Age | Commit message (Collapse) | Author |
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This avoids incorrect AA when the widget is not perfectly alligned with the
pixel grid.
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This was due to a bad driver which was not respecting this bit of the
specification:
`If the current primitive does not originate from an instanced draw command, the value of gl_InstanceID is zero.`
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Some OSX GL driver implementation needs a dummy vbo read. This fixed issues
with the Hair shaders in the past.
Related to T78307
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This was caused by missing GL blend. This patch also fix the broken
strip appearance under timeline zoom.
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This means all the antiailasing is done inside the fragment shader.
We use a Signed Distance Field to draw the 2D rounded boxes. This ensure
the best quality for AA.
This reduce the averge Batch for widget to 16 verts instead of ~600 and
reduce overshading a lot.
Theme Emboss alpha and tria alpha needs to be changed after this refactor.
The shadow drawing is left unchanged and still use geometry.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D7833
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Almost every pulldown menu and popover has a little dropdown arrow shape.
Unfortunately it is a bit wonky. The top of the right side of it is wider than the top of the left side. And both sides are narrower at the bottom than the top. It might be hard to see, but this image should help:
{F6728281}
The patch fixes the symmetry of the shape while keeping the weight as similar as possible. In the following image you can see the outline of the current version in red and this new version in green.
{F6728298}
With patch applied the arrow looks perfect:
{F6728302}
Reviewers: brecht, billreynish
Reviewed By: billreynish
Subscribers: pablovazquez
Tags: #bf_blender, #bf_blender_2.8, #user_interface
Differential Revision: https://developer.blender.org/D4424
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Apparently the registry is not large enough and the compiler does something bad in indexing the array.
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Could overlap icons.
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Was not centered for single icon buttons.
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In the future popovers/pulldowns should have different indicators
Patch by William Reynish and Clement Foucault
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Now we always fill the slider with a vertical boundary. A bit hard to explain,
but very easy to see the difference.
I split the widget in three parts and used fragment shader discard to remove the
undesired bits. That means all the widget program is doing a bit extra
calculation.
Reviewers: fclem
Subscribers: billreynish
Differential Revision: https://developer.blender.org/D3186
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Using a define makes it easy to increase this later.
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E.g. the vertices created for each of the defines would require a
certain offset. If you don't know what to look for, finding out about
this is pretty difficult. Make them easily searchable instead.
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There is quite some mess going on in that most of the old triangle
drawing code is still there, but does almost nothing effectively.
Instead values are hardcoded in the shader, however it doesn't support
the drawing options the triangle functions expose.
E.g. the 'where' variable to set triangle direction doesn't work.
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There was a crash with `Intel(R) HD Graphics 4000`.
Thanks to @fclem for the help and review.
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This is more for completeness than perf.
Shader is tiny bit more complex but we get less overdraw and drawcalls.
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This will let us draw multiple widget base at once.
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This remove another portion of imm calls and reduce overall drawcall count.
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This roughly halves the number of drawcalls from widgetbase_draw.
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This vertex shader let us draw widgets with batches instead of imm calls.
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