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2020-06-18Cleanup: redundant parenthesisCampbell Barton
2020-06-12Fix T77586 EEVEE: UDIM image Texture doesn't Display properlyClément Foucault
2020-06-11Fix T77657: NVIDIA Quadro FX4800 crash on startupJeroen Bakker
Limit support for `GLEW_ARB_base_instance` to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800 (TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support `GLEW_ARB_draw_indirect` as it has an OpenGL3 context what also matches the minimum needed requirements. We use `GLEW_ARB_draw_indirect` as a target for `glMapBuffer(Range)` what is part of the OpenGL 4 API. So better disable it when we don't have an OpenGL4 context. Note: fix should be ported to Blender 2.83 LTS Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7994
2020-06-10Fix T77560: Bone selection crashesCampbell Barton
The was caused by 8b347fc2cdc67 as the old BONESEL_NOSEL flag handled the -1 case (used for none). Instead of checking for -1, remove these elements from the array as selection code makes decisions based on the number of hits detected.
2020-06-08Fix T76273 Glitches caused by glCopyImageSubData on windows + intel gpuClément Foucault
We limit this fix to Windows Intel GPU whose driver reports at most GL 4.4 support. This limits the fix to the range of reported GPU.
2020-06-05Cleanup: spellingCampbell Barton
2020-06-04GPUTexture: Make GPU_texture_unbind_all faster on newer opengl versionClément Foucault
2020-06-04GPUShaderInterface: Reduce creation time on some drivers.Clément Foucault
Querying GL_UNIFORM_BLOCK_INDEX seems to be a problem on apple drivers.
2020-06-04GPUShaderInterface: Change builtin array to array of location/bindClément Foucault
This reduce the base size of the shaderinterface from 400 to 136 bytes. Improves memory usage and cache coherency when querying a lot of uniforms at once.
2020-06-04GPUShaderInterface: Add Builtin Uniform blocks queryClément Foucault
This makes the query of theses mandatory uniforms faster.
2020-06-03Cleanup: GPUMaterilal: Texture Node: Remove unused functionsClément Foucault
2020-06-03DRW: Always unbind texture after drawingClément Foucault
This fix issues with the image editor
2020-06-03GPUMaterial: Rework/simplify image texture filteringClément Foucault
This use the latest GPUTexture change to use the sampler state to avoid the pole issues instead of using GLSL hacks. This should fix T73942: Eevee mipmaps not respecting border mode. Note that this also fix some discrepencies between cycles and eevee (like boxmapping + clip).
2020-06-03GPUMaterial: Rework/simplify environment texture filteringClément Foucault
This use the latest GPUTexture change to use the sampler state to avoid the pole issues instead of using GLSL hacks.
2020-06-03GPUTexture: Fix samplers configuration typoClément Foucault
2020-06-03GPUMaterial: Add support for different sampler state per image samplerClément Foucault
This bridge between the new sampler state support from GPUTexture and draw material handling. The Sampler State is just the one from the texture for now. No change in logic.
2020-06-03GPUTexture: Add support for binding textures with custom sampler statesClément Foucault
2020-06-03GPUImmediate: Fix array uniform not workingClément Foucault
2020-06-03Cleanup: GPUTexture: Remove uneeded bindClément Foucault
2020-06-03DRW: Remove automatic bind locations and use hardcoded locations for texturesClément Foucault
This cleanup use the recent changes in shader interface to allow querying the binding location a texture should use. This should aleviate all issue we have with texture state change recompiling the shaders at drawtime. All binds are now treated like persistent binds and will stick until a new shading group bind a different shader. The only difference is that you can still change it with a new subgroup or same shader shgroup. Since unbinding can be heavy we only do it when using `--debug-gpu`.
2020-06-03GPUShaderInterface: Fix out of bound readsClément Foucault
2020-06-03GPU: Texture: Remove multibind trackingClément Foucault
This is more of a limitation than it is a solution.
