Age | Commit message (Collapse) | Author |
|
|
|
Fall-through without label or default after it.
|
|
There is a significant precision loss when converting large float values to int.
|
|
|
|
|
|
|
|
Prepare for enabling ReflowComments.
|
|
|
|
|
|
fix T63936 introduced in 86914e713347.
Reviewers: fclem
Reviewed By: fclem
Tags: #bf_blender
Maniphest Tasks: T63936
Differential Revision: https://developer.blender.org/D4750
|
|
Cycles check for infinity and return 0.0 otherwise.
|
|
If the draw uses the same id as the previous draw, there is no need to read the depth
buffer at this point, avoiding a CPU-GPU sync bubble.
Fixes T62511 Selection is significantly slower in production scenes.
With this patch glReadPixels is not the bottleneck. Regular drawing Is still very
slow so I would suggest fixing the regular drawing first before trying to
improve the selection algorithm.
|
|
Using mat4 in a uniform buffer object was not properly supported.
|
|
|
|
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).
If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.
If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.
I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.
This add very little memory and computation overhead.
|
|
For good this time...
forgot to commit it in the previous commit rBedde48f57844.
|
|
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
|
|
|
|
|
|
|
|
|
|
The assert was not true if the pbvh node had no triangle.
Also update the comment to reflect that.
|
|
|
|
Previous cleanups didn't account for space after '#'.
|
|
|
|
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
|
|
|
|
|
|
Tested to work on Linux and macOS.
This will be enabled once all platforms are verified.
See D4684
|
|
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.
|
|
Use doxy references to function and enums,
also correct some names which became out of sync.
|
|
|
|
|
|
Work around bug in the Intel driver:
https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/550740
|
|
|
|
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.
|
|
Introduced by f0d6879f5c7998be98ac406bd6ddaa5104961206
|
|
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
|
|
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.
|
|
|
|
This prevents the use of uninitialized buffer.
In addition, use `memset` instead of assigning in a loop.
|
|
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.
|
|
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.
|
|
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.
|
|
From rBd5cb425b8745
|
|
Apparently some drivers don't allow `glReadPixel` read out pixels of texture boundaries.
Intersect `rect` to avoid such cases.
|
|
|
|
Pass binormal sign via object info.
|
|
|
|
|