Age | Commit message (Collapse) | Author |
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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
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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.
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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.
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Querying GL_UNIFORM_BLOCK_INDEX seems to be a problem on apple drivers.
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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.
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This makes the query of theses mandatory uniforms faster.
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This fix issues with the image editor
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This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
This should fix T73942: Eevee mipmaps not respecting border mode.
Note that this also fix some discrepencies between cycles and eevee (like
boxmapping + clip).
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This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
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This bridge between the new sampler state support from GPUTexture and
draw material handling.
The Sampler State is just the one from the texture for now. No change in
logic.
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This cleanup use the recent changes in shader interface to allow querying
the binding location a texture should use.
This should aleviate all issue we have with texture state change recompiling
the shaders at drawtime.
All binds are now treated like persistent binds and will stick until a new
shading group bind a different shader. The only difference is that you can
still change it with a new subgroup or same shader shgroup.
Since unbinding can be heavy we only do it when using `--debug-gpu`.
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This is more of a limitation than it is a solution.
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This will fix the bindpoints not being set at interface creation
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These are the modifications:
-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.
One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.
The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)
Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7642
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This remove the complexity of queriying the locations at runtime and
allows for more performance and upfront binding specifications.
The benefit of doing everything at creation time is that we can assign binding
points in a predictable order which is going to be somewhat the same for
every similar shader.
This also rewrite GPU_vertformat_from_shader to not use shaderface.
This is to keep the shaderface simple. If it becomes necessary to not query
the shader after creation (i.e: vulkan?) we could just create the vert
format in advance at compilation for PyGPU shaders.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7879
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This makes it easier to track as well as allowing us to sample the same
texture with different sampling parameters (which should fix the related
T73942 in the long run).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7831
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This way we have a convenient way to clear individual textures.
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Probably did not cause an actual, the assert is a performance warning.
Ref T76858
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This only enables the workarounds that we know have effects on intels.
We could add the other workarounds if needed.
Related task T72098
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The issue was that we used GL_ALWAYS for depth checking here which would
lead to the depth information from objects being messed up.
It would not represent which object was closest to the camera.
Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton
Differential Revision: http://developer.blender.org/D7710
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When the number of triangles in a node became zero, the wireframe batch was
not freed along with the triangles batch and could still reference a freed
vertex buffer.
Ref T76858
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Also put glDisable(GL_DITHER) in it since we don't even use it (but is
enabled by default).
Also leave GL_MULTISAMPLE on by default since it has no impact on non-MSAA
framebuffers.
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Caused by rB5593efec01c2.
Use first texture if we dont have an ImageUser (instead of multiview
one). Same fix as in rB9ace7e243978 / T74925.
Maniphest Tasks: T76755
Differential Revision: https://developer.blender.org/D7743
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This removes the smooth shading rendering from the face set overlay when
smooth shading is enabled.
Reviewed By: jbakker
Maniphest Tasks: T74906, T74622, T75331, T76530
Differential Revision: https://developer.blender.org/D7105
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This was caused by the sRGB viewport changes. The fix is to modify the
alpha values manually. The shader was also missing a srgb fix.
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The issue was that we used GL_ALWAYS for depth checking here which would
lead to the depth information from objects being messed up.
It would not represent which object was closest to the camera.
Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton
Differential Revision: http://developer.blender.org/D7710
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Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
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