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2018-03-25GPUFramebuffer: Refactor (Part 2)Clément Foucault
This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25GPUFramebuffer: Refactor (part 1)Clément Foucault
Move some DRWFramebuffer functions to GPUFramebuffer.
2018-03-25Basic Engine: Remove unneeded use of Framebuffers.Clément Foucault
2018-03-25GPUOffscreen: Remove unused offscreen blit.Clément Foucault
2018-03-25GPULamp: Move GPU_frambuffer_blur to GPU_lamp.cClément Foucault
This is a bit useless because gpu lamps are only used by the game engine and it is planned to be "remove" in some way. Doing this to clean gpu_framebuffer.c.
2018-03-25GPUFramebuffer: Make current framebuffer thread local.Clément Foucault
This make sense since we are using multiple olg contexts and two contexts can be active at the same time with different framebuffers.
2018-03-25GPUTexture: Style: Respect 120 char per line limit.Clément Foucault
2018-03-25GPUViewport: Small simplifications + fixes.Clément Foucault
- Use GPU_SHADER_2D_IMAGE_ALPHA. - Add alpha uniform. - bypass reseting the scissors and depth test because we used another context for drawing.
2018-03-25Clay: Fix alpha problem cause by FXAA pass.Clément Foucault
2018-03-25GPUViewport: Remove depth debug.Clément Foucault
This is not used anymore. Debug visualisations should be moved to the draw manager.
2018-03-25GPUTexture: Small refactor.Clément Foucault
This includes a few modification: - The biggest one is call glActiveTexture before doing any call to glBindTexture for rendering purpose (uniform value depends on it). This is also better to know what's going on when rendering UI. So if there is missing UI elements because of this commit look for this first. This allows us to have "less calls" to glActiveTexture (I did not measure the final count) and less checks inside GPU_texture. - Remove use of GL_TEXTURE0 as a uniform value in a few places. - Be more strict and use BLI_assert for bad usage of GPU_texture functions. - Disable filtering for integer and stencil textures (not supported by OGL specs). - Replace bools inside GPUTexture by a bitflag supporting more options to identify texture types.
2018-03-25DRWTexture: Remove DRW_texture_updateClément Foucault
2018-03-25DRW: Remove unecessary push/pull attrib.Clément Foucault
Since we are rendering draw manager's command in a separate context, we don't need to save/restore the UI opengl state attributes/config.
2018-03-25GPU: gpu_draw.c: Fix wrong renaming.Clément Foucault
Renaming happened in b4d053efc754 and seems to have been a bit too agressive.
2018-03-23RNA comparison/override: better control over property processing.Bastien Montagne
This commit essentially introduces a new RNA property flag, which when set prevents affected property from being processed at all in comparison code (also used to automatically generate static override rules). The idea is to use it on very low-level data in RNA, like e.g. mesh's geometry or psys' particles collections. For now only applied to psys' particle collections, on the main mesh of Agent327 pigeon, it goes from 100ms to 0.5ms on a full auto-override-generating comparison... Also added some new RNA property helper funcs to check on comparable and overridable status.
2018-03-23Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-23UI: 4-column layout for the editor-type selector menuJulian Eisel
The list of editor-types is rather long by now, so better to arrange them into sections. Original patch by @jeske with updates by @Blendify and myself. Design Task: T36028 Patch: D3112
2018-03-23Merge branch 'master' into blender2.8Campbell Barton
2018-03-23Merge branch 'master' into blender2.8Campbell Barton
2018-03-23Cleanup: stray tabsCampbell Barton
Tabs in middle of code (mostly for no reason / by accident).
2018-03-23Cleanup: doxy header, line lengthCampbell Barton
2018-03-23Cleanup: move image undo into own fileCampbell Barton
2018-03-23Fix issues with confirmation prompt on WindowsJulian Eisel
* Pressing "OK" wouldn't close Blender anymore * Using File -> Quit would use popup version, not OS native window Cleaned up code a bit to avoid duplicated logic.
