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2020-11-06Cleanup: use ELEM macroCampbell Barton
2020-11-06Cleanup: follow our code style for float literalsCampbell Barton
2020-11-05Merge branch 'blender-v2.91-release' into masterClément Foucault
2020-11-05GPU: Fix valgrind warnings about branching on uninitialized variablesClément Foucault
2020-11-05Fix T80842 Grease Pencil: Subtract mode is not working as expectedClément Foucault
The blend equation was not set correctly inside the GL Module since the refactor.
2020-11-04Merge branch 'blender-v2.91-release'Richard Antalik
2020-11-04Fix T82385 EEVEE: Alpha Clip shadows actually using Alpha Hashed shadowsClément Foucault
The shadow path was not using the alpha threshold.
2020-11-04Merge branch 'blender-v2.91-release'Jeroen Bakker
2020-11-04Fix T67832: Camera Background Images View TransformJeroen Bakker
This patch will apply the view transform when a movie clip is used as camera background image. It does this by rendering the image in the color buffer when it needs the view transform. For other images it uses the overlay buffer. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7067
2020-11-04Cleanup: make formatAaron Carlisle
2020-11-03Merge branch 'blender-v2.91-release'Antonio Vazquez
2020-11-03GL: Fix default framebuffers being bound using srgbClément Foucault
Default backbuffers needs not to be bound with sRGB encoding enabled. This works when using `GPU_framebuffer_restore` but using `GPU_framebuffer_bind` would trigger the wrong behavior. This fix T81969 UI turns whiteish when playing video sequence based on a scene and moving in the image editor after saving
2020-11-03Materials: add custom object properties as uniform attributes.Alexander Gavrilov
This patch allows the user to type a property name into the Attribute node, which will then output the value of the property for each individual object, allowing to e.g. customize shaders by object without duplicating the shader. In order to make supporting this easier for Eevee, it is necessary to explicitly choose whether the attribute is varying or uniform via a dropdown option of the Attribute node. The dropdown also allows choosing whether instancing should be taken into account. The Cycles design treats all attributes as one common namespace, so the Blender interface converts the enum to a name prefix that can't be entered using keyboard. In Eevee, the attributes are provided to the shader via a UBO indexed with resource_id, similar to the existing Object Info data. Unlike it, however, it is necessary to maintain a separate buffer for every requested combination of attributes. This is done using a hash table with the attribute set as the key, as it is expected that technically different but similar materials may use the same set of attributes. In addition, in order to minimize wasted memory, a sparse UBO pool is implemented, so that chunks that don't contain any data don't have to be allocated. The back-end Cycles code is already refactored and committed by Brecht. Differential Revision: https://developer.blender.org/D2057
2020-11-03Materials: support true float4 attributes in the Attribute node.Alexander Gavrilov
Add a new Alpha socket to the Attribute node that outputs the fourth component of the attribute. Currently the only such attribute is vertex color, but there may be more in the future. If the attribute has no alpha channel, the expected value is 1. The Cycles code is already refactored and committed by Brecht. Ref D2057
2020-10-26Cleanup: compiler warningsBrecht Van Lommel
2020-10-23GPU: Debug: Trim shader stats from output logClément Foucault
We don't make use of it anyway.
2020-10-23GPU: Use CLOG to for debug outputClément Foucault
This removes the escape color control caracters when the output does not supports it (i.e: file output, windows cmd).
2020-10-23Cleanup: remove redundant assignment in previous bugfixBrecht Van Lommel
2020-10-23Fix use of uninitialized line/polygon smooth variables in GPU stateBrecht Van Lommel
Found by valgrind, unclear if this caused an actual bug.
2020-10-23Fix T73793 Walk navigation crosshair gets hidden behind objectsClément Foucault
This was reintroduced by the wide line emulation workaround.
2020-10-22EEVEE: Principle BSDF: Use multi-scatter switch for the glass variantClément Foucault
This avoid strange discrepency between the general purpose variant and the specialized glass variant which did not have a way to turn multi-scatter off.
2020-10-20EEVEE: ShaderToRGB alpha inversedJeroen Bakker
The alpha out socket output the average transmittance, not the alpha. This patch will convert the transmittance to alpha. Found during research of T80919; Issue introduced when `Closure.opacity` was migrated to `Closure.transmittance`. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9010
2020-10-20GLTexture: Fix Anisotropic filtering affecting the standard mipmap samplersClément Foucault
Everything's in the title...
2020-10-19Spelling: MiscellaneousHarley Acheson
Corrects 34 miscellaneous misspelled words. Differential Revision: https://developer.blender.org/D9248 Reviewed by Campbell Barton
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-10-14GL: FrameBuffer: Set GL_FRAMEBUFFER_SRGB if neededClément Foucault
This makes possible to rebind the same GPUFrameBuffer to enable or disable sRGB encoding transform.
2020-10-14Cleanup: multi-line comment blocksCampbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-10-09GPU: Add more safeguard for BGL callsClément Foucault
This makes sure no BGL call before window drawing locks the GPUState.
2020-10-09BGL: fix issues with addons using BGL at startupClément Foucault
This was an issue for Cycles. This also makes the `GPU_bgl*` functions less fragile by checking for null pointers.
