than 4194303. Correct support would require deeper change for UBO creation and socket conversion.
2019-03-12Cleanup: comment on `GPU_pass_compile`.mano-wii
2019-03-12GPU: Avoid access violation while reading the `pass->shader`.mano-wii
2019-03-11GPU: Make the creation of opengl shaders more stable.mano-wii
This commit possibly fixes the T58938. The crash happens when a shader that is created in a rendering context is deleted and another shader with the same name/program of the deleted one is created in the same context and used in another context.
2019-03-01Fix T62090 : Eevee shader compilation: undefined variable "att1_is_srgb"Clément Foucault
The geom shader check was not needed and this uncovered an error in the GPU_BARYCENTRIC_TEXCO optimization recently commited.
2019-02-28Fix T62021: Wireframe input node doesn't work properlyClément Foucault
This fixes the general case. It is still not supported for hairs. Added a hack in the geometry node to avoid unnecessary geometry shader usage.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: 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.
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
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.
2019-01-23Cleanup: 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.
2018-12-24Fix/cleanup another bunch of UI messages issues.Bastien Montagne
Also (mostly in comments): behaviour -> behavior (we use American English).
2018-11-08Eevee: Fix broken Vector Transform nodeClément Foucault
The Camera to Object space matrix was not implemented in gpu_codegen.
2018-11-07GPU: Fix wrong socket value structClément Foucault
This was causing bad behavior of the node Normal.
2018-11-01Eevee: Fix nodegroup sockets behaviourClément Foucault
Node group inputs should behave like cycles now. ---- We create dummy nodes that contains the default values for the nodegroup inputs and link them to the sockets. This way the uniform buffer gathering function can read them. But we also need to disconnect all the internal links to sockets that have hidden values. Theses sockets must not get the values from the nodegroup input sockets if there is no link to them otherwise we get broken results (i.e.: normals for a bsdf node).
2018-10-09Eevee: Add support/Fix Object Info nodeClément Foucault
Caveat: Random output does not yet work with instance (dupli) objects.
2018-09-24Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-20GPUCodegen: Remove unnecessary GLEW_VERSION_3_0 checksClément Foucault
2018-09-20Eevee: Implement Wireframe NodeClément Foucault
This implementation is a bit hacky but match cycles pretty close. If pixel size is not enabled, it will use the geom shader to compute distances between vertices. This will have a cost. Implementation is a bit hacky in gpu_codegen to make the geom shader works in an optional manner.
2018-09-19Cleanup: Remove "_new" from GPU_generate_pass_newClément Foucault
Not needed anymore since old one has been deleted.
2018-09-19Merge branch 'master' into blender2.8Campbell Barton
2018-09-19BLI_utildefines: rename pointer conversion macrosCampbell Barton
Terms get/set don't make much sense when casting values. Name macros so the conversion is obvious, use common prefix for easier completion. - GET_INT_FROM_POINTER -> POINTER_AS_INT - SET_INT_IN_POINTER -> POINTER_FROM_INT - GET_UINT_FROM_POINTER -> POINTER_AS_UINT - SET_UINT_IN_POINTER -> POINTER_FROM_UINT
2018-09-19Cleanup: styleCampbell Barton
2018-09-18GPUShader: Manually validate sampler countClément Foucault
This happens on NVidia GPUs, using more textures than the maximum allowed by the gl will NOT trigger a linking issue (maybe because of bindless texture implementation?). So in this case we manually count the number of samplers per shader stage and compare it against the GL limit. We discard the shader if the sampler count is too high. This shows the user something is wrong with the shader.
2018-09-12GPU: Remove residue of OpenSubdivSergey Sharybin
Was done more like a hack on top of old drawing pipeline. Should be re-implemented to fit new draw manager closer.
2018-09-12Cleanup: use uint/uchar types in GPUCampbell Barton
2018-08-22GPU: Fix issue with multiple Geometry node.Clément Foucault
2018-08-22GPUMaterial: Geometry Node: Add support for parametric outputClément Foucault
This supports meshes and hairs too. Matches cycles output. This adds barycentric coords to the GPUBuiltin enum which will also be used for the wireframe node.
2018-08-14GPUShader: Remove some of the unused shadersClément Foucault
keeping GPU_SHADER_SMOKE until other occurences are removed.