Age | Commit message (Collapse) | Author |
|
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).
The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.
When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.
When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.
**Windows**
Windows uses the MessageBox that is provided by the windows kernel.
**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.
**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5955
|
|
This solution only reuses the performance workaround made for Intel.
But the original problem was not solved.
Not much we can do to solve it.
|
|
|
|
Reviewers: brecht
Differential Revision: D4997
|
|
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
|
|
Reviewers: brecht
Differential Revision: D4997
|
|
|
|
Fix issue in latest patch and assure derivatives calculation is correct on
all GPU.
|
|
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.
Reviewers: campbellbarton, fclem
Subscribers: jbakker, brecht
Differential Revision: https://developer.blender.org/D5090
|
|
|
|
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5019
|
|
|
|
|
|
|
|
Prepare for enabling ReflowComments.
|
|
|
|
|
|
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
|
|
|
|
|
|
This makes possible to have os specific workaround inside the shaders.
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Also compare clipping with the draw context instead of
accessing the RegionView3D, currently they're matching
but this might not always be the case.
|
|
The struct name is descriptive,
this isn't going to be confused with other variables.
|
|
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
Select clipping now works when x-ray is disabled.
|
|
Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.
It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.
- Clipping distances are now supported as a shader configuration
for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
|
|
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.
|
|
|
|
Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
|
|
Comment or remove unused defines.
|
|
|
|
Code comment notes there are "just a few",
now there are enough it's useful to include in GPUShaderStages.
|
|
Use names for declarations to support adding defines, coming next.
|
|
Only for workbench solid/wire modes.
|
|
|
|
This makes it possible to have some code specific to each shader inside a
shader library.
|
|
This is in order to avoid GL call during the "cache creation" phase and
support multithreading.
|
|
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.
|
|
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.
|
|
This is now done in shader so that the batches are shared across ImageUV
areas.
|
|
|
|
This is to separate id drawing from standard color drawing.
|
|
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.
|
|
Some drivers accept shaders with only vertex stage, but some just silently
fails.
|
|
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.
|
|
|
|
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3767
|
|
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.
|