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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.
2018-04-06UI: 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.
2018-04-05Depsgraph: 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.
2018-04-05Merge 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.
2018-04-05Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-05Load metadata from video files and expose via RNASybren A. Stüvel
The MovieSequence and MovieClip classes now have a metadata() function that exposes the `IDProperty *` holding the video metadata. Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05Write the scene render frame range to image/video filesSybren A. Stüvel
This is useful to create a mapping from the frame range in the video to frame index in the blend file. Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05Write StampData metadata to video filesSybren A. Stüvel
This is currently only supported by FFmpeg (so not frameserver, AVI RAW, or AVI JPEG), and only seems to work when using Matroska or Ogg Theora containers. Only metadata that doesn't change from frame to frame is written to video files. This distinction is visible in the UI by looking at the stamp checkbox tooltips (they either mention "image" or "image/video"). Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05IMB_metadata improvementsSybren A. Stüvel
- Metadata handling is now separate from `ImBuf *`, allowing it to be used with a generic `IDProperty *`. - Merged `IMB_metadata_add_field()` and `IMB_metadata_change_field()` into a more robust `IMB_metadata_set_field()`. This new function doesn't return any status (it now always succeeds, and the previously existing return value was never checked anyway). - Removed `IMB_metadata_del_field()` as it was never actually used anywhere. - Use `IMB_metadata_ensure()` instead of having `IMB_metadata_set_field()` create the containing `IDProperty` for you. - Deduplicated function declarations, moved `intern/IMB_metadata.h` out of `intern/`. Note that this does mean that we have some extra `#include "IMB_metadata.h"` lines now, as the metadata functions are no longer declared in `IMB_imbuf.h`. - Deduplicated function declarations, all metadata-related declarations are now in imbuf/IMB_metadata.h. Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05BLI_string: macros that de-duplicate sizeof argCampbell Barton
2018-04-05Merge branch 'master' into blender2.8Campbell Barton
2018-04-05UI: Node Editor: Make nodelink arrow size and link width dpi dependant.Clément Foucault
2018-04-05UI: Node Editor: Batch nodelinks together.Clément Foucault
This will do only one drawcall for every 256 nodelinks.
2018-04-05UI: Node Editor: Port nodelink drawing to shader based drawing.Clément Foucault
Use the new GPU_SHADER_2D_NODELINK and GPU_SHADER_2D_NODELINK_INST to accelerate nodelink drawing. This commit does not include the batching functionnality. So this should not make a lot of difference.
2018-04-05GPUBatch: Change preset managment system.Clément Foucault
Now use a list of preset batches with a function to add new ones to this list. This removes the need of new functions all over the place to reset/exit.
2018-04-05GPUShader: Add 2D Nodelink shader.Clément Foucault
Special shader to draw nodelinks for the node editor. We only pass bezier points to the GPU and vertex position is handled inside the vertex shader. The arrow is also part of the batch to avoid separate drawcalls for it. We still draw 2 pass one for shadow and one for the link color on top. One variation to draw instances of theses links so that we only do one drawcall.
2018-04-05Undo: split text undo steps out of the data-blockCampbell Barton
This moves undo storage into a separate struct which is passed in from the undo system.
2018-04-05Undo System: return undo step from undo push initCampbell Barton
Also improve logging
2018-04-05Logging: use -1 log level to log all levelsCampbell Barton
2018-04-05ED_undo: use loggingCampbell Barton
2018-04-05Fix crash w/ empty text undo operationsCampbell Barton
2018-04-04Fix Cycles motion blur and engine.frame_set() not working.Brecht Van Lommel
2018-04-04Depsgraph: Fix/workaround crash with animation and drivers and CoWSergey Sharybin
The issue was caused by component tag forcing CoW component to be run, without actually flushing changes down the road from the CoW operation. In a way, this is what we want: we do want CoW to run on changes, but we don't want tiny change forcing full datablock update. This commit makes it so order of updates is all correct, but the bigger issue is still open: what parts of datablock CoW should be updating? Now it's possible to open spring file and play around.
2018-04-04Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/BKE_object.h
2018-04-04Fix modifier freeing code re. ID refcounting.Bastien Montagne
Free code should not handle ID refcounting at all. This has to be done at higher level, since in some case we want to free (temp) data that actually did not refcount at all its IDs. This change seems to be working OK, but as usual in that area, only lots of testing in real-case situation will say whether there are some hidden bugs or not.
2018-04-04Fix Cycles particle info node not working.Brecht Van Lommel
2018-04-04Depsgraph: Cleanup, reduce indentation levelSergey Sharybin
2018-04-04Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-04Depsgraph: Make sure textures used by modifiers are in the graphSergey Sharybin
2018-04-04Fix Eevee crash with generated coordinates on non-objects.Brecht Van Lommel
2018-04-04Cleanup: simplify fix for T53497, this part is not strictly needed.Brecht Van Lommel
2018-04-04Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/readfile.c
2018-04-04Tweak ID->tag reset on file load (no visible change expected!).Bastien Montagne
Issue was, *some* IDs (like infamous nodetrees from materials etc.) would not go through the 'main' read_libblock() func, so their tags were never reset. So now, we ensure direct_link_id() always clear the tags, and move setting them in read_libblock() after the call to direct_link_id(). Needed for depsgraph, but general healthier fix actually.
2018-04-04Depsgraph: Get pchan index from correct poseSergey Sharybin
This code should be replaced with evaluation-time ID block expansion, but before that it will be helpful to get old design to work again.
2018-04-04Merge branch 'master' into blender2.8Sergey Sharybin
2018-04-04Depsgraph: Ensure root pchan is always foundSergey Sharybin
2018-04-04Depsgraph: Pass CoW version of object to armature update doneSergey Sharybin
2018-04-04Fix part of T53497: Eevee stuttering on macOS for the first few seconds of ↵Brecht Van Lommel
usage. The problem was that textures were assigned to different slots on different draw calls, which caused shader specialization/patching by the driver. So the shader would be compiled over and over until all possible assignments were used.
2018-04-04Fix missing hair in fishycat and everything else after particle recalc changesMai Lavelle
The cache was getting reset always, due to special case of flag being 0. Bug introduced by: 44cd24a9cee9ffb14b5d26a622f