Age | Commit message (Collapse) | Author |
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This could happen with the build modifier.
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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
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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
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Remove this entry for now until we have more carefully verified the list.
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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
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Made the code fully thread safe now.
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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.
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`context_local_shaders_workaround` is only supported on OpenGL 4.1 or higher.
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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.
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Ref T70295
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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
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Related to T70011 and T70008
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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.
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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
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Apparently this workaround solves the problem.
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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.
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These asserts are too simple and triggers false positive.
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Reviewers: brecht
Differential Revision: D4997
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This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
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Reviewers: brecht
Differential Revision: D4997
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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
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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
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Workarounds were not being enabled for drivers like `10.18.10.5069`.
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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Differential Revision: https://developer.blender.org/D5712
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Fix issue in latest patch and assure derivatives calculation is correct on
all GPU.
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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
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Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
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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
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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
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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
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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
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The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
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Fix T68880 2D line display is broken
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