Age | Commit message (Collapse) | Author |
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- Move gpuPush/Pop from GPU_draw.h into GPU_state.h
as this is for pushing/popping state.
- Add 'GPU_STANDALONE' define, to bypass use of user-preferences
for theme colors and pixelsize, as well as pbvh init/free functions.
Needed to get GHOST tests working again.
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Thanks to Sergey and Clément for helping to track this down.
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On Windows 10 with a post Februari 2019 Intel driver, the box selection
is not working. It only detects the object centers, but not the drawn
triangles of the basic engine.
Reviewed By: fclem
Maniphest Tasks: T62947
Differential Revision: https://developer.blender.org/D4857
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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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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This is often invalid, outdated or misleading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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Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
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We no longer user scissor for 3D viewport drawing, and some selection
code assumed it still. This also cleans up unnecessary scissor test
switching, we only have it temporarily enabled now.
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I can see how it's slowing things down: glFinish make sure that every query
are finished but the first query may have been finished a long time ago.
This might create bubbles because of the PIL_sleep_ms.
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- Disable scissor test for fast clear. This could lead to some issues but
I cannot think of one and could not find one either.
- Manually wait for queries to be available instead of making the driver
wait and issue warnings.
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Also don't do second pass when the first has no hits.
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The original implementation (cbd78c81268f) broke depth of field.
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Reference document: http://docs.gl/gl3/glPushAttrib
This patch only tackles the bits that are set by Blender with the
following exceptions:
1) Deprecated states (e.g., GL_STIPPLE) are not saved/restored
2) The exception being GL_ALPHA_TEST, which will be removed, but it may
affect drawing too much now. To be removed once we no longer set GL_ALPHA_TEST
elsewhere.
3) paint_cursor will be tackled separated, since it was abusing
glPush/PopAttrib in the first place.
4) Despite what the glPushAttrib page above may suggest, GL_DEPTH_WRITEMASK needs glGet, not glIsEnabled
5) BGE is still a problem since it relies on GL_ALL_ATTRIB_BITS which
would lead to a way more complete/lenghty solution. Since the BGE has
other (OpenGL deprecated) problems anyways, it can be handled on its own
time.
Finally, the original design for 2.8 was to implement a proper stack
system. However we need to move to core profile sooner than later. So
this is a pragmatic temporary (that may be permanent) solution.
Reviewers: merwin, campbellbarton
Differential Revision: https://developer.blender.org/D2600
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Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.
This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.
The performance of this method depends a lot on the OpenGL
implementations glReadPixels.
Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).
Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.
Even with these improvements occlusion queries is faster on AMD hardware.
Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.
Reviewed as D2543
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