Commit Graph

1884 Commits

Author SHA1 Message Date
e51b93473a Fix T70247 Crash on enter edit mode with UV editor opened 2019-09-27 19:45:27 +02:00
7bbdc6996a Fix T69941 Assert selecting UVs
Was caused by DRW_mesh_batch_cache_get_edituv_faces_stretch_area called
after DRW_mesh_batch_cache_create_requested. So it was created on the wrong
object/mesh.
2019-09-27 17:19:00 +02:00
df3891ed81 Fix T69377 Texture flickering when selecting in solid viewport (AMD Pro driver)
Workaround that does not fix the real issue.

The bug is caused by glBufferData inside
DRW_instance_buffer_finish > GPU_vertbuf_use
but only after the selection code which resets the number of items in
idatalist->pool_buffers.

I don't understand why this is happening as the vbo ids are all valid and
no error is reported. What is even more strange, is that it affects another
vbo which has no connection with the ones in DRW_instance_buffer_finish.
2019-09-27 15:31:18 +02:00
770e91703d Fix part of T70295: sculpt drawing not clipping PBVH behind the camera
Use all 6 clipping planes for drawing.
2019-09-27 14:59:41 +02:00
d3a98b2c3b Fix part of T70295: sculpt drawing not clipping PBVH nodes outside of viewport
As before in 2.7, this only works for optimized drawing in workbench mode.
2019-09-27 14:29:40 +02:00
92686c667e Cleanup: structs, cmake file lists 2019-09-27 12:45:54 +10:00
f9ef0e1bde Fix T67342 EEVEE: Uninitialized buffer when changing screen size
Was caused by some drawcall not being done if the volumetric resolve pass
was drawn (using dual source blending seems to be the cause).
Not sure why this is needed since it is still reset before the next
drawcall.
2019-09-25 15:37:42 +02:00
c6995b3095 Fix T70004 EEVEE: Texture Coordinate Node in world shader render artifacts 2019-09-24 18:21:39 +02:00
561dfd12be Fix T70124: Motion path not drawn for Armature in Object Mode 2019-09-24 15:33:32 +02:00
69ad44d5b4 Cleanup: remove unimplemented texture space rotation variables 2019-09-23 16:27:23 +02:00
9208146199 Cleanup: remove Mesh.bb and Curve.bb, no reason for these to be persistent
These were only strictly valid for texture space calculation, don't store them
since they should not be used after that. Only store a flag to indicate if the
auto texture space has been evaluated.

In the future it might make sense to store bounding boxes at the mesh level to
speed up bounding box computation for multiple objects using the same mesh, but
then it will need to be implemented differently.
2019-09-23 16:27:23 +02:00
1d1ef2e797 Revert part of "GPencil: Invert Paste operator and make Paste to Active default"
This commit accidentally undid a bunch of previous commits. Only the intended
changes are left now.
2019-09-23 11:09:00 +02:00
381a274909 Cleanup: use braces 2019-09-23 09:36:12 +10:00
3fcedae8c8 Cleanup: extra semicolon, comma warnings 2019-09-21 11:34:39 +10:00
5356577e4c Cleanup: shadow warning 2019-09-20 10:23:37 +10:00
27642f24e1 Fix T69855: 3DView glitches involving depth buffer
The problem is that `DST.vmempool->passes` was not cleared, so passes
previously created in another drw function were being reused.
2019-09-19 17:25:25 -03:00
b11272a007 DRW: Deduplicate drw_draw_depth_loop functions 2019-09-19 17:25:25 -03:00
d8a7e5ee32 Cleanup: spelling 2019-09-19 13:19:53 +10:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
0547a77536 Cleanup: use const args, variables 2019-09-14 08:12:53 +10:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
89cc5c2bd3 Fix Particles: Keyed Physics crash when clicking on a particle slot
without a valid target

rB95b9680597f5 introduced code that would skip creation of GPUVertBuf
for ParticlePointCache if the keyed physics would not have a valid
target. Missing vertex buffer would lead to assert/crash.

This code is now removed (dont see a reason why this was done? afaict
2.79 also just displayed the particles without physics in this case and
this seems to be working just fine in 2.8 as well)

part of T69741

Reviewers: fclem

Maniphest Tasks: T69741

Differential Revision: https://developer.blender.org/D5781
2019-09-13 22:15:58 +02:00
Dalai Felinto
92736a7b75 Per-Viewport Collection Visibility
Support per-viewport collection visibility options.

Note 1: There is no way to show a collection that was not visible before
due to depsgraph. Otherwise we would risk having all the collections in
the depsgraph and I believe this is not the idea.

An alternative would be to have a new depsgraph for viewports that are
not local. Something to keep in mind if we do per-viewport current frame
in the future.

So for now what we do is to only allow collections visibility to be
disabled/hidden in this mode.

Note 2: hide_viewport (the eye icon) doesn't really matter for
depsgraph. So after the merge we can still ignore it to show the
collections locally in a viewport with no problems for the depsgraph.

