Age | Commit message (Collapse) | Author |
|
|
|
Oversight that should have been in rB6f3c279d9e70
|
|
Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
|
|
This add basic null safe handling for this operation.
|
|
This was causing flashing colors in the node editor grid.
This is because in some cases the flat color is only set on the provoking
vertex which is the last of the primitive by default.
|
|
This makes wide line supported on MacOS and other implementation that
does not support wide line by default.
This workaround works for all Line types but only if using one of the 5
default shaders.
The workaround is completely isolated and invisible to the outside. It has
no side effect.
Note: This does not affect the GPUBatch drawing.
|
|
This removes the limitation of the sculpt overlays not being visible
with modifiers active.
Reviewed By: fclem
Maniphest Tasks: T68900
Differential Revision: https://developer.blender.org/D8673
|
|
Regression from {b248ec97769f}. A new parameter was introduced, but the
stub shader macros still had the old number of parametes. This
change adds a new dummy parameter to the stub macros.
|
|
This impacts I/O add-ons. OBJ, FBX and Collada have been updated, glTF not yet.
Differential Revision: https://developer.blender.org/D4971
|
|
This might be dangerous because StringRef is not guaranteed to be
null-terminated and STREQ assumes null termination.
|
|
|
|
This makes the debugging easier.
|
|
This makes the debugging easier.
|
|
This is a nice way to check certain GPU codepaths only for some
regions or callers paths.
|
|
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.
**Major changes:**
=== Viewport Display ===
- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.
==== Grid Display ====
- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.
==== Vector Display ====
- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.
==== Coloring options for //gridlines// ====
- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.
- Also, made slicing and interpolation options available for Volume Object.
Reviewed By: JacquesLucke, sebbas
Differential Revision: https://developer.blender.org/D8705
|
|
Fix wrong logic.
|
|
|
|
Found by address sanitizer.
|
|
|
|
|
|
This was caused by a faulty default where program point size was used.
|
|
|
|
|
|
This makes replay analysis inside renderdoc much easier by using the new
debug group functionality.
|
|
Debug groups makes it easier to view from where an error comes from.
The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
|
|
Now they will at least show the shader name
|
|
|
|
|
|
This was caused by a missing state apply.
We force the GPUState to be set after the callbacks to avoid
desync between our state tracker and the real gl state.
This fixes some issues but a better general fix for all BGL would
be better.
This fix T80297 2.91 texture alpha is not transparent
|
|
|
|
|
|
|
|
This wraps the functionality used to speedup EEVEE volumetrics.
This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
|
|
|
|
Also avoid a case where size is zero and making it impossible to change it
back.
This fix T80664 Tiny node sockets
|
|
This was caused by an uninitialized variable that was left
unchanged when calling GPU_vertformat_clear.
|
|
This allows subsequent redraw to work just like before.
However a better safeguard system against setting the uniforms in the
wrong shader would be nice to have.
|
|
|
|
The point size was not updated in the right branch and setting the point
size via GPU_point_size was effectively disabling its use.
|
|
This makes it possible to disable all the extensions when forcing
workarounds.
Also it will allow future options to selectively disable each extension
to know which one is buggy.
|
|
This is to improve debugging on older hardware that may not support
4.3 debug capabilities (like Macs).
This avoids sprinkling glGetErrors manually. This might still be needed
to find the root cause since not all functions are covered.
This overrides the functions pointers that GLEW have already init.
This is only enabled if using --debug-gpu option and the debug extension
are not available.
This also cleanup the usage of GLContext::debug_layer_support and use
wrapper to set object labels.
|
|
It seems that using a vertex shader using both `gl_InstanceID` and
`gl_VertexID` is causing some issues on MacOS + Intel Iris.
Regression introduced by rB052538edc1fba109d3427471047611888ed13bea
|
|
|
|
This makes it easier to see what each sampler is supposed to be.
|
|
This was caused by an incorrect mipmap size.
Also add debug checks for good mesure.
|
|
|
|
The context might be partialy freed, so use gpu::Context instead of
GLcontext.
|
|
The draw manager test case initialized ghost, gpu and draw manager. This
change splits the base test case to GPU specific and draw manager
specific test case.
The GPU test base test case will be used for low level GPU tests.
|
|
Memory leak is introduced as test cases reinitializes the GPU stack.
Added a call to GPU_backend_exit to fix this.
In GPU_backend_exit the GPU backend was destroyed but the pointer wasn't
reset for reuse. This patch also clears the pointer to be reused.
|
|
This makes the GPUContext follow the same naming convention as the rest
of the module.
Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
|