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AgeCommit message (Collapse)Author
2017-06-06Small cleanup: Use ELEM and wrong identationDalai Felinto
2017-06-03Eevee: Fix compilation errorClément Foucault
2017-06-03Object Mode Engine: Fix spot cone shader.Clément Foucault
2017-06-02Merge branch 'master' into blender2.8Campbell Barton
2017-06-02Cleanup: styleCampbell Barton
2017-06-01GPUCodegen: fix missing ViewMatrix in new shading.Clément Foucault
2017-05-24TexFace removal part 2Campbell Barton
- Derived-mesh drawing. - All non UV members of TexFace structs. MTexPoly is now redundant but keeping with a dummy member, will check on complete removal later.
2017-05-24Remove TexFace, per-face imagesCampbell Barton
TexFace complicates the now more popular shading pipeline by having per-face images, see: T51382 for details. To keep the ability to select a per-material edit-image (used with UV-mapping workflow), the material now stores an image which will be set when changing images in edit-mode. This is used as a bake-target when not using Cycles too.
2017-05-20GPUTexture: Enabling R32 format for linear depth encoding.Clément Foucault
2017-05-21Cleanup: warningsCampbell Barton
2017-05-20Merge branch 'master' into blender2.8Campbell Barton
2017-05-20CMake: Use GCC7's -Wimplicit-fallthrough=5Campbell Barton
Use to avoid accidental missing break statements, use ATTR_FALLTHROUGH to suppress.
2017-05-19OpenGL: cleanup material shader GLSLMike Erwin
prefer vector math over scalar prefer * over / shorten vec3(x, x, x) to vec3(x) use clamp, max, etc. instead of custom logic declare loop vars as part of for loop spacing
2017-05-19OpenGL: remove BIT_OPERATIONS check from GLSLMike Erwin
Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
2017-05-19Fix issue with alpha layering for AA dot drawingLuca Rood
2017-05-19fix typo in interlace shaderMike Erwin
introduced by recent 8adec78ca574f09242aa4588ad04f498f1e074aa
2017-05-19OpenGL: convert old texture2D calls in built-in shadersMike Erwin
2017-05-19OpenGL: clean up smoke & fire shadersMike Erwin
TODO: swap gl_Vertex for vec3 pos, update smoke setup code
2017-05-19OpenGL: convert old texture2D calls in FX shadersMike Erwin
And one texture1D call.
2017-05-19OpenGL: convert old texture2D calls in material GLSLMike Erwin
Modern GLSL simplifies texture sampling functions. Info about 1D, 2D, 3D, Cube, etc. comes from the sampler type.
2017-05-19Fix assert on framebuffer bindingDalai Felinto
2017-05-19Remove reference to WITH_LEGACY_OPENGLDalai Felinto
We only keep this as a way to get GPU_stubs to run, in case we want to do a throughout cleanup in the codebase and want code using legacy calls to fail to build.
2017-05-19Remove reference to SUPPORT_LEGACY_MATRIXDalai Felinto
Since the change to core profile this is no longer supported.
2017-05-19Remove reference to WITH_GL_PROFILE_COREDalai Felinto
There is no more point of keep those around. ES20 may need special case when/if we dabble with it again. Meanwhile no point on polluting the code with this. (ghost still has reference for the PROFILE, but that's reasonable)
2017-05-19Correct core profile way of getting color depthDalai Felinto
2017-05-19Cleanup: removing dummy legacy dashed line shader.Bastien Montagne
Dashed requires geom shader, which was not available with older OpenGL, now that we are on 3.3 we do not need that dummy workaround anymore.
2017-05-19Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/versioning_270.c source/blender/depsgraph/intern/depsgraph_tag.cc source/blender/editors/mask/mask_draw.c
2017-05-19OpenGL: call glProgramUniform only if version >= 4.1Mike Erwin
Otherwise crash! Called from OpenSubdiv setup code. Might start using this in more places...
