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
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!
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
This is yet another issue with framebuffers. There are two issues: We
need the framebuffer fully bound to check for completeness and when we
bind a depth texture as frame buffer we need to disable read/write.
commits.
Basically, we don't set a draw buffer until draw time comes. Also add
explicit validation function to validate after all textures have been
attached (could be done automatically at bind time too probably, but
left out for now)
* read buffers are set at texture binding time
* change naming when setting a texture as framebuffer
* add function to set slot of framebuffer as current target instead of
texture.
* Binding a buffer reuses the dimensions of the texture at bind time
(can use viewport to set to arbitrary range later)
* Removed offscreen buffer width/height, use the generated texture
dimensions instead. Those were supposed to be checked to see if
generated texture had the requested size but were never actually changed
to the texture dimensions (and it's redundant to store twice).
This was a little difficult to track down, basically it was a missing
escape sequence that only manifested itself when GPU did not support
bicubic filtering.
Extra:
* Fix memory leaks when an error occurs in shader compilation
* Display full shader when a compilation error occurs. Makes it easier
to diagnose if problem is caused by a syntax or compatibility error.
ATIs.
This is actually a test to see if this can be enabled on ATI cards.
According to various sources, newer ATI cards supporting GLSL 3.0
support gl_ClippingDistance in shaders, which is the forward compatible
way to do custom clipping.
This fix will bind 6 additional varying variables on ATIs, which may
lead to some shaders not compiling due to limiting out of those
variables, or to performance degradation. Also I do not have an ATI
handy to test.
Having those in mind, this commit may well be reverted later.
Clipping planes are usually 4 (6 is for cube clipping), but making
shaders depend on viewport state is really bad, and would lead to
recompilation, so I took the worst case here to avoid that.
Hopefully driver does some optimization there.
Issue here is most likely sampler uniforms and textures not being
updated properly when zero binding is created. Solution for now is to
allow zero binding but when this happens use sexy pink invalid texture
instead :p.
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.
In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
* Rename functions and move to own header.
* Add wrapper functions for glLight.
* Auto detect if we can use faster code for solid lighting.
* Various fixes for textured draw mode.
code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.
The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
When FBO failed in a particular way it could cause the opengl draw buffer to be
set wrong, effectively disabling all opengl drawing. The FBO error was caused
by cycles GLSL materials with no nodes that would still use blender internal
materials, which caused issues with lamp shadow buffers FBO.
This also fixes a GLSL refresh issue when switching render engines.
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.
Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012