2020-06-03GPUShader: Bind shader for interface creationClément Foucault
This will fix the bindpoints not being set at interface creation
2020-06-02Cleanup: unused argumentCampbell Barton
2020-06-02EEVEE: Refactor of eevee_material.cClément Foucault
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
2020-06-02Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensureClément Foucault
2020-06-02GPU: ShaderInterface: Refactor to setup all uniform at creation timeClément Foucault
This remove the complexity of queriying the locations at runtime and allows for more performance and upfront binding specifications. The benefit of doing everything at creation time is that we can assign binding points in a predictable order which is going to be somewhat the same for every similar shader. This also rewrite GPU_vertformat_from_shader to not use shaderface. This is to keep the shaderface simple. If it becomes necessary to not query the shader after creation (i.e: vulkan?) we could just create the vert format in advance at compilation for PyGPU shaders. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7879
2020-06-02GPU: Texture: Replace internal sampler state by explicit state objectClément Foucault
This makes it easier to track as well as allowing us to sample the same texture with different sampling parameters (which should fix the related T73942 in the long run). Reviewed By: brecht Differential Revision: https://developer.blender.org/D7831
2020-05-28Cleanup: GPU: Fix warningClément Foucault
2020-05-28GPU: Fix compilation warning about uninitialized valuesClément Foucault
2020-05-25GPUTexture: Make GPU_texture_clear workaround fast.Clément Foucault
This way we have a convenient way to clear individual textures.
2020-05-20Merge branch 'blender-v2.83-release'Brecht Van Lommel
2020-05-20Fix unnecessary buffer reallocation in sculpt mode, causing an assertBrecht Van Lommel
Probably did not cause an actual, the assert is a performance warning. Ref T76858
2020-05-19Merge branch 'blender-v2.83-release'Hans Goudey
2020-05-19GPU: Attempt to fix Crash on startup with Intel HD Graphics 620/630Clément Foucault
This only enables the workarounds that we know have effects on intels. We could add the other workarounds if needed. Related task T72098
2020-05-19Fix T76541: OpenGl Depth Picking not selecting frontmost objectSebastian Parborg
The issue was that we used GL_ALWAYS for depth checking here which would lead to the depth information from objects being messed up. It would not represent which object was closest to the camera. Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton Differential Revision: http://developer.blender.org/D7710
2020-05-19Merge remote-tracking branch 'origin/blender-v2.83-release'Ray Molenkamp
2020-05-18Fix invalid bit shift when GPU shader attribute is not foundBrecht Van Lommel
2020-05-18Fix potential crash due to dyntopo GPU buffer invalid memory accessBrecht Van Lommel
When the number of triangles in a node became zero, the wireframe batch was not freed along with the triangles batch and could still reference a freed vertex buffer. Ref T76858
2020-05-18UI: Widget: Make emboss offset dependent of line widthClément Foucault
2020-05-18UI: Widgets: Reduce constants count in shaderClément Foucault
2020-05-18Cleanup: Put GPU_state_init inside gpu_state.cClément Foucault
Also put glDisable(GL_DITHER) in it since we don't even use it (but is enabled by default). Also leave GL_MULTISAMPLE on by default since it has no impact on non-MSAA framebuffers.
2020-05-15Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-15Fix T76755: texture paint on udims crashPhilipp Oeser
Caused by rB5593efec01c2. Use first texture if we dont have an ImageUser (instead of multiview one). Same fix as in rB9ace7e243978 / T74925. Maniphest Tasks: T76755 Differential Revision: https://developer.blender.org/D7743
2020-05-14Merge branch 'blender-v2.83-release'Pablo Dobarro
2020-05-14Sculpt: Render Face Sets always as flat shadingPablo Dobarro
This removes the smooth shading rendering from the face set overlay when smooth shading is enabled. Reviewed By: jbakker Maniphest Tasks: T74906, T74622, T75331, T76530 Differential Revision: https://developer.blender.org/D7105
2020-05-14Merge branch 'blender-v2.83-release'Clément Foucault
2020-05-14UI: Fix Unreported missing background for azone arrowClément Foucault
This was caused by the sRGB viewport changes. The fix is to modify the alpha values manually. The shader was also missing a srgb fix.
2020-05-14Fix T76541: OpenGl Depth Picking not selecting frontmost objectSebastian Parborg
The issue was that we used GL_ALWAYS for depth checking here which would lead to the depth information from objects being messed up. It would not represent which object was closest to the camera. Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton Differential Revision: http://developer.blender.org/D7710
2020-05-08Cleanup: take includes out of 'extern "C"' blocksJacques Lucke
Surrounding includes with an 'extern "C"' block is not necessary anymore. Also that made it harder to add any C++ code to some headers, or include headers that have "optional" C++ code like `MEM_guardedalloc.h`. I tested compilation on linux and windows (and got help from @LazyDodo). If this still breaks compilation due to some linker error, the header containing the symbol in question is probably missing an 'extern "C"' block. Differential Revision: https://developer.blender.org/D7653