2017-05-19remove GPU_legacy_support queryMike Erwin
In the move to OpenGL 3.3 core profile, we drop support for compatibility profile and older versions. OpenSubdiv was the only user; I'll update OSD next.
2017-05-19OpenGL: remove -noglsl option & GPU_extensions_disableMike Erwin
Also removed a leftover reference to the old basic-shader-glsl option.
2017-05-19GPU: cleanup GLSL version and standard extensionsMike Erwin
Now we always use GLSL 3.3, AKA #version 330. Most of the extensions we used are built into OpenGL 3.3 so we don't need them anymore. Cleaned up comments related to GLSL version. Part of T49012
2017-05-19remove GPU_geometry_shader_support, instanced_drawing_support queriesMike Erwin
These are always supported now - instancing as of GL 3.1 - geometry shaders as of GL 3.2 The change to rna_scene.c could use some cleanup, since we don't really need a runtime query function.
2017-05-19remove GPU_display_list_support queryMike Erwin
Display lists are not part of modern OpenGL. Only BGE used this, and I forced those uses to false. Commented out old BGE logic for reference.
2017-05-18GPUViewport: Fix huge memory leak.Clément Foucault
2017-05-18GPUMaterial: Add support for tangent node.Clément Foucault
2017-05-18Correct own error using u32 for back-buffer selectCampbell Barton
2017-05-18Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as ↵Pascal Schoen
expected Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness".
2017-05-18DwM: Armature: Cleanup envelope bone code a bit.Bastien Montagne
Mainly adding 'wire' suffix to wire/distance drawing func and shader. Also, match wire vertex shader behavior with solid one regarding head/tail only drawing (i.e. alwas expect head bone mat, never tail one, and assume that if a radius is negative, then we only draw on the other end of the bone).
2017-05-18DwM: Armature: add solid envelope bone drawing.Bastien Montagne
Envelope bones are now pretty much identical to old drawing code. Note that currently new DwM drawing code does not seem to care about wire/solid drawing modes at all, guess this is still TODO... For now we hence just get both wire and solid for envelope bones, this can be refined later.
2017-05-18Eevee: fix orco.Clément Foucault
2017-05-18Eevee: Refactor shaders definesClément Foucault
2017-05-17DwM: Armature: Add distance outline and wire drawing of envelope bones.Bastien Montagne
This is not complete, it does not implement 3D solid drawing of envelope bones. 2D wire is hence always drawn for now. Some notes: I did not try to implement the 'capsule' approach suggested by @fclem, because: 1. I spent enough time on this already, and finally got something working. 2. I managed to get rid of geometry shader completely. 3. Current approach allows us to use same shader for distance outline and envelope wire. It's working fine, except for one glitch - superpositions of envelope outlines do not work as expected, not sure what's wrong here, tried to disable zbuff, enable GL_BLEND, no luck so far... I think we need our own 'background' drawpass to get them working (also to avoid them drawing over the wire lines).
2017-05-17Cleanup: remove GLSL version checksCampbell Barton
2017-05-16Draw Manager: Texture Memory usage improvement.Clément Foucault
-Use 11_11_10 buffers for hdr content. -Eevee compositing share 1 buffer if bloom and DOF are both activated. -Fix slowdown when resizing EEVEE viewport. -Removed DRW_BUF_*** enums causing confusion.
2017-05-16GPUViewport: Add a Texture Pool to reuse textures across engines.Clément Foucault
2017-05-16GPU: use ifdef for flat shaderCampbell Barton
2017-05-16Fix sculpt drawing with Blender viewportCampbell Barton
Would draw without any lighting
2017-05-15Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.Clément Foucault
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-13remove unused #includesMike Erwin
2017-05-13remove old PBVH VertexBufferFormat structMike Erwin
Follow-up to 0722e41f9ea450be014d667417ff903510be2770 which removed all uses of this struct. Gawain VertexFormat auto aligns attributes as described in @nicholasbishop's performance note.