Commit Graph

1614 Commits

Author SHA1 Message Date
2fb9c8ef12 Cleanup: add missing macros to clang-format 2019-04-21 04:40:16 +10:00
bbc5c1e36f Cleanup: quiet extra-semicolon warning 2019-04-20 11:30:19 +02:00
44ca116ca2 Cleanup: formatting, unused args 2019-04-20 09:15:06 +02:00
3368df4ab6 DRW: Expose VBO garbage collection timings
This adds user side options to tweak the behavior
of the vbo garbage collection.
2019-04-19 18:52:38 +02:00
8f4ba1c046 Fix T63669: Particle editing bypassing occlusion.
The problem occurs because status changes between BackBuffer and Offscreen.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D4703
2019-04-19 11:49:17 -03:00
223f7e79f9 DRW: Add batch garbage collection
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore.

The collection rate is hardcoded at 60 sec but could be exposed to the user.

This system can be extended and discard most unused batches in the future.

This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
2019-04-19 15:19:43 +02:00
973e64cf9c DRW: Make shaded batch validation more correct
This is in order to support garbage collection of unused Custom data layer uploaded to the GPU.

Actual Garbage Collection is not added by this commit.
2019-04-19 15:19:43 +02:00
4439e5d0ba Cleanup: add trailing commas to avoid right shift 2019-04-18 17:19:44 +02:00
333cdbb410 Cleanup: comment blocks 2019-04-18 07:59:28 +02:00
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
dbc058301b Cleanup: trailing commas 2019-04-16 16:40:47 +02:00
51c8a6f491 Fix T37500: implement Bendy bone segment deformation interpolation.
Previously B-Bone deformation mapped every vertex to just one
B-Bone segment. This results in abrupt transformation differences
between the sides of each threshold plane, reducing the quality
of B-Bone deformation and making the use of shape keys impractical.

This commit replaces this approach with a linear blend between
the two closest segment transformations, effectively representing
the B-Bone as two weight-blended plain bones for each vertex.

In order to distribute the interpolation more evenly along the
bone, segment matrices for deformation are now computed at points
between the segments and at the ends of the B-Bone. The computation
also uses the true tangents of the Bezier curve for the orientation.
The nodes at the end of the bone require some special handling to
deal with zero-length Bezier handles caused by a zero ease value.

The Copy Transforms constraint now also smoothly interpolates
rotation and scaling along the bone shape when enabled.

The initial version of the patch was submitted by @Sam200.

Differential Revision: https://developer.blender.org/D4635
2019-04-13 16:27:42 +03:00
65b0312904 3D View: move gizmo draw options out of overlays
Gizmo's now have their own popover in preparation
for making transform gizmos accessible without having to use tools

See: T63518
2019-04-13 12:45:02 +02:00
87f07af737 Fix T63464: Multi UV Maps limited to three with eevee
this was very similar to T60684 (and the UV case was actually reported
back then as well), so the fix goes hand in hand with rBbd8039399575

Reviewers: fclem

Maniphest Tasks: T63464

Differential Revision: https://developer.blender.org/D4672
2019-04-11 10:30:33 +02:00
a1a8578d5c Fix T62449: Subsurf+hidden faces
When using subsurf (and other modifiers) the edit flags are not
propagated correctly. Currently we assume to read the edit flags
from the original object which is kind off hinding the real issue.

Modifiers use `mesh_new_nomain_from_template_ex` to create a copy
from an existing mesh. this method is only used by modifiers. So
by placing this we will make sure that editmesh is propagated.

Reviewed By: fclem, sergey

Maniphest Tasks: T62449

Differential Revision: https://developer.blender.org/D4666
2019-04-10 12:44:31 +02:00
cc74020b5a Fix T62114: Wireframe mode selection: selects backside objects when clicking frontside object in 3d-window
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.

I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.

Reviewed By: Clément

Differential Revision: http://developer.blender.org/D4504
2019-04-09 12:29:02 +02:00
eb9237eb20 Cleanup: style 2019-04-09 08:44:06 +02:00
f12040e088 DRW: Opti: Fix hotspot in DRW_mesh_batch_cache_get_surface_shaded
The hotspot was generated by mesh_cd_layers_type_overlap who was testing
way more data than it should have.

Here we reduce the whole CD layer mask to a 32bit bitflag that is easily
or'ed and tested.

Bonus point: We use atomic operation to merge the mask in order to allow
future multi-threading. (this was a TODO)

In the scene attached to T58188 this removes 5% of CPU time.
2019-04-06 01:55:21 +02:00
fefc9c95e4 DRW: Opti: Replace bound tex/ubo tracking array by bitfields
release_texture_slots() and release_ubo_slots() were one hotspot when
drawing taking ~9% of total CPU counters for no reason.

This was because of the loops using GPU_max_textures that was overkill and
slow.

Replace those by a simple 64bit bitwise OR operation.
2019-04-05 21:15:25 +02:00
af3f4f29e4 DRW: Fix hair count being limited by recent refactor
This was making Autumn being half naked.

