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2020-08-21GPUShader: Make GPUShader* an opaque pointer to blender::gpu::ShaderClément Foucault
This avoids the misleading inheritance. Also cleanup by setting the blender::gpu::Shader as active shader to avoid some casting.
2020-08-21GPUShader: Fix NULL string used as shader name.Clément Foucault
The shader name is required with the latest changes.
2020-08-21GPUUniformBuf: Rename struct and change API a bitClément Foucault
This follows the GPU module naming of other buffers. We pass name to distinguish each GPUUniformBuf in debug mode. Also remove DRW_uniform_buffer interface.
2020-08-20Cleanup: Clang Tidy: Resolve readability-delete-null-pointer errorHans Goudey
2020-08-20GPUShaderInterface: GL backend isolationClément Foucault
2020-08-20GPU: Use GPUShader setters for uniforms removing uses of ShaderInterfaceClément Foucault
2020-08-19GPUShader: Fix apple clang warningsClément Foucault
2020-08-18GPUShader: Improve auto nameClément Foucault
Use macro to get calling function name. Helps debugging shaders.
2020-08-18GPUShader: Rewrite error printingClément Foucault
Now error printing only display the line related to the error. We also put char marker if present. Example: ``` -- Shader Compilation Errors : MAMaterial -- 10414 | node_fresnel(, facingnormal, viewposition, tmp34); | ^ | error: syntax error, unexpected ',', expecting ')' ---------------------------------- ```
2020-08-18GPUShader: GL backend isolationClément Foucault
2020-08-13GPUShader: Add more uniform functionsClément Foucault
2020-08-13GPUBatch: GL backend isolationClément Foucault
This changes the drawing paradigm a bit. The VAO configuration is done JIT-style and depends on context active shader. This is to allow more flexibility for implementations to do optimization at lower level. The vao cache is now its own class to isolate the concept. It is this class that is reference by the GLContext for ownership of the containing VAO ids.
2020-08-13Cleanup: GPUShader: Remove unused codeClément Foucault
2020-08-13GPUShader: Change shader state tracking to be part of the GPUContextClément Foucault
This remove the use of batch->program and replace it with batch->shader. This will allow GL abstraction latter.
2020-08-10Merge branch 'blender-v2.90-release'Jeroen Bakker
2020-08-07Cleanup: GPU, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/gpu` module. No functional changes.
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2020-07-30GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handleClément Foucault
2020-07-30Cleanup: spellingCampbell Barton
2020-07-29GPUShader: Fix linking with MSVCClément Foucault
2020-07-29GPU: Move gpu_shader.c to C++Clément Foucault
We split builtin shader support to its own file to avoid converting code (lack of designated initializer in C++) and to reduce file size.