Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-07-26 | Cleanup: GPU: Remove GPU_glew.h outside of GPU module | Clément Foucault | |
Remove use of GL* constants and types inside the codebase. There is still a few occurence to get rid of. | |||
2020-07-26 | Cleanup: GPU_codegen.c: Use LISTBASE_FOREACH macro instead of for loops | Clément Foucault | |
2020-07-26 | Cleanup: GPU: Remove unused code and header | Clément Foucault | |
2020-07-26 | GPU: Move gpu_platform.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Move gpu_immediate.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Move gpu_framebuffer.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Move gpu_extensions.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Move gpu_element.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Move and rename gpu_draw*.c to C++ | Clément Foucault | |
`gpu_draw.c` was a misleading name, `gpu_texture_image.cc` is better suited. | |||
2020-07-26 | GPU: Move gpu_debug.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Rename gpu_context.cpp to .cc suffix | Clément Foucault | |
2020-07-26 | GPU: Move gpu_batch.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Move gpu_attr_binding.c to C++ | Clément Foucault | |
2020-07-26 | GPU: Add extern "C" to intern headers | Clément Foucault | |
2020-07-24 | Cleanup: remove redundant glReadBuffer call when reading pixels | Campbell Barton | |
2020-07-23 | Fix T79158: Eevee cubemaps shows black | Germano Cavalcante | |
Same as T75943 that was fixed by rBff97545c50f4 | |||
2020-07-20 | Fluid: Refactored smoke noise system | Sebastián Barschkis | |
This refactor is in response to reports in which the adaptive domain with noise caused a crash (e.g. T79009). It should also fix issues where the smoke appeared to be cut off when using the adaptive domain together with noise. It is also possible that some of these changes improve the lines issue from T74559. | |||
2020-07-20 | Fix T78977 GPU: blf fonts are not gamma corrected | Clément Foucault | |
2020-07-19 | Fix T66937: Blank view on navigation with auto-deph & large clip-end | Campbell Barton | |
2020-07-19 | Cleanup: spelling | Campbell Barton | |
2020-07-18 | UI: Status Bar Statistics and Other Options | Harley Acheson | |
Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672. Differential Revision: https://developer.blender.org/D7557 Reviewed by Julian Eisel | |||
2020-07-18 | Cleanup: spelling | Campbell Barton | |
2020-07-18 | Cleanup: GPU: Encapsulate clipDistances | Clément Foucault | |
This also remove some non functionnal state changes that were left from legacy code. | |||
2020-07-18 | Cleanup: WM: Encapsulate stereo draw buffers binding | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Encapsulate glProvokingVertex | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Encapsulate glFrontFace | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Encapsulate Backface culling | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Encapsulate scissor test | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Encapsulate glViewport calls | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Wrap GL_UNPACK_ROW_LENGTH in GPU_state | Clément Foucault | |
Also go back to default value of 0 after usage. | |||
2020-07-18 | Cleanup: GPU: Set default GL_UNPACK_ALIGNMENT to 1 | Clément Foucault | |
Ogl default is 4 but for almost all cases, blender use tightly packed format. This avoid confusion and state change for the common case. The only case that __might__ need alignement is DDS loader (untested) so leaving this as it is. | |||
2020-07-18 | Cleanup: GPUShader: Remove unused builtin shader | Clément Foucault | |
2020-07-18 | GPU: Add immBindTexture and immBindTextureSampler | Clément Foucault | |
2020-07-18 | GPUTexture: Add better swizzle support | Clément Foucault | |
2020-07-18 | Cleanup: GPU: Make icon drawing use GPUTexture | Clément Foucault | |
This remove all gl function calls. Adds a new sampler only for icon drawing. | |||
2020-07-18 | Cleanup: GPU: rename bglPolygonOffset to GPU_polygon_offset | Clément Foucault | |
And move it to GPU module. | |||
2020-07-17 | Fix vertex selection error from recent refactor | Campbell Barton | |
Temporary fix for regression in 8084b7e6e273e. | |||
2020-07-16 | Cleanup: GPU: Move depth/color masks functions to GPU_state | Clément Foucault | |
2020-07-16 | Cleanup: GPU: Move XOR logic op to gpu_state.c | Clément Foucault | |
2020-07-16 | Cleanup: GPU: Remove GL_DITHER usage | Clément Foucault | |
2020-07-16 | Cleanup: GPU: Move quad buffer stereo check to GPU module | Clément Foucault | |
2020-07-16 | Cleanup: GPU: Replace all glReadPixels by GPU equivalent | Clément Foucault | |
2020-07-15 | EEVEE: Fix undefined behavior in world output | Clément Foucault | |
2020-07-15 | GPU: Shader: Move IN_OUT define to shader GPU_shader_create_ex | Clément Foucault | |
This adds the opportunity to use it in multiple places. | |||
2020-07-15 | Fix T78369: Sculpt Vertex Colors not rendering in EEVEE | Pablo Dobarro | |
The vertex colors node was using the M_COL attribute type but Sculpt Vertex Colors use CD_PROP_COLOR Now the Vertex Color node also fallbacks to legacy vertex colors if Scultp Vertex Colors are not enabled as experimental. Reviewed By: brecht Maniphest Tasks: T78369 Differential Revision: https://developer.blender.org/D8185 | |||
2020-07-15 | Cleanup: spelling | Campbell Barton | |
2020-07-13 | EEVEE: Fix sky zenith bug | Szymon Ulatowski | |
Careless use of acos() in spherical coordinates transformation was deteriorating the precision near zenith (and nadir) and producing glitchy pixels (best seen in longer focal lengths). Reviewed By: fclem Differential Revision: https://developer.blender.org/D8266 | |||
2020-07-13 | Clang Tidy: enable readability-non-const-parameter warning | Jacques Lucke | |
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199 | |||
2020-07-09 | Sculpt: Make Sculpt Vertex Colors features experimental | Pablo Dobarro | |
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8239 | |||
2020-07-09 | EEVEE: Implement the missing Sky texture | Szymon Ulatowski | |
I'm not sure if the Sky was deliberately left out or was just waiting for a better moment, but so many I was disappointed that Sky in EEVEE is completely white. There are already 2 implementations (osl and gpu) so this is the third one. Looking at other cases it seems that we are not supposed to share sources between cycles and the rest? So the new util_sky_model files are just copies of what is already in cycles, except that the data file uses the RGB variant of the Hosek/Wilkie model, because we output RGB anyway (but can be easily changed to XYZ if desired - the results are nearly identical). I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I wanted to use mat3 but it does not work). Also, should I cache the sky model data between renders if the parameters do not change? Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D7108 |