Age | Commit message (Collapse) | Author |
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This removes the escape color control caracters when the output
does not supports it (i.e: file output, windows cmd).
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Found by valgrind, unclear if this caused an actual bug.
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This was reintroduced by the wide line emulation workaround.
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This avoid strange discrepency between the general purpose variant and
the specialized glass variant which did not have a way to turn
multi-scatter off.
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The alpha out socket output the average transmittance, not the alpha.
This patch will convert the transmittance to alpha.
Found during research of T80919; Issue introduced when `Closure.opacity` was migrated to `Closure.transmittance`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9010
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Everything's in the title...
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Corrects 34 miscellaneous misspelled words.
Differential Revision: https://developer.blender.org/D9248
Reviewed by Campbell Barton
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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This makes possible to rebind the same GPUFrameBuffer to enable or
disable sRGB encoding transform.
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Follow our code style guide by using C-comments for text descriptions.
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This makes sure no BGL call before window drawing locks the GPUState.
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This was an issue for Cycles.
This also makes the `GPU_bgl*` functions less fragile by checking for
null pointers.
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This reverts commit f23bf4cb109cb8f39f873c4f80acbec3f33b098c.
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The real maximum was `GPU_SAMPLER_ICON`, not `GPU_SAMPLER_REPEAT`, my
bad. {rBa31a87f8943aa40}
Move `GPU_SAMPLER_MAX` out of the enum since it's used as an `int`
at many places.
Also, the macro `ENUM_OPERATORS` needs a maximum, and this enumerator
cannot be used as the argument of that macro. It creates wrong values
in the `~` NOT operator.
Thanks @deadpin for catching this.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9157
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This was caused by points well behind the near clip making the
computation of the width wrong.
The fix is to clip the line to the near clip plane.
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The underlying type of the enum cannot be fixed here due to its usage
in C code.
All the values possible in the width of the underlying type are not
valid for an enum.
Only 0 to (2*max - 1) if all enumerators are unsigned.
So the macro asks for the biggest value among the //listed// ones.
If any enumerator C is set to say `A|B`, then C would be the maximum.
(2*max-1) is used as the mask.
The warnings (for each enum modified in this commit):
GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291
which is not a valid value for type 'GPUVertBufStatus'
https://github.com/llvm/llvm-project/commit/1c2c9867
Ref T81340
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9067
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This reverts commit f12b0373f322b710b9fa5cebb67bdf363ff90e9f.
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This directly adress the issues caused by rB536c2e0ec916.
Since the state tracking is done at a lower level, using the bgl
functions needs to be safegarded by the state manager.
The current workaround is to bypass `apply_state` when inside a
callback that used a `bgl` function.
Related to T80730.
This fix T81003.
Also this fix the default blend equation for callbacks.
Fixes T80169 T81289.
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This path makes use of more framebuffers when using the gpu workarounds.
Increase the MAX FBO attachments per texture. Maybe we could use a growing
vector in the future.
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At the end of `GPU_framebuffer_blit` when `prev_fb->bind(true);` is called,
the `context_->active_fb` was not in sync and lead to the wrong framebuffer
being modified by bind function.
This fix T81055 SSS light is missing from the diffuse light render pass
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Based on D9069 by @ankitm.
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on top in the Image Editor"
This reverts commit 085329f114beb904ed3ef0c8ec6894ee26916704.
It didn't render rendered viewport overlays correctly.
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Blender 2.91 only. Due to recent refactoring the compressed texture
formats missed the conversion to its GL counterpart.
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the Image Editor
Since {D8234} the image editor is drawn using a depth buffer.
When using `draw_texture_2d` the image is drawn using the 2D_IMAGE
shader. inside the vertex buffer the image was pushed to the background.
This was introduced by {648924333234} what seems to be out dated as we
have done several overhauls in this area. (workbench refactor, overlay
engine refactor, color management pipeline).
This patch removes the pushing of the image to the background.
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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Oversight that should have been in rB6f3c279d9e70
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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
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This add basic null safe handling for this operation.
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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.
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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.
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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
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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.
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This impacts I/O add-ons. OBJ, FBX and Collada have been updated, glTF not yet.
Differential Revision: https://developer.blender.org/D4971
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This might be dangerous because StringRef is not guaranteed to be
null-terminated and STREQ assumes null termination.
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This makes the debugging easier.
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This makes the debugging easier.
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This is a nice way to check certain GPU codepaths only for some
regions or callers paths.
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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
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Fix wrong logic.
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Found by address sanitizer.
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