Issue was introduced by rBe72dc667c4d3
2019-04-04 14:44:19 +02:00
3464a53477 Fix T63255: Crash when circle select performs selection outside the viewport's bounds. 2019-04-03 20:05:59 -03:00
ef91df608a Fix T61870 Eevee: Object's go completely black if they have a normal map
The problem was that tangent layers (being computed on demand in the batch
cache generation) were generated but if MR_DATATYPE_LOOPTRI was not present
(in some cases) and the looptri_len was 0, leaving the CDATA layer cleared.
2019-04-04 00:51:03 +02:00
c6de149ee7 DRW: Mesh Batch Cache: Fix error in loop custom data layer checking 2019-04-03 23:51:00 +02:00
d0c418b10a Cleanup: redundant casts 2019-04-04 08:15:26 +11:00
22bc9fb4a9 Cleanup: style 2019-04-04 08:13:13 +11:00
6470056a0d Cleanup: empty expression statement warning 2019-04-02 17:54:04 +11:00
18d06e8d21 Cleanup: style 2019-03-30 07:14:28 +11:00
4d71b655ec GPU: Fix color difference when rendering to gpu_py_offscreen
Now we do the color management inside the Draw manager and output CM byte
buffer.
2019-03-28 22:38:55 +01:00
42dd888b98 Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled
The wrong transformation was used. Add a new matrix specially for this case.

This also fix the Node texture coordinate that was suffering the same issue.
2019-03-28 22:08:54 +01:00
a89780abb5 DRW: Fix Memory leak introduced by previous commit 2019-03-28 22:08:54 +01:00
ec0eeb918b DRW/Eevee: Add correct support for Orco
Until now, Orcos were computed by the gpu (GLSL) and were not taking into
account the modifier stack (breaking orco for deformed mesh).

Now Orco is now computed on CPU but only if a modifier stack is present.

Tagging that an ORCO layer is present is done via a 4th component, which is
a waste of memory/bandwidth. Best would be to do the same as auto attrib
color space and save a bool uniform somewhere but for now it's too
disruptive.
2019-03-28 22:08:54 +01:00
d5cb425b87 Possible fix for T62999: Crash when select in edit mode.
Apparently some drivers don't allow `glReadPixel` read out pixels of texture boundaries.
Intersect `rect` to avoid such cases.
2019-03-28 14:19:21 -03:00
deb3b8301a DrawManager: Add Edge Detection To DisplayLists
Objects that internally uses DispList do not cast shadow in the workbench.
Their outline is also not visible in object mode. The reason for this is
that edge detection was not implemented for Display Lists. This patch will
implement the edge detection.

Reviewed By: fclem

Maniphest Tasks: T62479

Differential Revision: https://developer.blender.org/D4605
2019-03-28 14:52:25 +01:00
f916b43256 Fix T60421: Bone heads are hidden when non-connected parent is hidden
The root point of a bone is now always drawn unless it is connected to an other bone.

Reviewed By: Clément Foucault

Differential Revision: http://developer.blender.org/D4194
2019-03-28 13:09:16 +01:00
e80527ec4d DRW manager: Always assume that the GL_DITHER and GL_SCISSOR_TEST should be disabled if not used.
This may fix a glitch detected when you perform edited mesh selection.
See comment in rB00bdb5cdf08f
2019-03-27 19:36:12 -03:00
afaa832a85 Fix T62680 Mirrored objects have flipped binormal vectors in LookDev
Pass binormal sign via object info.
2019-03-27 20:21:10 +01:00
96d200775a Fix T62997 Eevee: visual artifacts during irradiance volume baking
Seems to be a problem with Nvidia drivers. glFlush does not work but
glFinish does ensure correct multithreading.
2019-03-27 19:15:32 +01:00
00bdb5cdf0 Edit Mesh Selection: make sure that GL_SCISSOR_TEST is disabled.
Possible solution for T62999.
2019-03-27 11:35:32 -03:00
73b55a5508 Cleanup: style, use braces for draw 2019-03-28 01:14:03 +11:00
34c2185af4 Fix debug error on recent commit. 2019-03-27 11:06:15 -03:00
27b73f0c5b GPencil: Remove legacy ED_gpencil_draw_view3d code.
Differential Revision: https://developer.blender.org/D4598
2019-03-27 10:53:15 -03:00
6e3331990f DRW manager: Use existing viewport instead of creating a viewport in DRW_draw_depth_loop. 2019-03-26 12:29:12 -03:00
33a759a39c Revert "DRW Manager: create and use new DRW_framebuffer_depth_read utility."
This reverts commit 40f8f445a3.

There are many paths that lead to uninitialized depth buffer where the
depth read would fail.

Fix T62965
2019-03-26 15:07:05 +01:00
30fbf905ef Fix T62774: Respect Show Overlays
Some draw code did not respect Show Overlays option. These were:

 * All mode based drawing engines (edit mode)
 * Wireframe drawing

This change make them respect the Show Overlays Option.

Reviewed By: fclem, billreynish

Maniphest Tasks: T62774

Differential Revision: https://developer.blender.org/D4572
2019-03-26 07:58:54 +01:00
c602ec74fd GPU: State: Replace GL_BLEND by GPU_blend 2019-03-25 20:26:52 +01:00
16694ed408 Cleanup: redundant use of string formatting functions 2019-03-24 16:09:46 +11:00
72c323d50c GPU: State: Replace GL_LINE_SMOOTH by GPU_line_smooth 2019-03-23 23:54:01 +01:00
be8eac840a Fix overlay being ignored in functions that read the depth buffer.
This corresponds to the behavior of blender 2.79.
2019-03-22 13:08:03 -03:00
40f8f445a3 DRW Manager: create and use new DRW_framebuffer_depth_read utility. 2019-03-22 13:08:03 -03:00