Commit Graph

244 Commits

Author SHA1 Message Date
2bd36338d3 Gawain : Add workaround to fix bad sync of the program_in_use flag. 2017-10-02 22:16:50 +02:00
496a354d7f DRW : Fix Compiler Warning 2017-09-26 13:59:31 +02:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
73e1435ab1 DRW: Fix regression
Textures were bound once. But since it was not unbound it's bind_num would not change and considered still bound next time a shader needed it.

Fix T52866
Fix T52855
2017-09-21 19:54:43 +02:00
d97f52f015 Revert "Fix T52855: Eevee: viewport artifacts"
This reverts commit 803c757c2b.
2017-09-21 19:43:53 +02:00
Dalai Felinto
803c757c2b Fix T52855: Eevee: viewport artifacts
Partial revert of 9068c0743e.
This commit tried to do two things:

(1) Fix UBO binding logic [good]
(2) "Improve" texture binding logic [bad]

Don't ever mix different fixes and refactors in the same commit.
2017-09-21 17:41:39 +02:00
Dalai Felinto
a99c64b12f Eevee: Fix wrong MEM_callocN allocation size 2017-09-21 15:52:51 +02:00
Dalai Felinto
9ad2c0b615 Depsgraph and collection enable/visibility
Iterate over invisible objects too, so lamps can still lit the scene.
Also, now you can use a collection to set an object to invisible, not
only to visible.

For example:
Scene > Master collection > bedroom > furniture
Scene > View Layer > bedroom    (visible)
                   > furniture  (invisible)

The View Layer has two linked collections, bedroom and furniture.
This setup will make the furniture collection invisible.

Note: Unlike what was suggested on D2849, this does not make collection
visibility influence camera visibility. I will keep this as a separate
patch.

Reviewers: sergey

Subscribers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2849
2017-09-21 14:45:08 +02:00
9068c0743e DRW: Fix Ubo binding logic and improve Texture binding logic
Ubo needs to be rebound every times the shader changes.
This simplify the logic a bit.

Also modify texture binding logic to potentially reuse more already bound textures.
2017-09-16 02:16:55 +02:00
f565d8c4ae Eevee: Fix T52738: Probes are black.
This fix the crappy binding logic.

Note the current method is doing a lot of useless binding. We should somewhat order the texture so that reused textures are already bound most of the time.
2017-09-15 20:09:09 +02:00
5ae63f03d9 DRW: Fix texture binding logic. 2017-09-14 01:03:19 +02:00
1fca11d5cb DRW: Fix incorrect Ubo Bind 2017-09-13 17:44:36 +02:00
2a01fb61f8 Cleanup: use safe free macro & comments 2017-09-14 01:24:47 +10:00
e9d8b780ae DRW: Fix leak (2nd attempt) cause by texture "state" tracking
This should get rid of the leak once for all.
2017-09-13 16:55:58 +02:00
2b2277ecbc DRW: Fix memleak in release mode. 2017-09-13 15:42:48 +02:00
fc42063d1e Eevee: Fix wrong shadow Orco mapping. 2017-09-12 15:06:07 +02:00
1e1d34654b Eevee / DRW : Codestyle 2017-09-12 15:03:34 +02:00
d126ffbea4 DRW: Use static list (array) of texture/ubo to track bound textures/ubos.
This is in order to use the same texture on multiple sampler.
Also texture counter is reset after each shading group. This mimics the previous behaviour.
2017-09-11 23:15:29 +02:00
d97a5484af Eevee: Shadows: Update cascaded shadowmaps when rendering probes.
This is really resource intensive but there is no other way to correctly handle it.
2017-09-10 03:09:45 +02:00
8b7a83a868 Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
2017-09-10 03:09:45 +02:00
df58d6bf76 Fix T52046: View transform applied twice w/ GL render
Patch from @sergey w/ minor edit.
2017-09-08 03:57:07 +10:00
52778ce625 Cleanup: missing break (harmless for now) 2017-08-25 22:53:37 +10:00
Dalai Felinto
4e975b6b44 Fix ORCO never used for draw manager (Eevee)
Related to T52528.
2017-08-25 14:22:21 +02:00
417581636f Eevee: Fix T52486
For that introduce an update function for textures.
2017-08-22 10:22:11 +02:00
91ab64f38f GPU_texture : Add RG8 format. 2017-08-18 15:07:17 +02:00
846c11c8cf Gawain: remove GWN_batch_discard_all
Use ownership flags instead.
2017-08-16 19:51:46 +10:00
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
2087158d5b DRW: Make Cache timing global and not per object.
This is to fix some performance bottleneck.
2017-08-13 14:30:47 +02:00
fe8fcb4343 Manipulator: render border widget
Note there are issues clamping & updating,
will resolve as part of changes to cage2d widget.
2017-08-03 17:57:00 +10:00
4c38d84e73 Cleanup: double promotion 2017-08-01 13:35:26 +10:00
be97238308 DwM: use BLI_memiter for draw storage & iteration
This will only be noticeable for drawing many instances.