Reviewers: brecht, sergey
Subscribers: billreynish

Related task: T61327
Differential Revision: https://developer.blender.org/D5611
2019-09-13 12:37:35 -03:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
0ec6564668 Cleanup: unused headers (GPU) 2019-09-14 00:22:24 +10:00
f795bdbf21 Cleanup: use header guards 2019-09-13 21:12:43 +10:00
73a199e96a Depsgraph: Pass bmain to depsgraph object creation
Currently unused, but will allow to keep of an owner of the depsgraph.

Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
2019-09-11 10:43:27 +02:00
b2b52c6c91 Fix T69432: Hair particle editmode: hiding not working
PTCacheEditPoint flag PEP_HIDE was not respected at all...

Reviewers: brecht

Maniphest Tasks: T69432

Differential Revision: https://developer.blender.org/D5739
2019-09-10 13:15:29 +02:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
d8aaf25c23 Eevee: Shadow map refactor
Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5659
2019-09-05 17:37:50 +02:00
05721cd00a Mesh Batch Cache: Fix threading issue
I believed the crash I experienced happened because:
1. The `extract_pos_nor_init` function is called.
2. Tasks are added to the task pool for `extract_pos_nor`.
3. The tasks begin to be executed while more tasks are added.
4. In some rare cases, all existing tasks are finished, but not all have been added yet.
5. This let the task-counter go down to zero.
6. This triggered a call to `extract_pos_nor_finish`.
7. Then more tasks are added and in the end `extract_pos_nor_finish` is called again.

A solution is to use a task pool that is suspended when created.
Unfortunately, there was an outdated comment, that was probably the root cause of the issue.

Reviewers: fclem, sergey

Differential Revision: https://developer.blender.org/D5680
2019-09-05 09:57:30 +02:00
6fc6f2504d Cleanup: use backslash for doxygen commands 2019-09-05 12:56:55 +10:00
64f8f7db7c Fix T63755: Area Stretching Overlay
Support for UV Stretching overlay during multi object editing. The
VBO now holds the ratios per fase. In the shader these ratios will
be compared against the global ratios. The global rations are created
from all selected objects.

The current implementation does not fit well with the draw module. The
plan is to move the drawing of other spaces towards the draw manager what
leads to a better fit. Currently the details on this solution is unclear
but this requirement will become an attentionpoint in the future design.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5665
2019-09-04 08:08:27 +02:00
fc99297411 Fix T66950: WeightPaint Bone Selection Overlay
In weightpaint it is possible to enable the bone selection mode. During
drawing the overlay was rendered, but during selection this was ignored.
Users needed to double click in order to select bones even when the overlay
was enabled.

This patch makes bone selection possible during weight painting using the pose mode bone
selection overlay with a single click.

Reviewed By: fclem, campbellbarton

Differential Revision: https://developer.blender.org/D5629
2019-09-03 14:09:44 +02:00
93f1d76bf0 DrawManager: UV Stretching
Calculating UV Stretching on large meshes showed garbage. The reason
is that the calculation is not thread save. Temporarily disable
threading for UV Stretching
2019-08-30 16:16:57 +02:00
60ba7d4539 Clean: style 2019-08-27 14:25:05 +10:00
7273dbd47b Fix T69051 Vertex Paint: Selection not show in vertex select mode. 2019-08-26 18:43:53 +02:00
1a6491639a Fix T68954 UVEdit: Auto Smooth option conflicts with uvs display 2019-08-26 18:43:53 +02:00
7fee153bf5 3D View: show selected object axis when affect origins is enabled
This replaces temporarily enabling draw-axis.
2019-08-27 01:46:03 +10:00
51d9f56f87 GPencil: Invert Paste operator and make Paste to Active default
Before there were two options: Paste to original layer called "Paste" and Paste to active   layer called "Paste & Merge"

Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste".

For old "Paste", now is called "Paste by Layer" and it's not the default value anymore.

Note: Minor edits to add icons not present in Differential revision.

Differential Revision: https://developer.blender.org/D5591
2019-08-26 15:49:16 +02:00
742119bcb5 Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading
The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.

This is the fixed version of the hack. The issue was that the ibo ranges
were saved before the batch were reset and the IBO was discarded, leading
to a read after free error. All previous reported crash were tested and
are now not reproductible.
2019-08-26 15:43:28 +02:00
6eadd40597 Cleanup: redundant struct declarations 2019-08-25 16:45:47 +10:00
f16a28c4af Revert "Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading"
This reverts commit d357e7b065. This caused crashes in UV editor drawing and
updates in lookdev mode.

Fixes T69087, T69083, T69088, T69096.
2019-08-23 20:32:51 +02:00
d09b1ff1a6 Cleanup: undeclared variable warnings
Forward declare variables, or make them static.
2019-08-23 02:29:45 +10:00
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
189aa32a3a Cleanup: vertex coordinate access, naming & minor changes
This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
2019-08-22 06:48:10 +10:00
d357e7b065 Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading
The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.
2019-08-21 15:53:57 +02:00
c48d1d54f1 Select Engine: Move some private members out of select context 2019-08-20 11:36:36 -03:00
8919c1cad5 Cleanup: clang-format, sorted lists 2019-08-20 22:47:25 +10:00
5fa17ce720 Mesh Batch Cache: Fix crash caused by rB3cbf2462391c 2019-08-19 18:08:44 +02:00