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2019-01-31Cleanup: style, unused variableCampbell Barton
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: redundant definesCampbell Barton
Comment or remove unused defines.
2019-01-26Cleanup: avoid static vars to store legacy shadersCampbell Barton
2019-01-26GPU: refactor defines into GPUShaderStagesCampbell Barton
Code comment notes there are "just a few", now there are enough it's useful to include in GPUShaderStages.
2019-01-26Cleanup: order GPUShaderStages (vert, geom, frag)Campbell Barton
Use names for declarations to support adding defines, coming next.
2019-01-233D View: draw clipping regionCampbell Barton
Only for workbench solid/wire modes.
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-21GPUShader: Add GPU_VERTEX/FRAGMENT/GEOMETRY_SHADER definesClément Foucault
This makes it possible to have some code specific to each shader inside a shader library.
2019-01-17DRW: Use name buffer to request uniform location before drawing.Clément Foucault
This is in order to avoid GL call during the "cache creation" phase and support multithreading.
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.
2019-01-11UVEdit: Port texpaint_loop_wire to batch requestClément Foucault
This removes code duplication and put an end to the old "create at request" batch creation. Also it uses the same vbo as the uv layer used for shading. Reducing VRAM usage. Also fixes the modified uv display in uv edit mode.
2019-01-11UVEdit: Add back uv angle stretch aspect correctionClément Foucault
This is now done in shader so that the batches are shared across ImageUV areas.
2019-01-11GPUShader: Cleanup Unused shadersClément Foucault
2019-01-11GPUShader: Add selection id shaderClément Foucault
This is to separate id drawing from standard color drawing.
2018-12-10Fix T57633: Particle texture update problemSergey Sharybin
Textures are now hooked up to the RESET operation of particle settings, which ensures particles being re-distributed when texture is changed. This is limited to a direct user modifications, which matches old behavior in 2.79.
2018-12-07GPU: Remove EXT and add assertClément Foucault
Some drivers accept shaders with only vertex stage, but some just silently fails.
2018-12-01UI: Simplify the area border drawingClément Foucault
Instead of doing a lot of alpha blended drawing with jittering, use the fragment shader to do the masking using a circle mask. This is much simpler and requires much less resources. Hopefully this may solve the issue we have with the Intels UHD Graphics 620 on linux.
2018-10-09Cleanup: Remove old smoke drawing codeClément Foucault
2018-10-04Cleanup: Remove some unneeded codeJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D3767
2018-10-01Edit UVs: Refactor drawing Edit UV in Image EditorClément Foucault
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed when texture painting. This will be address in a future commit. We now cache the uv mesh in the mesh batch cache and only reupload data on changes. Update could be more granular (and a bit faster) but it's not our main concern ATM. This should fix problem caused by the IMM api used to draw large meshes. This makes performance skyrocket compared to previous implementation. There is still a big CPU bottleneck when not in sync selection mode but it is not related to the drawing function directly.
2018-09-24Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-24Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-24Weight Paint: Multiply overlay on the meshJacques Lucke
Use the multiply blending mode for the weight paint overlay. To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc. Reviewers: brecht Differential Revision: https://developer.blender.org/D3727
2018-09-20GPU Python API: shader.uniform_floatDalai Felinto
The existing alternative is to use a buffer and call uniform_vector_float which is overkill for such a simple operation.
2018-09-15Cleanup: use r_ prefix for return argsCampbell Barton
2018-09-14GPU module: Initial implementation of the `gpu.shader` submodule.mano-wii
Differential Revision: https://developer.blender.org/D3688
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
2018-09-11Cleanup: remove unused GPU code.Brecht Van Lommel
2018-09-03Fix T56544: Crash on startup with Radeon + Win 7Clément Foucault
Testing GLEW_ARB_texture_gather is not sufficient in this case. We need to test if GL_ARB_texture_gather is defined in the shader, which is always true on some NVIDIA drivers who does not support it... So trying to make everything work.
2018-08-29Cleanup: add file doxy commentsCampbell Barton
2018-08-23UI: Optimize the area border drawingClément Foucault
It is was not really a bottleneck but it was triggering my OCD when 1/3rd of the drawcalls in a normal scene were basically only caused by this.
2018-08-14GPUShader: Remove some of the unused shadersClément Foucault
keeping GPU_SHADER_SMOKE until other occurences are removed.
2018-08-14GPUShader: Fix previous "old Nvidia" fix commitClément Foucault
Note to myself, next time, better check the fix before pushing it. GL_ARB_texture_gather is defined if there is support for the extension not only when the extension is enabled. Do this check ourself with GPU_ARB_texture_gather define. Original fix 822de6e9e1b8
2018-08-14Cleanup: Rename GPU_* functions to make more senseClément Foucault
* Remove GPU_link_changed which is unused. * Remove all GPU link function that are not used anymore. * GPU_uniform_buffer is now GPU_uniform. * GPU_texture_ramp is now GPU_color_band. * GPU_uniform is now GPU_constant.
2018-08-14Fix T55802 shader compile bug with texture gather on old Nvidia cardClément Foucault
The extension GL_ARB_texture_gather is reported to be supported and does not trigger an error when enabled but the textureGater functions are not defined. Workaround is to disable the use of this extension on such systems.
2018-08-03GPUShader: Fix warning in release build.Clément Foucault
2018-08-02GPUShader: Add name for debugging & identifying shaders.Clément Foucault
2018-08-01GPUMaterial: Fix assert when shader failed to compile.Clément Foucault
2018-07-31New Grease Pencil object for 2D animationAntonioya
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-30DRW: Add option to only resolve framebuffer colors without depth testClément Foucault
2018-07-19GPU: Add GC to FBOs and UBOs and centralize all GCsClément Foucault
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!).
2018-07-18Cleanup: style for GPU moduleCampbell Barton
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-15GPU_matrix: use Blender's naming conventionsCampbell Barton
Thanks to @sergey for review
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04 Cleanup: strip trailing space in GPU moduleCampbell Barton
2018-06-02--debug-gpu-shader: Dump GLSL shaders to diskDalai Felinto
This is really convenient for development. Either for profiling the generated shaders or to check if the generated code is correct. It writes the shaders to the temporary blender session folder. (ported over from blender2.8)