Age | Commit message (Collapse) | Author |
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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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Tested to work on Linux and macOS.
This will be enabled once all platforms are verified.
See D4684
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No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
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Use doxy references to function and enums,
also correct some names which became out of sync.
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Work around bug in the Intel driver:
https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/550740
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Move free callback call to GPU_batch_discard to prevent the crash.
The issue was that clearing can happen after referencing to an instance
buffer and that's perfectly legal.
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Introduced by f0d6879f5c7998be98ac406bd6ddaa5104961206
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In the case of the report a GL_PROXY_TEXTURE_2D_ARRAY of 2509x2509x1 failed to be allocated.
This is a work around as the GL_PROXY_TEXTURE_* is not reliable.
Reviewed By: brecht, fclem
Maniphest Tasks: T63223
Differential Revision: https://developer.blender.org/D4651
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Clamp the texture at sampling time. This is not the best way to do it but
this is the fastest/simplest. The cost is rather negligeable.
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This prevents the use of uninitialized buffer.
In addition, use `memset` instead of assigning in a loop.
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The wrong transformation was used. Add a new matrix specially for this case.
This also fix the Node texture coordinate that was suffering the same issue.
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Thanks to Gabor Fekete for helping finding the issue.
Was caused by uninitialized variable. Also took the oportunity to use comp
swizzling instead of multiple assignment.
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Until now, Orcos were computed by the gpu (GLSL) and were not taking into
account the modifier stack (breaking orco for deformed mesh).
Now Orco is now computed on CPU but only if a modifier stack is present.
Tagging that an ORCO layer is present is done via a 4th component, which is
a waste of memory/bandwidth. Best would be to do the same as auto attrib
color space and save a bool uniform somewhere but for now it's too
disruptive.
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From rBd5cb425b8745
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Apparently some drivers don't allow `glReadPixel` read out pixels of texture boundaries.
Intersect `rect` to avoid such cases.
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Pass binormal sign via object info.
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This might prove usefull when debugging some driver perf issues.
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It was removed by inadvertence.
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Was using the wrong vector length.
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Stencil mask drawing was not implemented yet. This commit will implement this for texture painting.
It brings the state back to how it was for B279.
Reviewed By: fclem
Maniphest Tasks: T58727
Differential Revision: https://developer.blender.org/D4570
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This remove the RGB texture lookups if the curve is only used for "Luma"
correction and does not affect individual RGB channels.
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Fix T62621 without breaking everything else.
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Most API's already use this convention.
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This commit groups several options that were tested in grease pencil branch:
- Changes to fill algorithms and improves, specially in small areas and stroke corners.
New options has been added in order to define how the fill is working and internally there are optimizations in detect the small areas in the extremes.
Kudos to @charlie for coding this fill improvements.
- New 3D cursor view plane option.
Now it's possible to lock the drawing plane to the 3D cursor and use the 3D cursor orientation. This allows more flexibility when you are drawing and reduce the need to create geometry to draw over surfaces.
- Canvas Grid now can be locked to 3D cursor.
- New option to reproject stroke using 3D cursor.
- Small tweaks and fixes.
Changes reviewed by @pepeland and @mendio
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The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.
Differential Revision: https://developer.blender.org/D4350
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In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.
This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.
Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
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This was because color is not present in the density texture if there is
only one constant color. Adding it as a uniform.
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This is a hacky fix. We just convert the int as a float and use it as such.
This works ok for small int but will not be correct for numbers greater
than 4194303.
Correct support would require deeper change for UBO creation and socket
conversion.
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