2020-10-09Revert "Revert "BGL: Workaround broken bgl usage caused by GPU refactor""Clément Foucault
This reverts commit f23bf4cb109cb8f39f873c4f80acbec3f33b098c.
2020-10-09GPU: Fix NOT ~ operator for eGPUSamplerStateAnkit Meel
The real maximum was `GPU_SAMPLER_ICON`, not `GPU_SAMPLER_REPEAT`, my bad. {rBa31a87f8943aa40} Move `GPU_SAMPLER_MAX` out of the enum since it's used as an `int` at many places. Also, the macro `ENUM_OPERATORS` needs a maximum, and this enumerator cannot be used as the argument of that macro. It creates wrong values in the `~` NOT operator. Thanks @deadpin for catching this. Reviewed By: fclem Differential Revision: https://developer.blender.org/D9157
2020-10-08Fix T80974 GPU: Wide Line emulation shader does not always worksClément Foucault
This was caused by points well behind the near clip making the computation of the width wrong. The fix is to clip the line to the near clip plane.
2020-10-08T81340: UBSan: load of value .. not valid for GPU enum typeAnkit Meel
The underlying type of the enum cannot be fixed here due to its usage in C code. All the values possible in the width of the underlying type are not valid for an enum. Only 0 to (2*max - 1) if all enumerators are unsigned. So the macro asks for the biggest value among the //listed// ones. If any enumerator C is set to say `A|B`, then C would be the maximum. (2*max-1) is used as the mask. The warnings (for each enum modified in this commit): GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291 which is not a valid value for type 'GPUVertBufStatus' https://github.com/llvm/llvm-project/commit/1c2c9867 Ref T81340 Reviewed By: fclem Differential Revision: https://developer.blender.org/D9067
2020-10-08Revert "BGL: Workaround broken bgl usage caused by GPU refactor"Clément Foucault
This reverts commit f12b0373f322b710b9fa5cebb67bdf363ff90e9f.
2020-10-08BGL: Workaround broken bgl usage caused by GPU refactorClément Foucault
This directly adress the issues caused by rB536c2e0ec916. Since the state tracking is done at a lower level, using the bgl functions needs to be safegarded by the state manager. The current workaround is to bypass `apply_state` when inside a callback that used a `bgl` function. Related to T80730. This fix T81003. Also this fix the default blend equation for callbacks. Fixes T80169 T81289.
2020-10-07GPU: Fix assert when using gpu workaround and SSS + light renderpassClément Foucault
This path makes use of more framebuffers when using the gpu workarounds. Increase the MAX FBO attachments per texture. Maybe we could use a growing vector in the future.
2020-10-07GPU: Avoid blit operation modifying the wrong framebuffer during restoreClément Foucault
At the end of `GPU_framebuffer_blit` when `prev_fb->bind(true);` is called, the `context_->active_fb` was not in sync and lead to the wrong framebuffer being modified by bind function. This fix T81055 SSS light is missing from the diffuse light render pass
2020-10-02Cleanup: trailing spaceCampbell Barton
2020-10-02Cleanup: compiler warningsCampbell Barton
2020-10-01Cleanup: avoid applying offset to null pointerCampbell Barton
Based on D9069 by @ankitm.
2020-09-30Cleanup: sort struct declarationsCampbell Barton
2020-09-29Revert "Fix T81002: Images drawn with the Python gpu module no longer draw ↵Jeroen Bakker
on top in the Image Editor" This reverts commit 085329f114beb904ed3ef0c8ec6894ee26916704. It didn't render rendered viewport overlays correctly.
2020-09-25Fix T80998: DDS Image files are not displayed correctlyJeroen Bakker
Blender 2.91 only. Due to recent refactoring the compressed texture formats missed the conversion to its GL counterpart.
2020-09-22Fix T81002: Images drawn with the Python gpu module no longer draw on top in ↵Jeroen Bakker
the Image Editor Since {D8234} the image editor is drawn using a depth buffer. When using `draw_texture_2d` the image is drawn using the 2D_IMAGE shader. inside the vertex buffer the image was pushed to the background. This was introduced by {648924333234} what seems to be out dated as we have done several overhauls in this area. (workbench refactor, overlay engine refactor, color management pipeline). This patch removes the pushing of the image to the background.
2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19Cleanup: spellingCampbell Barton
2020-09-19EEVEE: Fix Missing GGX multi-scattering on Glass BSDFClément Foucault
Oversight that should have been in rB6f3c279d9e70
2020-09-19EEVEE: Add support for GGX Multi-scatterClément Foucault
Based on http://jcgt.org/published/0008/01/03/ This is a simple trick that does *not* have a huge performance impact but does work pretty well. It just modifies the Fresnel term to account for the multibounce energy loss (coloration). However this makes the shader variations count double. To avoid this we use a uniform and pass the multiscatter use flag inside the sign of f90. This is a bit hacky but avoids many code duplication. This uses the simplification proposed by McAuley in A Journey Through Implementing Multiscattering BRDFs and Area Lights This does not handle area light differently than the IBL case but that's already an issue in current implementation. This is related to T68460. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8912
2020-09-19Fix T79557 EEVEE: Normalize in vector math node is not null vector safeClément Foucault
This add basic null safe handling for this operation.