Age | Commit message (Collapse) | Author |
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<stddef.h> defines offsetof. For some reason MSVC 2015 does not need this. Mystery!
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Conflicts:
source/blender/editors/armature/pose_select.c
source/blender/editors/include/ED_armature.h
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Renamed existing getter/setter that only FX shaders use. We could convert FX code to use the richer new interface or leave it as is.
Removed unused GPUShader fields. ShaderInterface tracks the same information.
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It wasn't using old immediate mode, but was using
- client vertex arrays (obsolete)
- quads (obsolete)
- state attrib stack (obsolete)
- polygon mode (still allowed, but gross)
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After a GLSL program is linked we can get all its inputs & never have to ask it again.
Several uniforms are considered "built-in". Nothing special about these to OpenGL itself, they just follow conventions of our built-in shaders.
This will help the matrix API, immediate & batch drawing APIs, and allow extra error/compatibility checking.
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PrimitiveClass will help match shaders to draw calls & detect usage errors. For example a point sprite shader only makes sense with PRIM_POINTS.
Updated other files to include new primitive.h
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Requested by @fclem
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We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
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Artifacts still remained when 2 vertices were linedup in orthographic mode or with very acute vertex angles.
This commit fix that by adding even more geometry.
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We loose a bit of memory for (more?) performance.
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ifdef out most debugging code since Apple does not implement any debug extensions. We can revisit this if they ever do (don't expect that).
Changed output message so Mac users don't think --debug-gpu is broken.
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This extension is the best we have on some older supported GPU + OS combinations.
All the code was in place, just disabled.
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I was removing deprecated/obsolete state from this function. About halfway through I started questioning the need for the whole thing.
GPU_state_print is not called anywhere, but is (was) available as a development aid.
External GL debugging tools are really good these days! We should use those to examine state & not roll our own.
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Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
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- Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this.
- Shader expands size to include outline.
- Fixed fringe between outline color and transparent background.
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We do a strip of triangles around the triangle of interest and modify the variying vars to "trick" the fragment shader into rendering what we need.
This keeps the compatibility for both shaders.
Vertex still get half displayed when angle at the vertex is very acute.
This patch is only for the simple, no vert clipped case.
This is 2.5x slower than without the trick (on my hardware with 1million tris).
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Based on the previous overlay shader from merwin.
This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers).
As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh.
This problem can be fixed by a second pass.
This is work in progress.
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Part of T49042.
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D2376 by @ianwill, part of T49043
review by @merwin
Box select, circle select, etc. Introducing the dashed-line shader! See D2376 for more info.
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new shader to draw an image with one isolated channel
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I had to make some changes to the sep_gaussian_blur shader to be compliant for gl 3.3 leap
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- Added runtime display matrices to EditBone and bPoseChannel
- Added Object space instance vertex shader and modified the simple lighting shader accordingly
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Use debug 666 for cache without instance buffer caching.
Use debug 667 for cache with instance buffer caching.
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Numbers were correct but names were mixed up.
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Reviewed By: merwin
Differential Revision: https://developer.blender.org/D2512
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This avoid glitches due to float comparison precision.
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for vec3 arrays and matrix4.
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All (except for stick and wire) are now rendered using batch or immediate API.
Using simple front facing lighting for now, waiting for gpu_basic_shader.c to be recoded.
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