Age | Commit message (Collapse) | Author |
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Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
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Caused by rB281bcc1c1dd6 which did not properly made use
of `vec4` for UVs which are now loaded as attributes.
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Add missing license headers based on files in the same directory.
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Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).
As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.
Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.
Differential Revision: https://developer.blender.org/D13730
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OCIO shader was ported to use GPUShaderCreateInfo a while ago. That
made this workaround not needed anymore.
Best to remove it before the release.
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This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.
Vertex Displacement is automatically enabled for now.
Lighting & Shading is placeholder.
Related Task: T93220
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_engine.cc
# source/blender/gpu/CMakeLists.txt
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This leaves some of the unresolved case where we still need both
implementation.
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This had only one use and it was for debugging. Remove the shader for now.
This also simplifies the debug drawing even if slower.
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This should have no functional changes.
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This should have no functional changes.
This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
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This should have no functional changes.
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Those are usually not supported but some driver silently fix them and most
just silently fail (rendering error).
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This should have no functional changes.
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This workaround and the issue was described in D4490. This makes sure
any shader using `shaderCreateInfo` will benefit from the same workaround.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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Simple port.
Also a description of how each shader is used has been added.
NOTE: The shader created using `OVERLAY_shader_paint_vertcol` cannot be tested.
Apparently it is created but not used.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14812
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This should have no functional changes.
Removed `antialiasing_vert.glsl` becaus it was actually a duplicate of
`common_fullscreen_vert.glsl`.
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This should have no functional changes.
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This should have no functional changes.
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Simple port with a few cosmetic changes:
- Attribute named "color" for indices VBO is now called "index"
- The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source)
Differential Revision: https://developer.blender.org/D14800
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The bitwise XOR used to compute the delta (`changed`) might produce NaN and
thus produce undefined behavior when comparing to another float (because of
float promotion).
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shader_builder had no manifest set, leading
to the classic common control version being
loaded which in turn caused an import error
and made the executable fail to initialize.
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Along with the port to createInfo this also:
- Packs constant uniforms in a UBO.
- Share enum declaration and unify names
- Makes codeflow easier to undestand.
- Split grid data to its own struct.
# Conflicts:
# source/blender/draw/engines/overlay/overlay_grid.c
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Also use back-slashes for doxy commands.
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This uses refcounter instead of double thread mutexes. This should be
more robust and avoir use after free situation.
Also remove redundant structures and the use of scene as the job owner.
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This is to avoid use after free when the `GPUPass` gets compiled after the
original `GPUMaterial` used to create it was freed.
The issue was introduced by rBfa3bd17ae873
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This is not performance critical so using the same global lock should not
pose any issue.
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surrounding functionality.
This covers implementation of the GPUTexture abstraction for the Metal backend, with additional utility functionality as required.
Some components have been temporarily disabled pending dependencies on upcoming Metal backend components, and these will be addressed as the backend is fleshed out.
One core challenge addressed in the Metal backend is the requirement for read/update routines for textures. MTLBlitCommandEncoders offer a limited range of the full functionality provided by OpenGLs texture update and read functions such that a series of compute kernels have been implemented to provide advanced functionality such as data format conversion and partial/swizzled component updates.
This diff is provided in full, but if further division is required for purposes of code review, this can be done.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14543
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Fix T97449 GPU subdivision: Crash on adding subdivision surface modifier
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The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
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