2018-03-23Fix own mistake from 4cb4556fa5ba78ffJulian Eisel
Trying to close Blender from a second window wouldn't work, the first window would have to be hovered first. Ouch!
2018-03-23Fix memory leaks when doing "Save & Quit"Julian Eisel
Steps to reproduce were: * Open Blender (no need for factory settings, "Promt Quit" needs to be enabled) * Edit the file (e.g. translate some object) * Quit Blender but don't skip quit promt * Press "Save & Quit" * Save the file Not sure if Windows supports the "Save & Quit" behavior, so this may not have applied to Windows.
2018-03-23Fix T48027: Memory leaks when exiting Blender from menuJulian Eisel
You only had to close Blender through File -> Quit. Leaks happened because WM_exit() was called from within operator, UI wasn't able to free some of it's heap data then. This data was the handler added in uiTemplateRunningJobs() and the IDProperty group added in uiItemFullO_ptr_ex(). There was obviously a general design issue which only became visible in this specific case. We now delay the WM_exit call by wrapping it into a handler that gets registered as usual. I didn't see a better way to do this, all tricks done in ui_apply_but_funcs_after() to prevent leaks didn't work here. In fact they may be redundant now, but am not brave enough to try ;)
2018-03-23GPUCompositing: Remove last reference to gpu_shader_fullscreen_vert.glslClément Foucault
It was breaking compilation with MSVC apparently.
2018-03-22Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-22Depsgraph: Report new depsgraph evaluation timeSergey Sharybin
Timing is printed to the console when running with --debug-depsgraph-time.
2018-03-22UI: skip confirmation menu on quit prompt to saveCampbell Barton
2018-03-22GPUCompositing: Remove entire module.Clément Foucault
This module has no use now with the new DrawManager and DrawEngines and it is using deprecated paths. Moving gpu_shader_fullscreen_vert.glsl to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22Fix T54348: Bone dissolve gives invalid hierarchyCampbell Barton
Disconnected bones weren't handled correctly.
2018-03-22Fix bone dissolve using wrong envelope radiusCampbell Barton
Also correctly copy bone tip selection when dissolving.
2018-03-21Fix T54203: crash changing engine w/ project-paintCampbell Barton
2018-03-21Eevee: Fix missing camera animation with CoWSergey Sharybin
2018-03-21Draw manager: Fix missing active camera triangle with CoWSergey Sharybin
2018-03-21Merge branch 'master' into blender2.8Campbell Barton
2018-03-21Depsgraph: Remove redundant operation nodesSergey Sharybin
Rather a mistake since previous merge.
2018-03-21UI: Optional prompt to quit for non win32 systemsCampbell Barton
D566 by @januz Use Blender native dialog when OS dialog's aren't supported.
2018-03-21Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-21Fix T54378: Drivers fail with property from emptySergey Sharybin
Empties were missing Parameters component.
2018-03-21Fix T54366: Custom manipulator acts on linked dataCampbell Barton
2018-03-21Fix crash when changing workspacesJulian Eisel
Steps to reproduce were: * Append a workspace (via '+' icon) - make sure its from the default workspaces.blend * Activate it * Should crash Was accessing data from view-layer which wasn't updated yet (and thus could be NULL). Crash occured after rB8153f89518b4a. @campbellbarton, you may want to check if all object-mode stuff still works as expected, not sure what's the state of it.
2018-03-20Link and expand overrides for collectionsDalai Felinto
This code was neglected. Yet it is needed for when we support datablock overrides so that the ID pointers are properly linked and expanded.
2018-03-20Cleanup: remove useless static override reference pointer from ID struct.Bastien Montagne
2018-03-20Add basic read-only RNA access to static override data.Bastien Montagne
Will make investigating issues much, much easier!
2018-03-20Fix broken tatic verride detection in RNA collections.Bastien Montagne
We have to check all items of a collection when we want to create overrides as needed...
2018-03-20Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-20Remove debug only code from previous commitSergey Sharybin
2018-03-20Memory allocator: Clarify consistency check functionSergey Sharybin
Also make it to return truth when everything is good and false otherwise.