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2015-06-19Cleanup: fix mismatch in printf formating (int/unsigned int).Bastien Montagne
Noisy and annoying with new gcc5...
2015-06-17Cleanup: styleCampbell Barton
2015-06-16Optimize drawing of outlines as wellAntony Riakiotakis
2015-06-16Drawing speedup:Antony Riakiotakis
We really don't need to iterate all edges of the mesh every frame to search for loose edges, this calculation can be cached when filling the edge index buffer.
2015-05-21Yet another crappy Intel driver added for correct SSAO support.Antony Riakiotakis
2015-05-21Fix: GPU_shader_export fails /w some lamp attrsCampbell Barton
first/last vars missed some values. D1309 by @NHA
2015-05-19Fix part of T44768 Yet another Intel driver failing on viewport AmbientAntony Riakiotakis
occlusion (Maybe we should add drivers that DO work instead, but in the future those will be much more since Intel claims to have fixed the issue)
2015-05-19Fix T44755 set_value node output in node tree not properly converted toAntony Riakiotakis
color in GLSL Issue here is that intermediate result was clipped as an optimization in such nodes and thus not converted to the correct type properly. Now only clip those values if types match. This keeps both the optimization and the conversion. I looked at converting uniform types always but it's more involved to compare types at conversion time for such links because the type was getting overridden during link duplication.
2015-05-18Final solution for Intel card Ambient Occlusion in T43987.Antony Riakiotakis
Forgot to account for offscreen case in addition to compositing
2015-05-17Fix T44713: GLSL and BI inconsistency converting color to float node socket.Brecht Van Lommel
2015-05-17Yet another attempt to fix Intel case for T43987Antony Riakiotakis
2015-05-12BGE: Adding material IPO support to GLSL materialsMitchell Stokes
Most of this patch was created by Daniel Stokes, I'm mostly just cleaning it up and testing it. Still todo: hardness. I need to figure out how to handle the integer -> float conversion on a dynamic uniform. Reviewers: psy-fi, brecht Reviewed By: psy-fi Subscribers: psy-fi Differential Revision: https://developer.blender.org/D511
2015-05-11Keep valgrind happy by using tight vec3 packing instead of lax vec4 withAntony Riakiotakis
an unused coordinate missing.
2015-05-08Add Intel's 3000 driver to exceptions for df/dy calculations. Should fixAntony Riakiotakis
another case of SSAO effect reversal.
2015-05-01Fix a couple of harmless compiler warnings.Brecht Van Lommel
2015-05-01Fix T44565 World background artifacts when world shader is void (orAntony Riakiotakis
compilation fails).
2015-04-30Cleanup: styleCampbell Barton
2015-04-27Fix T44464: Viewport mipmaps no longer toggle offCampbell Barton
2015-04-27Cleanup: use bool for mipmap argsCampbell Barton
2015-04-24Add debug option --debug-gpumem to show GPU memory used in status bar.Antony Riakiotakis
Only used in ATIs and NVIDIAs. Used extensions are: https://www.opengl.org/registry/specs/ATI/meminfo.txt http://developer.download.nvidia.com/opengl/specs/ If you read the documentation, the numbers are not supposed to be exact and also depend on the time when the call is made. The numbers can also change quite quickly. It's only meant to give a rough measure of what is going on.
2015-04-243D Textures:Antony Riakiotakis
If we fail allocating a proxy texture don't fail, instead create a smaller nearest filtered image to display in its place. This can make viewing slow (it's an extra O^3 operation), but this will probably help us render the tornado in 3D viewport in gooseberry and still actually see something - despite the rendering taking longer. I've added a debug print so we can know when this happens.
2015-04-233D textures: detect if we are pushing OpenGL too hard with the textureAntony Riakiotakis
size.
2015-04-21Cleanup: styleCampbell Barton
2015-04-14Fix T44385 SSAO inverted with new Intel drivers.Antony Riakiotakis
Intel has decided to fix this for newer devices and drivers only, so we can't really avoid keeping a list of buggy drivers here.
