Age | Commit message (Collapse) | Author |
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Also compare clipping with the draw context instead of
accessing the RegionView3D, currently they're matching
but this might not always be the case.
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The struct name is descriptive,
this isn't going to be confused with other variables.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Select clipping now works when x-ray is disabled.
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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.
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Needed for clan-format not to wrap onto one line.
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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This is often invalid, outdated or misleading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.
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Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Comment or remove unused defines.
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Code comment notes there are "just a few",
now there are enough it's useful to include in GPUShaderStages.
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Use names for declarations to support adding defines, coming next.
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Was generating INVALID_FRAMEBUFFER here instead of failled texture alloc.
Add safety asserts in gpu_texture.c and clamp minimum size to 1 inside
GPU_offscreen_create.
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Only for workbench solid/wire modes.
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This makes it possible to have some code specific to each shader inside a
shader library.
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This is a compile time option to remove the unecessary uniform queries.
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This is in order to avoid GL call during the "cache creation" phase and
support multithreading.
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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.
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Deprecated GL_SELECT no longer works in OpenGL core profile, so there is no
reason to have this.
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This is a leftover from a time when these were not supported on all GPUs.
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This setting was added long ago to be cautious in case some GPUs did not
support this propertly, no reason to have it anymore.
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Without this clang-format may wrap them onto a single line.
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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.
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This is now done in shader so that the batches are shared across ImageUV
areas.
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This is to separate id drawing from standard color drawing.
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Reported by valgrind, not sure it caused any real bugs.
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Needed for clang formatting to workaround bug/limit, see: T53211
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This reverts commit d28b29d428cc7fc7eb29f2302b5d80fc63a9f870.
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Saves having to negate to a temporary variable.
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Instead of crashing, an error message is displayed if a function of the gpu module is called without a GPU context.
Reviewers: brecht, campbellbarton, JacquesLucke, mont29
Subscribers: abdelmatinboulbayam, amir.shehata
Differential Revision: https://developer.blender.org/D4143
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I start to think that an automatic detection would be a better solution.
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Also (mostly in comments): behaviour -> behavior (we use American English).
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