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. :)
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity)
Could optimize further with textureGather (require OpenGL 4.0).
A pointer to the uniform data for the empty drawing was being freed
before the actual draw call, which invalidates the uniform.
This makes the data only be freed after drawing.
We only show object center if object is selected, active or if viewport
has the "All Object Origins" options.
The viewport display options can migrate to renderlayer options.
However, we can mimic 2.7x as a compromise while the final design is
finalized.
We now floor the corner position and use this position as origin.
This gives us perfect derivatives in all cases even if very far from the origin.
Unfortunately this won't fix the low precision of coordinates used for computing the actual grid size, resulting in thick, non-smoothed lines.
Also did a bit of refactor how the axes are drawn.
Do not use the inverse perspective matrix inside the shader to recover world positions.
That leads to severe float imprecision leading to nasty artifacts.
Instead we compute the world view vector for each pixels and do a ray to plane intersection.
We are still getting low precision derivatives when going far away from the origin, and thus artifacts.
This commit also fixes the non-appearing negative Z axis in 3D view.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
We should avoid casting from an int to a flag.
In this case it is probably fine, but if the OB_MODE_SCULPT
was too high it can overflow the bool.
(also adding explicit parenthesis to a flag check)