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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
2019-09-05Shading: Rewrite Mapping node with dynamic inputs.OmarSquircleArt
This patch rewrites the Mapping node to support dynamic inputs. The Max and Min options have been removed. They can be added as Min and Max Vector Math nodes manually. Texture nodes still use the old matrix-based mapping. A new SVM node `NODE_TEXTURE_MAPPING` has been added to preserve this functionality. Similarly, in GLSL, a `mapping_mat4` function has been added. Reviewers: brecht, JacquesLucke
2019-08-30GPU: Split gpu_shader_material into multiple files.OmarSquircleArt
This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
2019-08-27Cleanup: fix compiler warningBrecht Van Lommel
2019-08-27Workbench: Specular Highlighting for MatCapsJeroen Bakker
With Blender 2.80 we introduced a more flexible matcap system. One change we did was to multiply the matcap with the base color that was shaded. As matcaps contains diffuse and specular lighting in a single texture this lead to rendering artifacts. Artists were complaining that everything looked to metalic. We now support a separate `diffuse` and `specular` pass for matcaps. `shaded_color = diffuse_light * base_color + specular_light` For matcaps to support this feature they need to be multilayer openexr files with 2 renderpasses (named `diffuse` and `specular`). In the future we can change this to first pass/second pass in stead of this naming convention. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D5335
2019-08-26GPU: add mechanism for splitting up big gpu_shader_material.glsl fileBrecht Van Lommel
Compiling this big file for every Eevee material is bad for performance, and now that we are adding more nodes it gets worse. This patch adds a simple mechanism to split up that file, and use only the parts used by shader nodes. When a function is used by GPU_link, we detect which GLSL file it came from and use it in GLSL code generation automatically. Dependencies between GLSL files are manually specified, and function names must be unique across all GLSL files. Most of the actual splitting up will be done in later commits. Differential Revision: https://developer.blender.org/D5569
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-22Shading: Add object color to Object Info node.OmarSquircleArt
The object color property is added as an additional output in the Object Info node. Reviewers: brecht Differential Revision: https://developer.blender.org/D5554
2019-08-21GPU: Fix Element index range calculationClément Foucault
Fix T68880 2D line display is broken