Only draw the depth buffer when overlays are enabled and scene
or view has changed.
When using Cycles in the viewport for every viewport draw call
the depth buffer was renewed. Draw calls happened when a sample
was finished or the status report was updated.
This could waist some CPU/GPU cycles. This change will check when
the depth buffer needs to be updated or when the last known depth
buffer could be reused.
Reviewers: brecht, fclem
Maniphest Tasks: T63525
Differential Revision: https://developer.blender.org/D4775
Make Lookdev works with bloom and TAA by rendering it before TAA and fixing
the motion vectors of the lookdev balls.
Rework Lookdev to remove much of its complexity. Use simpler matrices with
more understandable setup code.
Viewport now displays alpha checkerboard pattern like Cycles does when
film alpha is set to "Transparent".
Some small workarounds were necessary for Depth of Field and correct TAA
support.
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
DNA_view3d_types: Due to this FSAA always kicked in making the
rendering slow.
- Removed `Texture Solid` and `DOF`.
- Now when chosing Solid rendering the settings
of the original scene is used.
- Added a global override to use scene specific shading. In the
Future we will need to enhanced this so user can change the
settings.
- Added support for LookDev. LookDev crashed as it needed the
`evil_C` what was not set
- LookDev mode will always show the scene + world lights.
Reviewed By: brecht, fclem
Maniphest Tasks: T62517
Differential Revision: https://developer.blender.org/D4738
drw_batch_cache_generate_requested() is only needed when the geom needs to be
created.
Went from 37fps to 47fps with artificial testcase (lots of bones with one custom shape). Baseline 2.79 is 24fps.
Also fix the drw_shgroup_bone_custom_wire.
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4707
Force Displist to Mesh conversion if there is any modifier.
This is until we find a better way to store the batches per objects.
Also fix draw cache functions that were not returning final mesh edges.
The offset added allows to generate a vector to determine direction. This direction will be used when rotate the object to rotate texture.
The solution is not 100% perfect, but it's far better that having an unpredictable rotation.
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).
If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.
If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.
I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.
This add very little memory and computation overhead.
As far as I can tell, there is no technical reason why the B-Bone
segment thickness scaling can't be separated into two axes. The
only downside is the increase in complexity of the B-Bone settings,
but this is inevitable due to the increase in flexibility.
Updating the file is somewhat complicated though, because F-Curves
and drivers have to be duplicated and updated to the new names.
Reviewers: campbellbarton
Subscribers: icappiello, jpbouza
Differential Revision: https://developer.blender.org/D4716
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.