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
2017-05-20CMake: Use GCC7's -Wimplicit-fallthrough=5Campbell Barton
Use to avoid accidental missing break statements, use ATTR_FALLTHROUGH to suppress.
2017-05-11Cleanup: GPU PBVH namingCampbell Barton
Use GPU_pbvh prefix.
2017-05-11Sculpt Drawing: reduce redundant color conversionCampbell Barton
Also replace macro with for loop.
2017-04-24Cleanup: styleCampbell Barton
2017-04-15Fix T51216: SSAO attenuation not being scale invariant.Brecht Van Lommel
Unfortunately this does break compatibility in that the viewport will look a bit different depending on the settings, but the old behavior was simply not usable for higher distances.
2017-04-14Object Info node support for GLSL mode and the internal renderAlexander Romanov
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI. {F499530} Example: {F499528} Reviewers: merwin, brecht, dfelinto Reviewed By: brecht Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2425
2017-04-12Cleanup: use lowercase gpu prefix for static funcsCampbell Barton
This was mostly followed already.
2017-03-24Fix T50238: Cycles: difference in texture position between OpenGL and Cycles ↵Sergey Sharybin
render
2017-03-11Cleanup: code style & cmakeCampbell Barton
2017-03-10Correct glPixelTransfer functionCampbell Barton
2017-03-10Cleanup: struct flags for select pickingCampbell Barton
2017-03-093D View: x-ray support for depth pickingCampbell Barton
Selection loop would draw the selection ignoring xray. Now draw in a separate pass after clearing the depth buffer, as with regular drawing. Also disable depth sorting, caller can sort the hit-list by depth if needed.
2017-03-083D View: new nethod of opengl selectionCampbell Barton
Intended to replace legacy GL_SELECT, without the limitations of sample queries which can't access depth information. This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL which access the depth buffers to detect whats under the pointer, so initial selection is always the closest item. The performance of this method depends a lot on the OpenGL implementations glReadPixels. Since reading depth can be slow, buffers are cached for object picking so selecting re-uses depth data, performing 1 draw instead of 3 (for 24, 18, 10 px regions, picking with many items under the pointer). Occlusion queries draw twice when picking nearest, so worst case 6x draw calls per selection. Even with these improvements occlusion queries is faster on AMD hardware. Depth selection is disabled by default, toggle option under select method. May enable by default if this works well on different hardware. Reviewed as D2543
2017-03-08OpenGL Select: integer rect for passing regionCampbell Barton
2017-03-03Cleanup: GPU_select never took NULL rectCampbell Barton
2017-03-03Cleanup: redundant header, use const, short -> boolCampbell Barton
2017-02-02Fix incorrect spot lamp blend in python GPU uniform export.Michael Stahre
Reviewed By: brecht Differential Revision: https://developer.blender.org/D2378
2016-11-22GPU: Consider latest Gallium driver an official ATI/AMDSergey Sharybin
This will make triple buffer used by default for such configuration. Ideally we would switch to triple buffer on all platforms, but let's do it in 2.8 branch and don't open can of worms in master now. This should solve issues like T49945.
2016-10-30Viewport smoke: add support to render the volume using a color ramp.Kévin Dietrich
This is yet another debug option that allows to render an arbitrary simulation field by using a color ramp to inspect its voxel values. Note that when using this, fire rendering is turned off. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-10-10OpenGL: remove GLSL support query (it's always supported)Mike Erwin
2016-09-30UPBGE: Fix crash when calling shade_light texture when mtex has no tex.Ulysse Martin
2016-09-21fix for potential pitfall with glMatrixModeMike Erwin
close D696 by @jwilkins The matrix mode should always be left in modelview mode, since a lot of code assumes it is before setting a matrix.