2015-04-09Fix T31546 fragment program gets created every frameAntony Riakiotakis
That was really crappy indeed. Now we have a separate API for low level OpenGL programs, plus a nice interface for GPU, also removes some GL calls from main code as a plus :) The source for the programs is also moved to nice external .glsl files (not sure which extension convention GPU assemply uses)
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-03-31Fix T43987 ambient occlusion wrong for Intel cards on windows (tested onAntony Riakiotakis
HD3000 and HD4000 cards so far). Similar issue to Radeon 3xxx series but Intels need the opposite factors for dfdy.
2015-03-30Attempt to fix T44056, dof high quality shader error in ATI cards.Antony Riakiotakis
ATI driver does not like declaration of gl_FragColor and glFragData in the same source file (even though only one of the two is ever referenced), just use one of the two.
2015-03-30Potential fix for T43987, ambient occlusion different between offscreenAntony Riakiotakis
and on screen rendering. Aaaaah, the beauty of driver implementations of OpenGL! Turns out the problem here is that drivers calculate df/dy differently in some cases (probably because OpenGL counts y reverse to how the window system does, so drivers can get confused). Fixed this for the ATI case based on info we have so far, there's also the Intel case which will be handled separately (missing info on Intel's renderer string etc). Unfortunately we can't really fix this for the general case so we'll have to haldle cases as they come in our tracker and by adding silly string comparisons in our GPU initialization module <sigh>.
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-25Fix crash with computers not supporting high quality depth of field.Antony Riakiotakis
2015-03-25Attempt to fix an error in compilation of geometry shaders in Intel 4000Antony Riakiotakis
cards (see T44072)
2015-03-24BGE: World color management fixThomas Szepe
This patch will fix the color management for the mist and global ambient color. It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead. Reviewers: moguri, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D154
2015-03-24BGE: Fix T43592: World GLSLThomas Szepe
This patch will fix the world GLSL (mist, background, ambient) update for the BGE. Reviewers: moguri, brecht Reviewed By: moguri, brecht Subscribers: panzergame Differential Revision: https://developer.blender.org/D151
2015-03-23cleanup: use spaces for alignmentMike Erwin
while studying GPU lib
2015-03-23compile fixMike Erwin
2015-03-23Disable high quality depth of field for GPUs that don't support it,Antony Riakiotakis
system will fall back to low quality depth of field. Also add check in case some of the errors are caused by crappy framebuffer object support.
2015-03-23Use linear filtering for final pass of high quality depth of field, noAntony Riakiotakis
need to get nearest point anymore.
2015-03-23Shader errors:Antony Riakiotakis
Count line from beginning of the whole shader source instead of each string sepatately since it helps with finding out the error line in most tested platforms
2015-03-23Cleanup: comments, styleCampbell Barton
2015-03-20Fix indentation in last commit, tab slipped inJens Verwiebe
2015-03-20Really fix scons with new glsl shadersJens Verwiebe
2015-03-20Fix link error with GLEWAntony Riakiotakis
2015-03-20Only create vertex buffers if supported and clean them up properly.Antony Riakiotakis
2015-03-20Fix high quality depth of field on the Mac.Antony Riakiotakis
Quite a few things wrong here: * Mac did not support EXT_draw_instanced, only ARB_draw_instanced * Draw instanced did not work unless data came from vertex buffer, which is second time we see weird things with vertex arrays in mac * There were a few stupid mistakes by me as well, such as binding to uniform locations for the wrong shaders (it's a wonder it ever worked :p)
2015-03-19Depth of field high quality:Antony Riakiotakis
A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
2015-03-18Simplify math in mix_linear glsl function. Thanks to valentin forAntony Riakiotakis
pointing out on irc.
2015-03-17Cleanup: bool & constMike Erwin
Using bool when we're asking yes/no questions such as whether some GPU feature is supported. Consolidated these simple functions into gpu_extensions.c and grouped them in the header. Const-ified some args where the functions don't modify the pointed-to data.
2015-03-16Get rid of gluBuild2DMipmaps on gpu_draw.c (use our own imbuf scalingAntony Riakiotakis
functions instead)
2015-03-16Make sure disabling attribute arrays also resets the counter so we don'tAntony Riakiotakis
do it twice.