Commit Graph

116 Commits

Author SHA1 Message Date
637993fafe UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and
and icon select (via uvs) is done inside the vertex shader.
2018-03-28 00:05:51 +02:00
3bb720a7de GPUShader: Cleanup: Remove unused uniform_interface. 2018-03-27 23:51:23 +02:00
47acd706fd GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.

Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22 16:11:49 +01:00
13261304a3 DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.

The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.

Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
2018-02-26 19:41:17 +01:00
fa0e89b9e8 Metalball drawing: rename mball helpers to handles
and also rename some related functions
2018-02-16 02:01:09 -02:00
e9b1163162 Code cleanup: stop using rectangle textures in window draw, simplify code. 2018-02-13 20:02:31 +01:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
f7db1a4366 Gawain: Make common uniforms become builtins
This improves eevee's cache performance by 13% in my test.
2017-10-08 15:49:25 +02:00
adfbf276a1 Cleanup: style, duplicate includes 2017-10-07 15:57:14 +11:00
f94f141f24 Gawain: Add UBOs to shader interface. 2017-10-06 16:25:50 +02:00
Dalai Felinto
16edfc516e --debug-gpu-shader: Dump GLSL shaders to disk
This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.

It writes the shaders to the temporary blender session folder.
2017-09-27 18:03:00 +02:00
7c96f613e4 DwM: Use Batch's for drawing selection
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.

This resolves a problem where selection was limited
to immediate-mode buffer size.
2017-08-17 06:34:02 +10:00
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
8561a2dda7 OpenGL: remove BIT_OPERATIONS check from GLSL
Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
2017-05-19 12:36:10 -04:00
c409acd842 Cleanup: removing dummy legacy dashed line shader.
Dashed requires geom shader, which was not available with older OpenGL,
now that we are on 3.3 we do not need that dummy workaround anymore.
2017-05-19 09:42:30 +02:00
e03e977385 OpenGL: call glProgramUniform only if version >= 4.1
Otherwise crash! Called from OpenSubdiv setup code. Might start using this in more places...
2017-05-18 18:30:24 -04:00
5ed0944ce6 GPU: cleanup GLSL version and standard extensions
Now we always use GLSL 3.3, AKA #version 330. Most of the extensions we used are built into OpenGL 3.3 so we don't need them anymore.

Cleaned up comments related to GLSL version.

Part of T49012
2017-05-18 18:30:23 -04:00
7823957455 remove GPU_geometry_shader_support, instanced_drawing_support queries
These are always supported now
- instancing as of GL 3.1
- geometry shaders as of GL 3.2

The change to rna_scene.c could use some cleanup, since we don't really need a runtime query function.
2017-05-18 18:30:23 -04:00
5dd9e17266 DwM: Armature: Cleanup envelope bone code a bit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.

Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
2017-05-18 12:13:19 +02:00
23f256b24b DwM: Armature: add solid envelope bone drawing.
Envelope bones are now pretty much identical to old drawing code.

Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
2017-05-18 12:13:19 +02:00
3c799ba801 DwM: Armature: Add distance outline and wire drawing of envelope bones.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.

Some notes:

I did not try to implement the 'capsule' approach suggested by @fclem, because:
  1. I spent enough time on this already, and finally got something working.
  2. I managed to get rid of geometry shader completely.
  3. Current approach allows us to use same shader for
     distance outline and envelope wire.

It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
2017-05-17 12:34:06 +02:00
6c951fbd34 GPU: use ifdef for flat shader 2017-05-16 16:57:26 +10:00
3fbafaffa1 Eevee: Add tonemapping using ocio.
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-11 16:29:35 +02:00
0722e41f9e DWM: Use Gawain for sculpt drawing
Currently only uses the simple shader.
2017-05-10 20:35:51 +10:00
4bd2429f35 Use mesh draw cache for back-buffer selection
Vertex/weight paint now work with core profile, resolves T51380.
2017-05-05 05:17:31 +10:00
20f95de6ba Weight painting with draw manager
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
2017-05-03 18:57:35 +02:00
d7d4bca23b Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!

As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.

In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.

Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
2017-05-01 16:32:55 +02:00
bb43dff935 Add 3D version of dashed line shader.
This is actually nearly same code as 2D version, maybe we can
deduplicate that later?
2017-04-26 20:57:18 +02:00
248946542d Fix alpha overlay for sculpt/paint when using core profile
Same fundamental problem as fonts -- there is no longer GL_ALPHA format.
2017-04-19 16:57:44 +02:00
Dalai Felinto
c9d78b6c43 Merge remote-tracking branch 'origin/master' into blender2.8 2017-04-18 16:30:13 +02:00
Dalai Felinto
bc6a75b405 Revert "Object Info node support for GLSL mode and the internal render"
This reverts commit 76425feed8.

** Note **
This was supposed to be a merge, but it was rebased.
2017-04-18 16:29:42 +02:00
76425feed8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-18 15:37:22 +02:00
8dcf7a46a2 OpenGL: fix GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR
The fragment shader expects a normal, but the vertex shader was not providing one.

Fix: added a new vertex shader that has normals + smooth color interpolation.

I also split gpu_shader_3D_vert in two:
- one with just position
- one with position + normal

For each of the builtin shaders, we should be able to look at the GLSL and tell exactly what it's doing. Using #defines and #ifdefs for rendering options makes the shaders hard to read and easy to break.
2017-04-16 15:04:07 -04:00
abd1934be6 Gawain: use ShaderInterface to manage vertex attribs
This eliminates tons of glGetAttribLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!
2017-04-15 18:06:54 -04:00
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
26f25b1b27 OpenGL: use ShaderInterface to look up uniforms
These were the last few glGetUniformLocation calls in source/blender.

The new system gets uniform information once when a shader is created, then uses this cached info every time after that.
2017-04-13 18:37:26 -04:00
b02786ae6b Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!

- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
2017-04-13 01:07:51 -04:00
4f063dc4dd Object Engine: Ported Force Field object drawing. 2017-04-10 22:23:50 +02:00
f60626e3a6 OpenGL: drop support for EXT_geometry_shader4
See gpu_shader.c for the main changes.

EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code.

Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
2017-04-08 02:21:13 -04:00
3f6d25f4eb shrink fixed-size internal GLSL string buffers
We concatenate #defines and #extensions into these, and can count the max string lengths needed. 256 is enough to hold today's strings; we can adjust later if needed.
2017-04-07 13:28:42 -04:00
f0ce39ab16 OpenGL: support GLSL 3.3 core profile
When WITH_LEGACY_OPENGL = OFF.

This is our final target for Blender 2.8, all previous versions will be dropped in the future. GLSL 3.3 is richer so we don't require as many extensions.
2017-04-07 12:51:11 -04:00
Julian Eisel
ebe1b4f11f Fix rotation manipulators not clipping
Added new shader for clipping, also cleaned up rotation manipulator
drawing code a bit.
This code should be replaced by new transform manipulators soon, just
keeping this working in the meanwhile.
2017-04-05 01:33:10 +02:00
8f620f2e85 cleanup unused GPU includes 2017-03-27 01:45:40 -04:00
cc53c180ac GPU_shader automatically uses new matrix values
Whether used from Gawain or from traditional OpenGL draw methods.

TODO: make sure we bind matrices only once per shader change.

Part of T49450
2017-03-26 21:23:54 -04:00
3de5e71501 GLSL viewport: Fix shader compilation error.
Moved the global lib insertion to the draw manager instead
2017-03-23 15:07:53 +01:00
26c140fbc8 Draw Module: Move the Global Ubo block definition to it's own file. 2017-03-22 21:29:23 +01:00
8cad48df28 Draw Manager: Created a general fullscreen shader. 2017-03-18 01:56:34 +01:00
e29e63c0ba OpenGL: Convert drawobject.c (cont)
Particle system (not edit mode)
2017-03-11 17:15:40 +01:00
747ac66800 Clay Engine: More Lamp drawing work 2017-03-05 18:10:08 +01:00