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2018-07-10GPUTexture: Refactor of texture creation & new featureClément Foucault
- Texture creation now requires explicit data type. - GPU_texture_add_mipmap enable explicit mipmap upload. - GPU_texture_get_mipmap_size can be used to get the size of a mipmap level of an existing GPUTexture - GPU_texture_read let you read back data from a gpu texture.
2018-07-08Cleanup: rename 'ct' to 'len' for gpuCampbell Barton
2018-07-08Cleanup: rename 'ct' to 'len' for gawainCampbell Barton
2018-07-08Cleanup: abbreviate unsigned types (editors, wm)Campbell Barton
2018-07-05GPU: avoid unnecessary multiple nodetree localize and output finding.Brecht Van Lommel
2018-07-02Cleanup: use _f, _i suffix for GPU state APICampbell Barton
2018-07-02Commit D3494 : Compiled shader lookup fixClément Foucault
Authored by Pavel Rudko (PavelRudko) on Thu, Jun 21, 10:41 AM. Original description: I've encounterd into a problem with blender 2.8. See the example screenshot (scene, shader setup). For some materials it's not enough to calculate hash based on fragment code and defines. In some cases attribute names may change. And if we change uv set name, for example, vertex shader is not recompiled, and another attribute name inside it is used.
2018-07-01Cleanup: use '_len' suffix for line stippleCampbell Barton
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-28Fix assert to due missing GPU blend mode.Brecht Van Lommel
2018-06-28Fix missing blend mode in recent OpenGL refactorCampbell Barton
2018-06-27Cleanup: styleCampbell Barton
2018-06-27bf_gpu: Add GPU_state module.Ray Molenkamp
This has wrappers for the most common gl* functions in the codebase, and is in preparation for D3502 Reviewers: brecht, fclem Differential Revision: https://developer.blender.org/D3501
2018-06-26Cleanup: dyntopo sculpt draw update: use same BM_face_as_array_vert_tri for ↵Bastien Montagne
indexbuf generation. It's cleaner, and actually assert that BMFace is a triangle. Same code as when generating vertexbuf for flat shading!
2018-06-26Fix T55320: Sculpt Mode with dyntopo and smooth shading drawing bug.Bastien Montagne
We have to discard the batch in smooth case, because we are modifying the index buffer (flat shading don't need it, only changes vertex buffer on redraw, which is safe). Many thanks to @fclem for his help on debuging/understanding what was wrong here!
2018-06-25Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/sculpt_paint/paint_image.c source/blender/editors/space_view3d/view3d_draw.c source/blender/editors/space_view3d/view3d_view.c source/blender/gpu/GPU_draw.h source/blender/gpu/GPU_material.h source/blender/gpu/intern/gpu_draw.c source/blender/gpu/intern/gpu_material.c source/blender/makesrna/intern/rna_userdef.c source/blender/windowmanager/intern/wm_files_link.c source/blender/windowmanager/intern/wm_init_exit.c source/creator/creator_args.c source/gameengine/GamePlayer/ghost/GPG_ghost.cpp source/gameengine/Ketsji/KX_PythonInit.cpp source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
2018-06-25Cleanup: Nuke most of G.main from GPU code.Bastien Montagne
2018-06-25Cleanup: code styleCampbell Barton
2018-06-22Cleanup: styleCampbell Barton
2018-06-22Cleanup: suppress assert in recent GPU refactorCampbell Barton
2018-06-22GLRefactor: Refactor bf_blenfont to use GPUTexture instead of raw GL calls ↵Ray Molenkamp
and types. In an effort to centralize all opengl calls in the codebase, this patch replaces the raw opengl calls in bf_blenfont with GPUTexture so it's no longer depended on opengl headers. reviewer: Brecht Differential Revision: https://developer.blender.org/D3483
2018-06-20UI: adjust menu triangleCampbell Barton
Was not centered for single icon buttons.
