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2020-07-17Fix vertex selection error from recent refactorCampbell Barton
Temporary fix for regression in 8084b7e6e273e.
2020-07-16Cleanup: GPU: Move depth/color masks functions to GPU_stateClément Foucault
2020-07-16Cleanup: GPU: Move XOR logic op to gpu_state.cClément Foucault
2020-07-16Cleanup: GPU: Remove GL_DITHER usageClément Foucault
2020-07-16Cleanup: GPU: Move quad buffer stereo check to GPU moduleClément Foucault
2020-07-16Cleanup: GPU: Replace all glReadPixels by GPU equivalentClément Foucault
2020-07-15EEVEE: Fix undefined behavior in world outputClément Foucault
2020-07-15GPU: Shader: Move IN_OUT define to shader GPU_shader_create_exClément Foucault
This adds the opportunity to use it in multiple places.
2020-07-15Fix T78369: Sculpt Vertex Colors not rendering in EEVEEPablo 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
2020-07-15Cleanup: spellingCampbell Barton
2020-07-13EEVEE: Fix sky zenith bugSzymon 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
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2020-07-09Sculpt: Make Sculpt Vertex Colors features experimentalPablo 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
2020-07-09EEVEE: Implement the missing Sky textureSzymon 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
2020-07-07Fix T75943 EEVEE: Cubemaps shows blackClément Foucault
Caused by faulty driver implementation. Force fallback method.
2020-07-07Fix T78307 UI: Drawing artifacts in the Blender UI on macOSClément Foucault
This was due to a bad driver which was not respecting this bit of the specification: `If the current primitive does not originate from an instanced draw command, the value of gl_InstanceID is zero.`
2020-07-06GPU: Remove local shaders workaround for Intel/WindowsJeroen Bakker
It has been tested that local shaders workaround isn't needed for the latest Windows/Intel 6xx GPU's. Currently the local shaders workaround doesn't work anymore during the investigation it was detected that the intel drivers didn't need it anymore. Local shaders should still be fixed as it is also used for some legacy iGPU's. The current work around crashes when doing preview renders in EEVEE as the default materials aren't available but for the work around they should. (See T77346 for more information)
2020-07-04UI: Attempt to fix OSX widget shader issueClément Foucault
Some OSX GL driver implementation needs a dummy vbo read. This fixed issues with the Hair shaders in the past. Related to T78307
2020-07-03Clang-Tidy: Enable readability-redundant-control-flowHans Goudey
2020-07-03Cleanup: Fluid renaming from old 'manta' naming to new 'fluid' namingSebastián Barschkis
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
2020-07-02GPUOffScreen: Remove the sample parameterClément Foucault
This is because the DRW module is no longer compatible with drawing using MSAA. This also change the Python API.
2020-07-02Fix T77686: EEVEE environment pass with film transparencyJeroen Bakker
When the film is set to transparent the environment pass should still be rendered solid. otherwise it renders black. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8046
2020-07-01Fix missing GPU image free in background modeBrecht Van Lommel
This is legacy code from before Eevee and Workbench rendering in background mode was supported. Avoid memory leak by only queueing GPU textures to be freed when we know they have been allocated. Differential Revision: https://developer.blender.org/D8172
2020-07-01GPU: Apple/Nvidia Proxy checkStefan Werner
Apple's Nvidia driverPROXY check also fails. Now the configuration Apple/Nvidia will also bypass the Proxy test. Maniphest Tasks: T78175 Differential Revision: https://developer.blender.org/D8160
2020-07-01Fix T77641 Sculpt mode performance regression in 2.83Clément Foucault
2020-06-30Cleanup: spellingCampbell Barton
2020-06-30EEVEE: Fix undefined behavior when using BSDF nodes inside volume shadersClément Foucault
This should fix T76171 Eevee bsdf shaders glitches
2020-06-29Fix T74220 Mantaflow Color Mapping not ignoring alpha valueClément Foucault
And also remove some sRGB hack.
2020-06-28Fix T74024 Faces missing, weird faces addedClément Foucault
Workaround by adding a special case for that driver in gpu_extensions.c
2020-06-28Fix T77549 GPUTexture: Crash caused by NULL parameter to glBindTextures...Clément Foucault
... or glBindSamplers.
2020-06-26Fix T78237 UI: NLA colors black and brokenClément Foucault
This was caused by missing GL blend. This patch also fix the broken strip appearance under timeline zoom.
2020-06-24Fix T78188: Sculpt mask glitching after using sculpt vertex colorsPablo Dobarro
The face sets color copy to the GPU was done outside of the loop, probably after a merge error in a rebase. Also, the default color was initialized using the wrong type. Reviewed By: sergey Maniphest Tasks: T78188 Differential Revision: https://developer.blender.org/D8106
2020-06-24Cleanup: unused struct membersCampbell Barton
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975
2020-06-22UI: Widget: Replace geometry by fragment shader drawingClément Foucault
This means all the antiailasing is done inside the fragment shader. We use a Signed Distance Field to draw the 2D rounded boxes. This ensure the best quality for AA. This reduce the averge Batch for widget to 16 verts instead of ~600 and reduce overshading a lot. Theme Emboss alpha and tria alpha needs to be changed after this refactor. The shadow drawing is left unchanged and still use geometry. Reviewed By: Severin Differential Revision: https://developer.blender.org/D7833
2020-06-22UV Editor: Fix Vertex Overlay color not being color managedClément Foucault
Could be backported to 2.83 LTS
2020-06-22Fix T62917 UV editor: Edge overlay not shown when edge overlay type is DashClément Foucault
Fix by changing the shader to always compute dash for uv and just change dash size to something really big for other overlay types.
2020-06-19EEEVEE: Object Motion Blur: Initial ImplementationClément Foucault
This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
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