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2018-04-09UI: Fix widget shader on certain compiler.Germano
There was a crash with `Intel(R) HD Graphics 4000`. Thanks to @fclem for the help and review.
2018-04-09Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-09Added support for the WEBM/VP9 video codecSybren A. Stüvel
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8" is less efficient than VP9). WEBM/VP9 and h.264 both have options to control the file size versus compression time (e.g. fast but big, or slow and small, for the same output quality). Since WEBM/VP9 only has three choices, I've chosen to map those to 3 of the 9 possible choices of h.264: - BEST → SLOWER - GOOD → MEDIUM - REALTIME → SUPERFAST The VERYSLOW and ULTRAFAST options give very little extra benefit. Reviewed by: @Severin
2018-04-09Remove commented-out codeSybren A. Stüvel
2018-04-09Fix build error with GCC, make depsgraph iterator compatible with C++.Brecht Van Lommel
2018-04-09Fix crash and invalid context when changing workspaceJulian Eisel
Caused by 1c24c04e6023f2d2a3.
2018-04-09Merge branch 'master' into blender2.8Campbell Barton
2018-04-09Cleanup: avoid recalculating global centerCampbell Barton
2018-04-09GPU Codegen: Fix assert caused by GC of failled shaders.Clément Foucault
2018-04-09BLF: Fix assert when drawing very small chars.Clément Foucault
2018-04-09Freestyle: use depsgraph to get geometry, instead of Blender Internal.Brecht Van Lommel
Some of the code is simpler because we use Blender's triangulation directly instead of dealing with quads. Also some progress printing code was removed because the depsgraph can not tell us the number of objects ahead of time. Differential Revision: https://developer.blender.org/D3127
2018-04-08UI: Widgets: Fix text edit cursor not drawing.Clément Foucault
Actually it was drawn before the widget. Flushing widget cache and everything is fine again.
2018-04-08GPU Select: Remove warnings on Intel GPU.Clément Foucault
- Disable scissor test for fast clear. This could lead to some issues but I cannot think of one and could not find one either. - Manually wait for queries to be available instead of making the driver wait and issue warnings.
2018-04-08UI: Perf: Use GWN_draw_primitive for drawing viewport textures.Clément Foucault
2018-04-08UI: Perf: Use GWN_draw_primitive for drawing triple buffers texture.Clément Foucault
2018-04-08UI: Perf: View3D: Batch view infos BLF calls together.Clément Foucault
2018-04-08UI: Perf: Batch horizontal scrollers numbers together.Clément Foucault
2018-04-08Clay: Improve loading time.Clément Foucault
Only compile hair shader if we need it.
2018-04-08Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-08Alphabetically ordered audio and video codecsSybren A. Stüvel
2018-04-08BLF: Perf: Use BLF_KERNING_STEP_FAST for other functions.Clément Foucault
2018-04-08Eevee: Reduce loading time.Clément Foucault
Only compile the needed shadow shaders to reduce the startup time. Theses shaders is taking forever to compile on intel (~5s each).
2018-04-08DRW: Profiling: Batch BLF strings and add shadowingClément Foucault
Shadows makes it more readable and are relatively cheap now.
2018-04-08BLF: Fix BlenderPlayer compilation.Clément Foucault
2018-04-08Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-08Encoding panel clarificationsSybren A. Stüvel
The encoding panel mentions "None" in a few places, which is confusing. - "Codec: None" now reads "No Video" - "Audio Codec: None" now reads "No Audio" - "Output Quality: None; ..." now reads "Constant Bitrate" When selecting "No Video" the remaining video encoding options are hidden, making it even more explicit that there will not be video in the output file. The label "Codec" now reads "Video Codec" for symmetry with "Audio Codec".
2018-04-08BLF: Fix problem with bound texture.Clément Foucault
Previous code was assuming that the glyph texture would remain bound to GL_TEXTURE0 until the cache would be drawn. This is not always the case, so better save the texture and rebind it before drawing.
2018-04-08BLF: Opti: More clever sampling for blured glyphs.Clément Foucault
Reduce the number of sampled required for blurring by using filtered texture samples. This changes the result a bit but it is not noticable.
2018-04-08BLF: Opti: Draw only one quad per shadow/blurred glyph.Clément Foucault
This port the Blurring of blf fonts to the final drawing shader. We add a bit of extra padding to each glyph so that jittering the texture coord does not sample the neighbor glyphs.
2018-04-07UI: Fix waveform widget text drawing.Clément Foucault
Flush the text cache so that we have proper scissor test and ordering.
2018-04-07UI: Perf: Port color widgets to batch.Clément Foucault
This is more for completeness than perf. Shader is tiny bit more complex but we get less overdraw and drawcalls.
2018-04-06Minor change to last commitCampbell Barton
2018-04-06Delete object crashed (missing NULL check)Campbell Barton
Error in recent removal of workspace.object_mode
2018-04-06UI: Perf: Optimize F-curve handles drawing.Clément Foucault
50% less time in my test when all handles are selected.
2018-04-06Style: Remove duplicated struct declaration.Clément Foucault
2018-04-06UI: Perf: Use widget base batchingClément Foucault
Overall 10% more performance on general UI drawing time. This commit can introduce ordering problem on some elements. In this case you need to flush the widget cache to ensure the element that is going to be drawn is drawn on top of any widget base. To flush the cache use UI_widgetbase_draw_cache_flush. This is already done for BLF and Icons.
2018-04-06UI: Perf: Add batching capability to widgets.Clément Foucault
Similiar to how we batch Icons together. This is not enabled in this commit.
2018-04-06GPUShader: Add GPU_SHADER_2D_WIDGET_BASE_INST shader.Clément Foucault
This will let us draw multiple widget base at once.
2018-04-06Fix Collada: nullptr is a c++11 keyword. Changed to NULLGaia Clary
2018-04-06Fix Collada: Import of animations for objects with multiple materialsGaia Clary
When importing multiple materials for one object, the imported material animation curves have all been assigned to the first material in the object. This fix also improves the console logging whenever the importer finds a consistency problem with the imported animation data.
2018-04-06Cleanup: style, doxy headersCampbell Barton
2018-04-06UI: Perf: Improve ui_draw_dropshadow.Clément Foucault
Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch. This mean less overdraw and less drawcalls. I had to hack the opacity falloff curve manually to get approximatly the same result as previous technique. I'm sure with a bit more brain power somebody could find the perfect function.
2018-04-06UI: Perf: Modify UI_draw_roundbox to use GWN_batch API.Clément Foucault
This commit also rename and move a few thing to clean things up. Major improvment is using one drawcall instead of 8 for UI_draw_roundbox_aa.
2018-04-05UI: Add accelerator keys to quit confirmation popupJulian Eisel
2018-04-05Depsgraph: Avoid build-time armature expandingSergey Sharybin
With index-based pchan evaluation we don't need to go into a mess of expanding armature at relation construction time.
2018-04-05Cleanup: use string macros to avoid duplicate argsCampbell Barton
2018-04-05BLI_string_utf8: macros that de-duplicate sizeof argCampbell Barton
2018-04-05Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05Depsgraph: Pull indirect dependencies via pchan constraintsSergey Sharybin
Was missing ID looper for pchan constraint.