2018-06-20Cleanup: whitespaceCampbell Barton
2018-06-20UI: Use chevrons for number sliders, pulldowns and popoversPablo Vazquez
In the future popovers/pulldowns should have different indicators Patch by William Reynish and Clement Foucault
2018-06-18Cleanup: indentationCampbell Barton
2018-06-17Cleanup: codestyleCampbell Barton
2018-06-16This option limits visibility of the glew.h header to just bf_gpu and ↵Ray Molenkamp
intern_gawain this is to highlight areas in the code that still directly do opengl calls or use opengl types. This is in preparation for supporting alternative rendering back-ends. Reviewers: brecht, fclem Differential Revision: https://developer.blender.org/D3304
2018-06-16Merge branch 'master' into blender2.8Brecht Van Lommel
The Eevee AO node supports the new Normal socket, but ignores Distance, Samples, Inside and Only Local settings.
2018-06-15Cycles: change Ambient Occlusion shader to output colors.Lukas Stockner
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
2018-06-14Cleanup: styleCampbell Barton
2018-06-14GPU: consistenly use mipmap on/off in all draw modes.Brecht Van Lommel
This is important for good texture paint performance.
2018-06-14Cleanup: remove legacy GPU pass binding code.Brecht Van Lommel
2018-06-13Merge branch 'master' into blender2.8Brecht Van Lommel
This includes making Eevee match Cycles behavior of inserting an emission node when linking colors to closures.
2018-06-12Cleanup: remove image->bindcode, always wrap in GPUTexture.Brecht Van Lommel
This simplifies code, and will hopefully make UDIM usage of GPUTexture a little easier.
2018-06-11Revert "Cleanup: remove image->bindcode, always wrap in GPUTexture."Brecht Van Lommel
This reverts commit 8242a5bc853a74da1273fc7ad4b959ac716c563c. This isn't quite ready to use yet.
2018-06-11Cleanup: remove image->bindcode, always wrap in GPUTexture.Brecht Van Lommel
2018-06-11Cleanup: fix compiler warnings.Brecht Van Lommel
2018-06-11Fix crash with OpenGL rendering in multiple threads on macOS.Edmund Kapusniak
On macOS we must always go through BLI_thread_local_get/set(). Differential Revision: https://developer.blender.org/D3470
2018-06-11Cleanup: Moar G.main removal of Hell.Bastien Montagne
This commit actually adds some G.main... but at much, much higher level than the ones it removes, so should still be better ;)
2018-06-08DRW: Fix animated material not refreshingDalai Felinto
This introduces a garbage collection system similar to gpu_texture.
2018-06-08Rename: GPU_material_get_uniform_buffer > GPU_material_uniform_buffer_getDalai Felinto
2018-06-08Rename: GPU_texture_orphansDalai Felinto
2018-06-07Uniform Buffer Objects: Simplification refactorDalai Felinto
Since we are only creating this and never updating, there is no need for the original approach with the individual data to be updated. Note we only populate the GPU data when binding the UBO, so we can in the future easily create the UBOs in a separate thread than the main drawing one. Also at the moment animated materials are not working. To fix that we need to free/tag for free the GPUMaterials in BKE_material_eval.
2018-06-07Uniform Buffer Object: No more dirty tagging calls/checkDalai Felinto
2018-06-07Rename GPU_material_create_uniform_buffer > GPU_material_uniform_buffer_createDalai Felinto
2018-06-07GLSL: No need to extract the UBO dynamic inputsDalai Felinto
2018-06-07No more need to tag sss as dirty for EEVEEDalai Felinto
And for the records, this shoudn't have been added to the GPU_material_uniform_buffer_tag_dirty function since they are unrelated.
2018-06-07Fix crash cause by SSS referencing Material Nodetree data.Clément Foucault
2018-06-07GPUPass: Refactor gpupass caching system to allow fast gpumaterial creation.Clément Foucault
This is part of the work needed to refactor the material parameters update. Now the gpupass cache is polled before adding the gpumaterial to the deferred compilation queue. We store gpupasses in a single linked list grouped based on their hashes. This is not the most efficient way but it can be improved upon later.