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This avoid leaving a `GPUMaterial` in a `GPU_MAT_QUEUED` state which would
block rendering.
Fix T98603: Hang when saving project in material preview mode
Maniphest Tasks: T98603
Differential Revision: https://developer.blender.org/D15135
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This was due to older drivers not honoring varying attributes shadowing by
local variables. Renaming the input argument fixes the issue.
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Thanks Germano for pointing it out.
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It is a know issue that split normals aren't supported when using high
quality normals in the viewport. Some AMD platforms were pushed to use
high quality normals to work around a driver bug where 1010102 texture
formats `GL_INT_2_10_10_10_REV` wasn't uploaded to the GPU.
This change will remove commonly used polaris platforms from the
work-around. This has been tested with a RX480 against the latest AMD
whql drivers (22.5.1). Users need to ensure that they use the latest
drivers that are available on their platform.
Although this change doesn't fix the underlying issue to support edit
normals when high quality normals are enabled. It will not force that
common platforms cannot use a feature as their platform is forced into
using a work-around.
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* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
Since it's variable now easiest to just always read from the texture
than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.
Ref T68926
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This has been replaced by `draw_object_infos`.
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A compilation error was making it impossible to use normal map modes other
than tangent.
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Related to the partial revert done for T97272. It seems also that the
workaround should be enabled for any MACOS platform.
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Since rB2a7a01b339ad, `lineSmooth` has lost its default value of true.
rBa0a99fb25284 only fixed the problem on master.
But thanks to @hitrpr for spotting the bug in version 3.2 too.
Differential Revision: https://developer.blender.org/D14876
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Fall back onto the old behavior (use the render
color attribute) if the vertex color node's
attribute name is blank.
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GLSL has different max number of ssbo per glsl stage.
This patch checks if the number of compute ssbo blocks matches
our requirements for the GPU Subdiv, before enabling it.
Some platforms allow more ssbo bindings then blocks per stage.
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This is caused by the geometry shader used by the edit mode line drawing.
If the drawcall uses indexed drawing and if the index buffer only contains
restart indices, it seems the result is 1 glitchy invocation of the
geometry shader.
Workaround by tagging these special case index buffers and bypassing
their drawcall.
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This was because the shader had wrong output slot order.
This also add a note about why the order is reversed compared to the
texture binding.
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Viewports where cleared explicitly due to compatibility reasons with Intel iGPUs.
This slowed down other platforms as well, this wasn't noticeable on all platforms.
This patch will be more selective when to enable the workaround.
Currently only for iGPUs on Mac + Linux.
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Introduced by {35594f4b92fa4cbb5b848f447b7a3323e572b676}.
Some platforms do not support temp variables to be used as inout parameter.
Detected on Mac with Intel iGPU.
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Some drivers completely forbid quote characters even in unused
preprocessor directives.
This patch adds a debug build check for all `.glsl` files that need to
be manually handled. For shared headers with `#include` directives, we
need to do runtime patching of the source to remove the quote.
Also fix an instance of the quotes check failing in `eevee_next`.
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This was caused by the `Closure` members being added to the final contribution
more than once. The workaround is to clear the members once a closure has
been added to the final contribution. I used `inout` on `Closure` inputs
so that the render engine implementation of mix and add closure nodes
can do its own thing. The nodegraph handling of inout was changed for this
to work.
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This was caused by the name buffer not being ensured in all cases.
Change the behavior and always create the `NameBuffer`.
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Curve tangent was correctly mistaken with curve normal.
This patch fixes the name of the output in the glsl function and make curve
attributes more explicit (with `curve_` prefix).
This also improve the normal computation by making it per pixel to match
cycles.
Also ports the changes to eevee-next.
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This fixes a threading issues when material shaders with textures are used.
It localizes the names of the samplers.
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On certain systems when eevee is used in a 3d viewport could crash. It
happened more often on slower systems or systems with slower glsl compilers.
For example an Intel Mac Mini. The cause was that even if a GPUMaterial
was in used it could be freed.
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This allows testing them for errors.
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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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