Age | Commit message (Collapse) | Author | |
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2022-01-06 | Cleanup: Clang-tidy: modernize-redundant-void-arg | Aaron Carlisle | |
2021-12-27 | OpenSubDiv: add support for an OpenGL evaluator | Kévin Dietrich | |
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406 | |||
2021-05-26 | GPU: Compute Pipeline. | Jeroen Bakker | |
With the compute pipeline calculation can be offloaded to the GPU. This patch only adds the framework for compute. So no changes for users at this moment. NOTE: As this is an OpenGL4.3 feature it must always have a fallback. Use `GPU_compute_shader_support` to check if compute pipeline can be used. Check `gpu_shader_compute*` test cases for usage. This patch also adds support for shader storage buffer objects and device only vertex/index buffers. An alternative that had been discussed was adding this to the `GPUBatch`, this was eventually not chosen as it would lead to more code when used as part of a shading group. The idea is that we add an `eDRWCommandType` in the near future. Reviewed By: fclem Differential Revision: https://developer.blender.org/D10913 | |||
2021-02-05 | Cleanup: correct spelling in comments | Campbell Barton | |
2021-01-04 | Cleanup: docy comments beginning with '/**' don't end with '**/' | Campbell Barton | |
2020-09-19 | Cleanup: spelling | Campbell Barton | |
2020-09-12 | Fix remaining GL calls/type preventing from building due to recent cleanup | Clément Foucault | |
2020-09-08 | GPU: Cleanup implementation casts | Clément Foucault | |
- Use the syntactic wrap/unwrap method to make code more readable. - Update comment about hidden struct behind opaque types. - Cleanup GPUDrawList type. | |||
2020-09-07 | GPUVertBuf: GL Backend Isolation | Clément Foucault | |
Part of the Vulkan port T68990 This makes a few changes in how the data is being handled by the backend to allow more flexibility in the future. The overall code logic is left unchanged. | |||
2020-09-07 | GPUVertBuf: Rename GPUVertBuf to VertBuf and add some getters | Clément Foucault | |
to avoid more typecasts. | |||
2020-09-06 | GPUVertBuf: Make GPUVertBuf private to the GPU module | Clément Foucault | |
This is just a cleanup to isolate the internals of the vertbuf. This adds some getters to avoid refactor of existing code. |