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2020-08-18Fix T77564: VSE (and compositor background) lost stereoscopy previewClément Foucault
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
2020-07-18Cleanup: WM: Encapsulate stereo draw buffers bindingClément Foucault
2020-07-18Cleanup: GPU: Encapsulate scissor testClément Foucault
2020-07-17Fix vertex selection error from recent refactorCampbell Barton
Temporary fix for regression in 8084b7e6e273e.
2020-07-16Cleanup: GPU: Replace all glReadPixels by GPU equivalentClément Foucault
2020-07-02GPUOffScreen: Remove the sample parameterClément Foucault
This is because the DRW module is no longer compatible with drawing using MSAA. This also change the Python API.
2020-05-18Cleanup: Put GPU_state_init inside gpu_state.cClément Foucault
Also put glDisable(GL_DITHER) in it since we don't even use it (but is enabled by default). Also leave GL_MULTISAMPLE on by default since it has no impact on non-MSAA framebuffers.
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
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
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
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
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
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2019-09-21Cleanup: extra semicolon, comma warningsCampbell Barton
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-07-07Cleanup: spellingCampbell Barton
2019-06-18Cleanup: GPU: Fix codestyleClément Foucault
2019-06-17Fix T57650 UVEdit: selection not visible if behind unselected UVsClément Foucault
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.
2019-06-13Fix T61768 Eevee Offscreen renderingClément Foucault
The issue was caused by a bad usage of GPUOffscreen. The Framebuffer was created using a window framebuffer and used in a viewport callback when another GPUContext was bound. This change allows up to 3 framebuffers per GPUOffscreen. Most common case will be using 2 framebuffers (one for init and one for drawing) but in the case of more (bad usage) it will just degrade performance a bit.
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-06-02GPU: support default framebuffer with ID not equal to 0Tomoaki Kawada
2019-04-22Cleanup: style, use braces for gpuCampbell Barton
2019-04-21Cleanup: comments (long lines) in gpuCampbell Barton
2019-04-20Cleanup: quiet extra-semicolon warningCampbell 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
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-03-19Cleanup: comment blocksCampbell Barton
2019-02-18doxygen: update doxygen & add balembic groupCampbell Barton
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.
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-25T60745: GPU texture alloc failed when opening Preference WindowsClément Foucault
Was generating INVALID_FRAMEBUFFER here instead of failled texture alloc. Add safety asserts in gpu_texture.c and clamp minimum size to 1 inside GPU_offscreen_create.
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2018-12-30Cleanup: warnings (clang)Campbell Barton
2018-12-06GPU Framebuffer: simplify ↵mano-wii
gpu_framebuffer_update_attachments_and_fill_empty_slots func
2018-12-06Fix problem with unused color slot in framebuffer on some bugged AMD GPUsmano-wii
Differential Revision: https://developer.blender.org/D4035
2018-11-06GPU: frame buffer stackJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D3903
2018-10-26GPUTexture: Add supports for GL_DEPTH32F_STENCIL8 texture formatClément Foucault
2018-10-23Fix T57326: Adding Scene with Transparent Film to VSE Crashes BlenderClément Foucault
Previous Framebuffer can be NULL.
2018-10-22GPU: Fix Issue with recursive downsample and Intel HDXXXClément Foucault
This is caused by a driver bug that prevent us from rendering to (or even binding) a texture mip level that is below GL_TEXTURE_MAX_LEVEL of the target texture. This is fine in most drivers (and legal AFAIK) but not on thoses Intels HDXXX + Windows. As a fix we just put GL_TEXTURE_MAX_LEVEL lower (which is illegal because it is undefined behaviour), but in practice it works ok and does not trigger any warnings or errors. This commit fixes most of the problems encountered on these GPUs (T56668).
2018-09-24Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-20Fix build for MSVC: Remove trailing double semicolonDalai Felinto
Not sure why but MSVC is complaining for some of those. In particular for the struct in BKE_subdiv_ccg.h. Those were the ones crashing here..
2018-09-16Fix T56817: Assert because of invalid framebufferClément Foucault
2018-09-12Cleanup: use uint/uchar types in GPUCampbell Barton
2018-08-17GPUFramebuffer: Fix wrong stencil clearingClément Foucault
2018-07-31GPUFrameBuffer: Put active framebuffer in GPUContextClément Foucault
instead of being ThreadLocal and leading to incorrect usage. We still enforce no framebuffer when changing context. We can lift this restriction later.