In contrived use-case with many instances, and `USE_PROFILE` disabled
this can close to double playback FPS.

The option to disable this is left in the code in case we want to
debug memory use.

See D2756 for details.
2017-07-30 02:26:36 +10:00
71388b094f DwM: add ability to disable the timer
This interferes with benchmarking draw times,
so this makes it easy to turn off.
2017-07-30 01:31:36 +10:00
5bfa3cf6e9 DRW: Revamp the performance debugging tool.
Old performance debug was doing queries for every frame even if not debugging perf.
Also, it did not record when a pass was draw multiple time, leading to incorect measurement.

New module also allows to group the timers to limit infos displayed.

Also fix the background CPU draw timer.
2017-07-27 14:51:44 +02:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00
73b1425297 DwM: don't use context to apply color-management
Would give different results for off-screen rendering.
2017-07-15 00:50:13 +10:00
018df5a49a Cleanup: use 'r_' prefix for return args 2017-07-14 17:05:22 +10:00
d31276abd0 Cleanup: long lines 2017-07-14 16:56:02 +10:00
661f5a24d1 DwM: Show face-mask overlay even with full-shading
Without this face selection would be used but invisible,
display this over fully shaded surface.
2017-07-14 16:45:47 +10:00
065cd6e4e4 Remove unused function
It wasn't really correct from the copy-on-write point of view anyway,
so better not to have potentially really dangerous function.
2017-07-13 15:23:37 +02:00
ab05108acb Depsgraph: Make it more explicit in naming what version of data getetrs returns 2017-07-13 12:57:19 +02:00
5fe2423ed5 Use explicit scene_layer variable name for public API 2017-07-13 12:51:35 +02:00
b4988d01cb DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode.

Access 'Full Shading' from the display panel when in paint modes.
2017-07-13 01:59:44 +10:00
a57bc75576 Eevee: Transparency: Add hide backside option. 2017-07-11 12:39:35 +02:00
a098d02718 Eevee: Transparency: Add object center Z sorting.
Better algo should take bounding box center, but it's not referenced yet in the draw call and cannot be tweaked by user.
2017-07-11 12:39:35 +02:00
d6b46f9ea5 DRW: Make Additive blending alpha premult. 2017-07-11 12:39:35 +02:00
55022884ba DRW: Add shading group state disable.
This is a way to remove some state flag per Shading Group.
2017-07-11 12:39:35 +02:00
Dalai Felinto
15f5457502 Draw Manager: Use defines instead of hardcoded enum values 2017-07-07 12:34:36 +02:00
b5ee6dd9a3 DrawManager: Fix manipulator blend mode.
This was giving issue with volumetrics.
2017-07-05 18:29:40 +02:00
9d2ee7998a Draw Manager: Add new blend mode for transmission.
This blend Mode is doing  Source + Destination * Alpha.
2017-07-03 22:08:33 +02:00
Dalai Felinto
e571e6d60e Fix edit mode not drawing
This was introduced on 1ad0cc6bde.
2017-07-03 21:48:39 +02:00