Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2019-12-07Shader Nodes: Add Interpolation modes to Map Range nodeCharlie Jolly
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep. This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode. This was needed to allow clamping when **To Max** is less than **To Min**. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D5827
2019-12-05Revert "Fix T71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers"Clément Foucault
This reverts commit cf77b67c459d481f6d8d34d13e14d22a6cad0842.
2019-12-05Fix T71576 Mesh error on mutimaterial Meshes on legacy nvidia driversClément Foucault
Differential Revision: https://developer.blender.org/D6351
2019-12-04Fix T72130: Wireframe Visible After DisablingJeroen Bakker
The lines index buffer can contain all edges (edit mode) or only loose edges (object mode). When switching between these modes the wrong content of the index buffer can be used. This patch will clear the lines index buffer when a `loose_edges` is requested. Making sure it is always up to date. Note that this is supporting an exising hack where the IBO is truncated during the creation. We should find a different way how to solve these kind of issues. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6349
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-11-28Fix T71147 Eevee stops rendering after selection attemptClément Foucault
This is caused by the fallback path used by OSX, which is reconfiguring the same default VAO. But it seems to be an issue on certain drivers.
2019-11-27Cleanup: Remove BIF_gl.hJeroen Bakker
BIF_gl.h included hacks like redefining glew functions and a constant. The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h` Reviewed By: brecht Differential Revision: https://developer.blender.org/D5860
2019-10-16Fix assert and memleak in recent Skin Root Display patchClément Foucault
Caused by 4ddf3215a7df
2019-10-14GPU: prevent assert for zero length arraysCampbell Barton
This could happen with the build modifier.
2019-10-10Cleanup: clang-format, spellingCampbell Barton
2019-10-09Sculpt: Fix wireframe drawingPablo Dobarro
With this commit sculpt mode draws the real mesh wireframe instead of the triangulated version by ignoring non real edges when building the PBVH GPU buffers Reviewed By: brecht Differential Revision: https://developer.blender.org/D6032
2019-10-09GPU: Consider softpipe as software rendererSergey Sharybin
2019-10-09GPU: show one-time startup warnings for old Intel drivers with known issuesBrecht Van Lommel
This is pretty conservative. We do not show warnings for e.g. HD 4000 with the latest drivers as they appear to be working mostly fine even if unsupported, and there is nothing the user can do to improve things. Ref T70520
2019-10-05Fix T70568, T70570: wrong AMD driver warning dialogBrecht Van Lommel
Remove this entry for now until we have more carefully verified the list.
2019-10-04Fix T70463 GPU: Very Slow Workbench/Eevee PerformanceClément Foucault
2019-10-04GPU: Platform Support LevelJeroen Bakker
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
2019-10-03Fix T70466 Rendering error when drawing multi-material meshesClément Foucault
2019-10-03Cleanup: unused structs, struct membersCampbell Barton
2019-10-02Fix T70390: dyntopo smooth shading broken after recent changesBrecht Van Lommel
Made the code fully thread safe now.
2019-10-02Workaround for NVidia broken driverClément Foucault
This disable the indirect drawcall on all Nvidia hardware. This has to be until nvidia fixes their drivers or instruct us how to correctly fix the issue. Related to T70011 Various display issues on NVIDIA after draw call batching.
2019-10-01Cleanup: compiler warningBrecht Van Lommel
2019-09-30GPU: Make sure workaround is supportedmano-wii
`context_local_shaders_workaround` is only supported on OpenGL 4.1 or higher.
2019-09-30Fix wrong sculpt flat shaded normals after recent optimizationsBrecht Van Lommel
2019-09-29Fix T70345: wrong transforms of objects after recent NVIDIA workaroundBrecht Van Lommel
This reverts commit 44d042094e21b519b38a3d78761b64bb5ceeb350 and adds a simpler workaround for just the node links display issue. There are other issues though so this is not a full workaround.
2019-09-29Sculpt: minor optimizations for GPU draw buffer fillingBrecht Van Lommel
Ref T70295
2019-09-29Sculpt: multithread GPU draw buffer filling for workbenchBrecht Van Lommel
This improves performance of some sculpt tools, particularly those that modify many vertices like filter and mask tools, or use brushes with large radius. For mask expand it can make updates up to 2x faster on heavy meshes, but for most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to solve, like normal updates. Ref T70295 Differential Revision: https://developer.blender.org/D5926
2019-09-29GPU: Workaround for broken node links on NVidia driversClément Foucault
Related to T70011 and T70008
2019-09-26Fix T70107 EEVEE: Crash using Irradiance Volume with Curve insideClément Foucault
This was more of a general nvidia driver bug. Was caused by a drawcall that had 0 vertex count. This worked in normal drawcalls but not in indirect drawcalls.
2019-09-25Fix T70187: GPU Driver: Merge Vertices Crashes ATI/Linux/OpenSourceJeroen Bakker
This has been tested with 18.2.2, 19.0.8 and 19.3.0~develop. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5886
2019-09-24Fix T69743: Armature display issues with Intel 5x0 GPUmano-wii
Apparently this workaround solves the problem.
2019-09-23Cleanup: use bracesCampbell Barton
2019-09-21Cleanup: extra semicolon, comma warningsCampbell Barton
2019-09-19Fix T69853: Object orientation is wrong with some AMD deprecated drivers.mano-wii
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.
2019-09-18GPU: AMD: Remove workaround that doesn't workmano-wii
2019-09-17GPU: Comment incorrect assertsClément Foucault
These asserts are too simple and triggers false positive.
2019-09-17GPU: Fix broken assertClément Foucault
2019-09-17DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-14Cleanup: use const args, variablesCampbell Barton
2019-09-14Revert "DRW: Refactor to support draw call batching"Clément Foucault
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
2019-09-13DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-13Cleanup: compiler warningsBrecht Van Lommel
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-12Shading: Add Vertex Color node.OmarSquircleArt
This patch adds a new Vertex Color node. The node also returns the alpha of the vertex color layer as an output. Reviewers: brecht Differential Revision: https://developer.blender.org/D5767
2019-09-12Shading: Add More Features To The Voronoi Node.OmarSquircleArt
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space. It also adds a Randomness input to control the randomness of the texture. Additionally, it adds three new modes of operation: - Smooth F1: A smooth version of F1 Voronoi with no discontinuities. - Distance To Edge: Returns the distance to the edges of the cells. - N-Sphere Radius: Returns the radius of the n-sphere inscribed in the cells. In other words, it is half the distance between the closest feature point and the feature point closest to it. And it removes the following three modes of operation: - F3. - F4. - Cracks. The Distance metric is now called Euclidean, and it computes the actual euclidean distance as opposed to the old method of computing the squared euclidean distance. This breaks backward compatibility in many ways, including the base case. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5743
2019-09-09Fix T69382: Crash - Regression - GPU Intel HD 4000mano-wii
Workarounds were not being enabled for drivers like `10.18.10.5069`.
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-07Fix T68843: wireframe node in Eevee fails on macOSJean First
Differential Revision: https://developer.blender.org/D5712
2019-09-06EEVEE: Fix bump mappingClément Foucault
Fix issue in latest patch and assure derivatives calculation is correct on all GPU.
2019-09-06Fix T68950: Adding lots of edge loops to cylinder produces a crashHuseyin Karakullukcu
Instead of fixed size, `IMM_BUFFER_SIZE` is adjustable now. The internal buffer can expand if there is a need a bigger buffer. All other behaviors are still the same. Reviewed By: fclem, #gpu_viewport Differential Revision: https://developer.blender.org/D5570
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659