The problem occurs because status changes between BackBuffer and Offscreen.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4703
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.
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
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
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
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
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.
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.
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.
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.
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.
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
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
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