Age | Commit message (Collapse) | Author |
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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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Temporary fix for regression in 8084b7e6e273e.
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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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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.
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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
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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
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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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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
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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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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.
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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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Needed for clan-format not to wrap onto one line.
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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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Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
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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.
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gpu_framebuffer_update_attachments_and_fill_empty_slots func
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Differential Revision: https://developer.blender.org/D4035
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Reviewers: fclem
Differential Revision: https://developer.blender.org/D3903
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Previous Framebuffer can be NULL.
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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).
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Differential Revision: https://developer.blender.org/D3719
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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..
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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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