This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
This commit does two things:
- Adds an option to do the calculation in different color spaces (BT601
or BT709).
- Changes the default caluclation from legacy BT601 to BT709.
This affects several areas:
- UI areas (mainly scopes)
- ViewLevelsNode
- Several other nodes that use `COM_ConvertOperation.h`
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.
Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:
* Poor 3D view performance when using Region Overlap should be solved now,
since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
window and save memory, though at the moment there are still some tools
using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
drawing in the 3D viewport.
Differential Revision: https://developer.blender.org/D3061
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.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
Use new 2D dashed line shader in 3DView camera view.
Note that this also involved converting UI_draw_safe_areas() to this
dashed shader, which means it cannot be used anymore with other shaders.
Part of D2647.
The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM
which was returning rubbish value.
Now we use imm API and create vertex format prior to immBindProgram.
This made us required to have some sort of state passed from setup
function to actual drawing.
Single quads are drawn as a TRIANGLE_FAN, with 4 verts in the same order.
Multiple quads now use PRIM_QUADS_XXX and will need further work. Only 8 places still use this.
Part of T49043
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing.
- took GLenum out of interface
- removed UI_RB_ALPHA flag (only one place really used it)
- use exact vertex count
- removed redundant state changes (BLEND, LINE_SMOOTH)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )