Commit Graph

755 Commits

Author SHA1 Message Date
c0fa864e24 Cleanup: bool & const
Using bool when we're asking yes/no questions such as whether some GPU
feature is supported.

Consolidated these simple functions into gpu_extensions.c and grouped
them in the header.

Const-ified some args where the functions don't modify the pointed-to
data.
2015-03-16 22:57:56 -04:00
6d03e94491 Get rid of gluBuild2DMipmaps on gpu_draw.c (use our own imbuf scaling
functions instead)
2015-03-16 15:45:34 +01:00
86c828d9fd Make sure disabling attribute arrays also resets the counter so we don't
do it twice.
2015-03-16 12:14:23 +01:00
927306d60a Cleanup 2015-03-16 11:46:20 +11:00
edc8a4c484 Fix memory leak when using two bump maps on the same material 2015-03-10 15:27:24 +01:00
e2471ea96a Attempt to fix T43919, avoid using GPU_framebuffer_slots_bind just in
case a system does not support drawing to many framebuffers.
2015-03-09 18:27:27 +01:00
b42a3d2485 Another stability commit for legacy users - don't crash when toggling
dyntopo just notify user that their system doesn't support it.
2015-03-03 11:34:23 +01:00
56935e23c4 cleanup: float/double promotion, redundant casts 2015-03-02 11:05:34 +11:00
15957a9e4d Get rid of gluScaleImage in our game engine as well. 2015-02-27 14:47:39 +01:00
55e7d726c4 Make some adjustments to the units for viewport camera dof.
This is still not so correct, to make it work we really have to do a
blurring pass based on the real coc (currently we are just blending 3
levels of blur)
2015-02-27 14:11:26 +01:00
5520b8df4b cleanup: double promotion 2015-02-27 14:52:58 +11:00
7708012b9d Change samples variable for SSAO - now it is actual samples, not squared
- spiral scheme is much more intuitive here. Also use float number for
spirals to avoid having samples on the same radial direction when sample
number is divisible by spiral number.
2015-02-25 23:30:50 +01:00
22ab4e6e13 Use spiral mapping for SSAO - it reduces banding a lot, especially in
higher sample counts. Probably a blurring pass might be a good addition
here as well.
2015-02-25 23:10:01 +01:00
50e9868abe Fix T43785 crash with border select.
Naming here is slightly misleading. We have:

* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.

Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:

* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF   refers to the number of integers in the selection buffer

Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
2015-02-24 17:19:07 +01:00
9626f4fdf5 GPU module: get rid of gluscaleimage - game engine also uses that but
commit to remove from there will be done separately due to issues with
linking.
2015-02-23 16:33:18 +01:00
eacc3debb7 Fix compilation error after recent GPU debug changes 2015-02-23 18:09:28 +05:00
fed61d50c7 Debug GPU functionality from soc-viewport_fx by Jason Wilkins
patch number D706 with changes:

- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.

Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.

- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.

- Did not port changes needed for GLES to regular glew.h

- Got rid of duplicate or very similar new functionality.

Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.

It also provides a nice substitute function for glu error descriptions
2015-02-23 13:35:57 +01:00
919e38cfc8 Fix for unlikely NULL pointer dereference
Potential crash reading freestyle modifiers from future blend-files
2015-02-20 17:18:41 +11:00
f1a9dbb0d7 Fix minor mistake - only increase size of compositing when stencil -is-
set.
2015-02-18 22:16:20 +01:00
ff7220349d Compositing works with X-Ray.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).

This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
2015-02-17 18:11:22 +01:00
bbe1b54818 Fix T43689, viewport compositing does not respect alpha settings for
background.

For SSAO supporting this is no problem, for DOF we would ideally do
blurred alpha, but alpha channel in blurred buffers is occupied by coc
field, so use original color alpha instead. It's not entirely correct
but it's better than nothing.
2015-02-16 14:42:36 +01:00
5e613198e5 Viewport compositing - first code
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.

Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.

Off screen rendering will use the settings of the current camera.

WIP documentation can be found here:

http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-12 18:54:41 +01:00
d4934f8f6d cleanup: style/indentation 2015-02-11 18:39:28 +11:00
b12f3cbee7 cleanup: style 2015-02-07 04:50:21 +11:00
4cbf2ebdc9 Cleanup: style 2015-02-06 13:55:20 +11:00
e922903ae8 Use MAX_CUSTOMDATA_LAYER_NAME for size of GPUInput.attribname array
Before this was hardcoded to 32, which I think was incorrect because
this is used to store a customdata layer name.

Reviewers: psy-fi, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D1040
2015-02-05 11:20:24 +01:00
c48c20b498 Fix T43530 using blender on remote connection crashes
Issue here is that remote connection will use OpenGL 1.1.
There was a call here that would free VBOs always without a check,
however the VBO free function pointer is NULL on such contexts causing a
crash.

This must have been causing some of the crashes with old contexts. While
I think supporting those systems is not such a good idea in general,
they can have a few more moments of support I guess.

Things might be better now for systems using OGL 1.1 though there are
still things that could be done better here - for instance going to
dyntopo can crash immediately because we don't have a fallback
implementation there. It might be worth reimplementing sculpting with
vertex arrays for the legacy case too, but I guess if we move on to
OpenGL 2.1 soon this is a bit of a wasted effort.
2015-02-03 16:18:19 +01:00
23e3dbb726 Selection: avoid uninitialized memory read with occlusion queries 2015-02-02 17:45:07 +01:00
750506be97 Adjust GLSL drawing of window coordinates from camera view (use camera
bounds instead of window bounds). Fixes remaining part of T43346
2015-02-02 14:26:05 +01:00
f90891d87e Add PIL_check_seconds_timer_i to avoid casting
note, win32 casts still casts from double.
2015-02-01 02:00:08 +11:00
332cf291e4 Fix T43250, lamp node did not use energy when used with nodes in blender
internal.

Similar to fix for T42074 we need to multiply with energy -after-
texture application.
2015-01-27 16:34:40 +01:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
d44890ee75 Code cleanup: de-duplicate codegen texid assignment
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:10 +01:00
c5f5012c5a Code cleanup: use GPUDynamicType instead of int
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:07 +01:00
8174ea2684 Code cleanup: use GPUDataSource enum instead of int
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:04 +01:00
3a3d68cd88 Code cleanup: use bool instead of int
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:01 +01:00
fdb55e3719 Code cleanup: use an enum for GPUNodeLink.image
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:59 +01:00
6cfc55c4f9 Code cleanup: use enums instead of defines
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:55 +01:00
42eaf82d10 Code cleanup: move struct GPUFunction and related code out of header
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:53 +01:00
4c3a49ef34 Code cleanup: use lowercase "gpu" prefix for static functions
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:50 +01:00
548d222d81 Code cleanup: remove do-nothing function GPU_node_end
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:47 +01:00
2233a3556d Code cleanup: remove some UNUSED parameters from static functions
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:44 +01:00
d1f88c05aa Code cleanup: retype various fields/parameters from int to GPUType
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:40 +01:00
a59e590e7f Code cleanup: remove parameter from GPU_node_link_create()
In all but one call the value 0 (aka GPU_NONE) was passed in. Clearer
to just default to GPU_NONE and change the one caller that sets a real
type to do it explicitly.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:34 +01:00
27284e4f34 Code cleanup: minor comment improvements
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:31 +01:00
8cafa0afa6 Code cleanup: give anomymous enum used for CustomData.type a name
Used this in GPU module to clarify what some "ints" really are.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:34:39 +01:00
6d78936c43 cleanup: style 2015-01-24 01:59:09 +11:00
8a547af2bd Remove border clamping. Usually we just want to clamp to edge instead.
Note - checked all glTexImage functions and we never use that. Border is
ifdefed out too here.
2015-01-05 14:25:22 +01:00
3414d01411 Use float format for high bit depth textures if available - storage
requirements are the same but we may avoid some clipping of float values
for HDRs when used in shaders.
2015-01-05 11:23:54 +01:00
aab4f2b762 cleanup: redundant casts & const cast correctness 2015-01-01 23:42:28 +11:00