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# Conflicts:
# release/scripts/startup/bl_ui/properties_data_camera.py
# source/blender/blenkernel/BKE_camera.h
# source/blender/blenkernel/BKE_node.h
# source/blender/blenkernel/intern/camera.c
# source/blender/blenlib/BLI_float2.hh
# source/blender/blenlib/BLI_float3.hh
# source/blender/blenlib/BLI_float4.hh
# source/blender/blenlib/BLI_math_geom.h
# source/blender/blenlib/intern/math_geom.c
# source/blender/draw/CMakeLists.txt
# source/blender/draw/engines/basic/basic_engine.c
# source/blender/draw/engines/eevee/eevee_cryptomatte.c
# source/blender/draw/engines/eevee/eevee_effects.c
# source/blender/draw/engines/eevee/eevee_engine.c
# source/blender/draw/engines/eevee/eevee_lightcache.c
# source/blender/draw/engines/eevee/eevee_lightcache.h
# source/blender/draw/engines/eevee/eevee_lightprobes.c
# source/blender/draw/engines/eevee/eevee_lights.c
# source/blender/draw/engines/eevee/eevee_materials.c
# source/blender/draw/engines/eevee/eevee_motion_blur.c
# source/blender/draw/engines/eevee/eevee_occlusion.c
# source/blender/draw/engines/eevee/eevee_private.h
# source/blender/draw/engines/eevee/eevee_render.c
# source/blender/draw/engines/eevee/eevee_renderpasses.c
# source/blender/draw/engines/eevee/eevee_sampling.c
# source/blender/draw/engines/eevee/eevee_screen_raytrace.c
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/eevee_shadows.c
# source/blender/draw/engines/eevee/eevee_shadows_cube.c
# source/blender/draw/engines/eevee/eevee_temporal_sampling.c
# source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
# source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
# source/blender/draw/engines/eevee/shaders/random_lib.glsl
# source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
# source/blender/draw/engines/eevee/shaders/surface_lib.glsl
# source/blender/draw/engines/eevee/shaders/surface_vert.glsl
# source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
# source/blender/draw/engines/external/external_engine.c
# source/blender/draw/engines/gpencil/gpencil_engine.c
# source/blender/draw/engines/image/image_engine.c
# source/blender/draw/engines/overlay/overlay_engine.c
# source/blender/draw/engines/select/select_engine.c
# source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
# source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
# source/blender/draw/engines/workbench/workbench_engine.c
# source/blender/draw/engines/workbench/workbench_shader.c
# source/blender/draw/intern/DRW_render.h
# source/blender/draw/intern/draw_debug.h
# source/blender/draw/intern/draw_manager_data.c
# source/blender/draw/intern/draw_manager_exec.c
# source/blender/draw/intern/draw_view_data.h
# source/blender/gpu/CMakeLists.txt
# source/blender/gpu/GPU_material.h
# source/blender/gpu/GPU_shader.h
# source/blender/gpu/GPU_state.h
# source/blender/gpu/GPU_vertex_buffer.h
# source/blender/gpu/intern/gpu_codegen.c
# source/blender/gpu/intern/gpu_material.c
# source/blender/gpu/intern/gpu_material_library.h
# source/blender/gpu/intern/gpu_node_graph.c
# source/blender/gpu/intern/gpu_texture_private.hh
# source/blender/gpu/intern/gpu_vertex_buffer.cc
# source/blender/gpu/opengl/gl_shader.cc
# source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
# source/blender/nodes/shader/node_shader_tree.cc
# source/blender/nodes/shader/nodes/node_shader_background.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
# source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
# source/blender/nodes/shader/nodes/node_shader_emission.cc
# source/blender/nodes/shader/nodes/node_shader_holdout.cc
# source/blender/nodes/shader/nodes/node_shader_output_material.cc
# source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
# source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
# source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
# source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
# source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
# source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
# source/blender/render/RE_pipeline.h
# source/blender/render/intern/initrender.c
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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This adds memory barriers to use with `GPU_memory_barrier` to ensure that
writes to a vertex or index buffer issued before the barrier are
completed after it, so they can be safely read later by another shader.
`GPU_BARRIER_VERTEX_ATTRIB_ARRAY` should be used for vertex buffers (`GPUVertBuf`),
and `GPU_BARRIER_ELEMENT_ARRAY` should be used for index buffers (`GPUIndexBuf`).
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13595
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Ref T92709
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With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.
NOTE: As this is an OpenGL4.3 feature it must always have a fallback.
Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.
This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.
An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10913
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This was caused by a missing state apply.
We force the GPUState to be set after the callbacks to avoid
desync between our state tracker and the real gl state.
This fixes some issues but a better general fix for all BGL would
be better.
This fix T80297 2.91 texture alpha is not transparent
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This wraps the functionality used to speedup EEVEE volumetrics.
This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
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This is to improve debugging on older hardware that may not support
4.3 debug capabilities (like Macs).
This avoids sprinkling glGetErrors manually. This might still be needed
to find the root cause since not all functions are covered.
This overrides the functions pointers that GLEW have already init.
This is only enabled if using --debug-gpu option and the debug extension
are not available.
This also cleanup the usage of GLContext::debug_layer_support and use
wrapper to set object labels.
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Part of the Vulkan task T68990
Isolate the last remaining gl functions.
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This is to have better error detection in debug builds.
This is not a replacement for a full check like in renderdoc but it
might catch some issues early on.
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This is a massive cleanup needed for vulkan support T68990. It provides:
- More meaningful enums with conversion functions.
- Less hacky supports of arrays and cubemaps (all considered layered).
- More inline with the stateless design of vulkan and modern GL.
- Methods Fallbacks are using framebuffer functions that are wrapped
instead of implementing inside the texture module.
What is not in there:
- API change.
- Samplers support (breaks a few effects).
# Conflicts:
# source/blender/gpu/GPU_texture.h
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This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.
The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
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This fix a GL_INVALID_VALUE error on startup due to 0.0f max line width.
Also moves the max anisotropy filter to the sampler creation.
This reduces code fragmentation.
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This should avoid confusion about what is a class and what is an opaque
pointer.
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This isolate most GL calls to the GL backend. Still a few remains.
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This is just the backend work. It is not plugged in yet because it
needs more external cleanup/refactor.
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