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2019-05-17Eevee / Workbench: Fix hair normalsClément Foucault
Hair normals were not behaving correctly. This corrects their looks and fix the node shader geometry that was showing the flat normal.
2019-05-17Eevee: Remove the Subsurface Render checkboxClément Foucault
This is to simplify the usage of SSS. Now it automatically detect if there is any SSS material in the view and allocate the needed buffer if any.
2019-05-17Cleanup: Eevee: Use SET_FLAG_FROM_TESTClément Foucault
2019-05-16Cleanup: unused varsCampbell Barton
2019-05-16Fix T64678: wrong DDS normal map rendering after recent changesBrecht Van Lommel
2019-05-15GPU: Add a matrix unproject function that takes an inverted matrixCampbell Barton
This is normally already calculated so add a version that takes the inverted matrix.
2019-05-14Eevee: Fix volumetric shaders compilation errorClément Foucault
2019-05-14Fix T64601 Error division by zero in GPUVertexFormatClément Foucault
The windows compiler use signed int by default for enums so that broke the bit count I carefully did. Forcing uint fixes it.
2019-05-14GPU: Windows+Intel Selection FixJeroen Bakker
On Windows 10 with a post Februari 2019 Intel driver, the box selection is not working. It only detects the object centers, but not the drawn triangles of the basic engine. Reviewed By: fclem Maniphest Tasks: T62947 Differential Revision: https://developer.blender.org/D4857
2019-05-14GPU: Fixup and add assert to GPU_VERT_ATTR_NAMES_BUF_LENClément Foucault
2019-05-14Cleanup: sort struct declarationsCampbell Barton
2019-05-14Cleanup: quiet warningCampbell Barton
2019-05-14Cleanup: DRW: Move ModelMatrix declaration to common_view_libClément Foucault
2019-05-14GPUVertexFormat: Reduce size of structsClément Foucault
With this patch, the size of GPUVertFormat goes from 1240 to 388.
2019-05-14GPU: Add GPU_vertbuf_discard and GPU_BATCH_UNUSEDClément Foucault
GPU_vertbuf_discard to clear buffer containers in place. GPU_BATCH_UNUSED to tag batch that are cleared and not immediatly usable.
2019-05-14BLI_memblock: Add more optionsClément Foucault
- Use int instead of uint for safety and less conversions. - Add free callback - Add cleared alloc option
2019-05-14GPU: Move Material index to nodetree evaluationClément Foucault
This removes the need to pass the Material* all over the place in the draw manager. Cleanup comming right after.
2019-05-14GPU: Remove ModelViewMatrix and ModelViewMatrixInverse usageClément Foucault
2019-05-13Cycles/Eevee: add Emission and Alpha inputs to Principled BSDFBrecht Van Lommel
This makes it easier to set up materials with emission and transparency. Importers/exporters and add-ons are recommended to now use these rather than creating separate transparent BSDF and emission nodes.
2019-05-13Cycles/Eevee: unified and improved texture image color space handlingBrecht Van Lommel
Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807
2019-05-10Cleanup: DRW: Renaming of glsl utility macrosClément Foucault
2019-05-09Fix T64363 Eevee: Texture coordinates node turns material color to pinkClément Foucault
Sorry for that :(
2019-05-09Cleanup: DRW: Remove DRW_pass_freeClément Foucault
2019-05-09DRW: Remove support for NormalMatrixClément Foucault
2019-05-09Cleanup: GPUShader: Remove unused edge fancy shaderClément Foucault
2019-05-09GPU: Refactor some shader for a bit more efficiencyClément Foucault
Remove matrices multiplication and use more correct codestyle for variables
2019-05-09Eevee: Fix Tangent vectors using NormalMatrix and make them world spaceClément Foucault
Making them world space by default remove a lot of legacy conversion from viewspace.
2019-05-08DRW: Remove WorldNormalMatrixClément Foucault
2019-05-08GPU: Remove GPU_INVERSE_NORMAL_MATRIXClément Foucault
The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation.
2019-05-08Cleanup: DRW/GPU: Remove eye vector uniformClément Foucault
2019-05-08Cleanup: GPUShader: Use switch instead of ifsClément Foucault
2019-05-08GPUViewport: Fix possible hash colision with enabled enginesClément Foucault
Also fix engine data validation that was not previously not working.
2019-05-08DRW: Replace BLI_mempool by BLI_memblockClément Foucault
This remove a avoid the big overhead present in BLI_mempool when it is cleared.
2019-05-06Cleanup: GPUMaterial remove unused struct membersClément Foucault
2019-05-05Cleanup: fallthrough attribute warningCampbell Barton
Fall-through without label or default after it.
2019-05-04Fix T63789: Precision issues in glsl noise texturemano-wii
There is a significant precision loss when converting large float values to int.
2019-05-04Cleanup: GPU_buffers: Remove obsolete debug drawingClément Foucault
2019-05-04GPUBuffers: Save / expose material index per buffersClément Foucault
2019-05-02Fix T63435 Incorrect fresnel and normals for hair strands on EEVEEClément Foucault
2019-05-01ClangFormat: run with ReflowComments on source/Campbell Barton
Prepare for enabling ReflowComments.
2019-04-30Fix T63393 Eevee: Specular Shader's Clear Coat does not functionClément Foucault
2019-04-29Cleanup: spellingCampbell Barton
2019-04-27Fix T63936 GPUSelect: Read depth in the endClément Foucault
fix T63936 introduced in 86914e713347. Reviewers: fclem Reviewed By: fclem Tags: #bf_blender Maniphest Tasks: T63936 Differential Revision: https://developer.blender.org/D4750
2019-04-26Eevee: Noise Texture: try to fix floating point accuracy issueClément Foucault
Cycles check for infinity and return 0.0 otherwise.
2019-04-26GPUSelect: Don't read depth on every drawClément Foucault
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.
2019-04-25Fix T63524: crash selecting an object in texture coordinate nodeBrecht Van Lommel
Using mat4 in a uniform buffer object was not properly supported.
2019-04-24Cleanup: sort CMake include pathsCampbell Barton
2019-04-23Fix T63178 Eevee animation render crashClément Foucault
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.
2019-04-23GPUBuffers: Fix wrong assertClément Foucault
For good this time... forgot to commit it in the previous commit rBedde48f57844.
2019-04-23Workbench: Support Active Vertex ColorJeroen Bakker
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