2016-08-30Fix T49201: Mesh with OpenSubdiv subsurf and a texture disappears in ↵Sergey Sharybin
Material viewport mode
2016-08-28Fix T47639: OpenGL render with smoke and fire incorrect when usingKévin Dietrich
transparency. The issue is that we are rendering to a 0..1 clamped sRGB buffer with unpremultiplied alpha, where the correct thing to do would be to render to an unclamped linear premultiplied alpha buffer. Then we would just make fire purely emissive without affecting the alpha channel at all, but that doesn't work here. So for now, draw fire and smoke separately using different shaders and blend modes, like it used to before the smoke programs were rewritten (see rB0372b642).
2016-08-16Fix redundant declarations after recent changes in GPU debugSergey Sharybin
2016-08-15OpenGL: ignore deprecated API warningsMike Erwin
Reduces noise from --debug-gpu so we can spot serious errors. Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated. I'll re-enable these warnings for blender2.8 after next merge.
2016-08-15Fix OpenGL backtrace build errors, without disabling warnings.Brecht Van Lommel
2016-08-15Tentative compile fix after recent gpu debug changesJens Verwiebe
2016-08-15OpenGL: backtrace on errors (--debug-gpu)Mike Erwin
Backtrace so we can pinpoint where the GL error came from. Then fflush on severe errors in case it's severe enough to crash Blender.
2016-08-15OpenGL: enhance debug outputMike Erwin
When running blender --debug-gpu Display which debug facilities are available. One of these, in order of preference: - OpenGL 4.3 - KHR_debug - ARB_debug_output - AMD_debug_output All messages are logged now, not just errors. Will probably turn some of these off later. GL_DEBUG_OUTPUT_SYNCHRONOUS lets us break on errors and backtrace to the exact trouble spot. Callers of GPU_string_marker no longer pass in a message length, just the message itself (null terminated). Apple provides no GL debug logging features.
2016-08-09Bugfix. glDisable with bad enum argument in GPU_texture_unbindAlexander Romanov
Reported by @panzergame in D1414. `glDisable` calls with bad enum argument `GL_TEXTURE_2D_MULTISAMPLE` that came from this line: `tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);` Reviewers: brecht Reviewed By: brecht Subscribers: AlexKowel, yurikovelenov, panzergame Differential Revision: https://developer.blender.org/D2145
2016-07-27Fix T48829: Memory leak on Blender ExitSergey Sharybin
It was possible to have missing outlink but GPUNodes in material.
2016-07-22OpenSubdiv: Initial support of UV maps in material shading modeSergey Sharybin
2016-07-20OpenSubdiv: Initial work to support UV maps in textured OSD viewportSergey Sharybin
A bit work in progress, currently the following limitations: - Texture shading only, Material shading will come later - No UVs subdivision yet - Always uses active UV and currently changing active UV will not properly update the viewport. Well, need to start somewhere :)
2016-07-14Cleanup: comment blocksCampbell Barton
2016-07-14Cleanup: styleCampbell Barton
2016-07-07Cleanup: spelling, styleCampbell Barton
2016-07-06Cleanup: redundant 4th index in sculpt PBVHCampbell Barton
Since moving to MLoopTri this is no longer needed.
2016-07-04Fix a few compiler warnings on OS X / clang.Brecht Van Lommel
Two were actual bugs, though they existed only in unused code: * In Freestyle it was unintentionally copying a scene rather than referencing it. * In BLI_array_store_is_valid there was use of uninitialized memory.
2016-07-04Environment lighting for the GLSL modeAlexander Romanov
Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810
2016-06-25GPU: move select index code out of WMCampbell Barton
This avoids bad-level calls.
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-06-10Fix GPU logical error changing stippleCampbell Barton
2016-06-09GPU: only call glShadeModel when neededCampbell Barton
2016-06-09GPU: avoid multiple bind calls in GPU_draw_pbvh_buffersCampbell Barton
Also add utility functions: GPU_basic_shader_bind_enable/disable so we don't have to get the previous state every time and manipulate it
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-06-09Compilation error fix after recent cleanupSergey Sharybin
Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;)
2016-06-08Cleanup: GPU arg wrappingCampbell Barton
2016-06-08Cleanup: GPU headersCampbell Barton
2016-06-07GPU: Fix triple buffer w/ basic glsl shaderCampbell Barton
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.