Age | Commit message (Collapse) | Author |
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There was a crash with `Intel(R) HD Graphics 4000`.
Thanks to @fclem for the help and review.
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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
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Caused by 1c24c04e6023f2d2a3.
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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
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Actually it was drawn before the widget. Flushing widget cache and
everything is fine again.
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- 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.
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Only compile hair shader if we need it.
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Only compile the needed shadow shaders to reduce the startup time.
Theses shaders is taking forever to compile on intel (~5s each).
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Shadows makes it more readable and are relatively cheap now.
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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".
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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.
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Reduce the number of sampled required for blurring by using filtered
texture samples.
This changes the result a bit but it is not noticable.
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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.
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Flush the text cache so that we have proper scissor test and ordering.
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This is more for completeness than perf.
Shader is tiny bit more complex but we get less overdraw and drawcalls.
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Error in recent removal of workspace.object_mode
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50% less time in my test when all handles are selected.
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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.
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Similiar to how we batch Icons together. This is not enabled in this
commit.
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This will let us draw multiple widget base at once.
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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.
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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.
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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.
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With index-based pchan evaluation we don't need to go into
a mess of expanding armature at relation construction time.
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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Was missing ID looper for pchan constraint.
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