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2020-07-20Fix T78977 GPU: blf fonts are not gamma correctedClément Foucault
2020-02-25Cleanup: clang-formatBrecht Van Lommel
2020-02-24BLF: Optimize text rendering and cachingGermano Cavalcante
The current code allocates and transfers a lot of memory to the GPU, but only a small portion of this memory is actually used. In addition, the code calls many costly gl operations during the caching process. This commit significantly reduce the amount of memory by allocating and transferring a flat array without pads to the GPU. It also calls as little as possible the gl operations during the cache. This code also simulate a billinear filter `GL_LINEAR` using a 1D texture. **Average drawing time:** |before:|0.00003184 sec |now:|0.00001943 sec |fac:|1.6385156675048407 **5 worst times:** |before:|[0.001075, 0.001433, 0.002143, 0.002915, 0.003242] |now:|[0.00094, 0.000993, 0.001502, 0.002284, 0.002328] Differential Revision: https://developer.blender.org/D6886
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2018-04-08BLF: Opti: More clever sampling for blured glyphs.Clément Foucault
Reduce the number of sampled required for blurring by using filtered texture samples. This changes the result a bit but it is not noticable.
2018-04-08BLF: Opti: Draw only one quad per shadow/blurred glyph.Clément Foucault
This port the Blurring of blf fonts to the final drawing shader. We add a bit of extra padding to each glyph so that jittering the texture coord does not sample the neighbor glyphs.
2017-05-19OpenGL: convert old texture2D calls in built-in shadersMike Erwin
2017-05-17Cleanup: remove GLSL version checksCampbell Barton
2017-04-18Fix text drawing with core profileSergey Sharybin
The issue was going to the fact that GL_ALPHA was deprecated in core profile and common solution online is to use GL_RED instead. That is what is done in this commit.
2016-10-11BLF/OpenGL: draw text with new immediate modeMike Erwin
Part of T49043
2016-09-20OpenGL: fix GPU_SHADER_TEXT on non-MacMike Erwin
Developed on Mac and committed quickly.. oops
2016-09-17OpenGL: streamline font renderingMike Erwin
Ignore texture matrix in the shader, stop messing with texture matrix in BLF code. Use linear screen-space interpolation instead of perspective. Avoid redundant call to glMatrixMode.
2016-09-17add GPU_SHADER_TEXT for font renderingMike Erwin
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details. I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.