Commit Graph

94 Commits

Author SHA1 Message Date
ade2aaba09 Merge branch 'master' into blender2.8 2018-02-07 17:17:24 +01:00
1dafe759ed Update CUEW to latest version
This brings separate initialization for libcuda and libnvrtc, which
fixes Cycles nvrtc compilation not working on build machines without
CUDA hardware available.

Differential Revision: https://developer.blender.org/D3045
2018-02-07 11:53:01 +01:00
76d0ab9750 Code cleanup: fix various compiler warnings. 2017-08-12 14:08:03 +02:00
e2c0197a96 Merge branch 'master' into blender2.8 2017-07-11 12:30:30 +02:00
1dfc4be6ab Opensubdiv: Fix compilation error with older Opensubdiv versions 2017-07-11 11:05:39 +02:00
00b009ca74 Merge branch 'master' into blender2.8 2017-06-07 12:18:07 +02:00
5489b40a5a Report OpenSubdiv version Blender is compiled against 2017-06-07 12:16:48 +02:00
Dalai Felinto
2383667a2e Remove reference to WITH_LEGACY_OPENGL
We only keep this as a way to get GPU_stubs to run, in case we want to do a
throughout cleanup in the codebase and want code using legacy calls to
fail to build.
2017-05-19 14:15:49 +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
77f8d631b1 OpenSubdiv: insert TODO notes for OpenGL 2017-05-18 18:30:24 -04:00
2e56e1415a OpenGL: remove EXT_geometry_shader4 from OpenSubdiv
Old extension was made obsolete by GL 3.2.
Input/output layout is part of GLSL.
2017-05-18 18:30:23 -04:00
ff8673399e OpenSubdiv: remove legacy support & display queries
OSD display needs more work, since it uses some legacy OpenGL light and material functions.
2017-05-18 18:30:23 -04:00
8adec78ca5 Cleanup: remove GLSL version checks 2017-05-17 10:46:42 +10:00
257e6c0c7d Remove deprecated opengl stuff from opensubdiv
This removes glGetBooleanv queries for GL_LIGHTING. This has been #ifdef'd
out with legacy opengl disabled. Thus a false positive still shows up in
the gl queries. Also, note that this removes support for wireframes in
opensubdiv, when desabling legacy opengl, which should be fixed later.

Part of T49043
2017-04-13 16:57:53 +02:00
544f6113f8 OpensSubdiv: Cleanup, unused argument 2016-12-20 12:29:41 +01:00
f3058c1b66 OpenSubdiv: Remove redundant section define from shader compilation 2016-09-16 12:28:35 +02:00
a27b54f6e2 OpenSubdiv: Split shader source files
Was a bit annoying to do tweaks in a file which contained all
vertex, geometry and fragment shaders.
2016-09-16 12:28:35 +02:00
d8681c99c4 Fix OpenSubdiv related buffer overrun with multiple FVar channels.
The existing code uses the input value count of the first channel
for all of them. If the first channel is the largest, it leads to
a crash-causing buffer overrun in memcpy below. Likely this was
left since the time when only one channel was supported.

As a crash fix, probably should go into 2.78
2016-09-10 21:15:52 +03:00
8e02b024c0 Fix OpenSubdiv driver crash due to recently added uninitialized field.
For some reason my NVidia linux driver crashes in
glDeleteTextures when the ID is total garbage.
2016-08-20 13:48:29 +03:00
988ec3c40c OpenSubdiv: Support shadeless shading 2016-07-25 15:38:28 +02:00
164575af29 OpenSubdiv: Properly respect Subdivide UVs option 2016-07-22 17:53:00 +02:00
9c63878085 OpenSubdiv: Initial support of UV maps in material shading mode 2016-07-22 16:12:03 +02:00
b2f91d8acf OpenSubdiv: Use BLI module math functions
It became rather annoying to have those functions duplicated.

Surely, it's not really nice it's actually a bad level call,
but similar thing is happening in OCIO and Cycles.

IMO, it's better than having functions re-implemented, and
have this solved with new OpenGL pipeline.
2016-07-22 15:13:42 +02:00
165f710519 OpenSubdiv: Make drawing code a bit more flexible for FVar width 2016-07-22 15:08:18 +02:00
ccd51bb922 OpenSubdiv: Properly support active UV layer in textured view 2016-07-22 14:56:15 +02:00
48c4b700dc OpenSubdiv: Lay down fundamentals to support multiple UV maps 2016-07-22 14:56:15 +02:00
98970f71fe OpenSubdiv: Get number of UVs from topology refiner
This allows us to store more than one UV layer in the UVs array.
2016-07-22 14:56:15 +02:00
177c4aff8b OpenSubdiv: Cleanup, please don't use insanely long lines 2016-07-22 14:56:15 +02:00
adf97edc8f OpenSubdiv: Cleanup, don't use camel case for variable names 2016-07-22 14:56:15 +02:00
1deb01a9b9 Attempt to fix compilation on Windows, take 2
Previous patch was wrong apparently... :|
2016-07-21 16:12:31 +02:00
be1c854019 Attempt to fix compilation error on Windows.
Patch from @fjuhec.
2016-07-21 15:45:07 +02:00
aa316c73e0 OpenSubdiv: Prepare majority of things to have proper subdivided UV
Mainly the changes are related on establishing API to feed UV islands
to OpenSubdiv, so it will know all the connectivity information and
will be able to do proper interpolation.

Island calculation is currently rather slow, not sure how to make it
fast and not use lots of allocations.

Shouldn't be THAT bad, since this code is only runs once when creating
OSD mesh, and it's probably still faster than our orientation code.
2016-07-21 12:34:57 +02:00
f0f60d775d OpenSubdiv: Initial work to support UV maps in textured OSD viewport
A bit work in progress, currently the following limitations:

- Texture shading only, Material shading will come later

- No UVs subdivision yet

- Always uses active UV and currently changing active UV will
  not properly update the viewport.

Well, need to start somewhere :)
2016-07-20 14:16:38 +02:00
9a0634a253 OpenSubdiv: Wrap OSD's TopologyRefier with own struct
This is a way for us to store extra data, such as UVs which we can
collect now on topology refiner stage.
2016-07-20 12:38:33 +02:00
eac9d2d430 OpenSubdiv: Fix wrong shading in BI texture mode
This probably makes code somewhat slower, but we can't easily know
whether we can use a shortcut and only use directional lighting from
the scene.

Need some better integration between GPU and OpenSubdiv for that.
2016-07-19 12:49:37 +02:00
c883946441 OpenSubdiv: Fix broken structure alignment when using color material 2016-07-19 12:49:37 +02:00
59c59cc402 Cleanup: remove redundant check 2016-07-12 17:59:25 +10:00
7424ded9c7 Cleanup: glsl style 2016-05-26 18:53:09 +10:00
fef53c74b5 CMake: Remove per-module Werror settings
Seems i was the only one who was really up to using it and
i do have gcc-5 finally backported and installed here so
such a fine-tune flags are no longer needed.
2016-01-30 00:04:52 +01:00
5d99cde822 Remove SCons building system
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.

What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.

Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.

This commit includes:

- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
  (this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
  SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
  as well

Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit

Reviewed By: campbellbarton, juicyfruit

Differential Revision: https://developer.blender.org/D1680
2016-01-04 14:20:48 +05:00
82921ce420 OpenSubdiv: Avoid having bad-level call
This is always asking for problems. Additionally, that call was leading
to OpenGL calls happening from threads.
2015-12-18 23:16:52 +05:00
d7851b87a7 remove a debug printf 2015-12-08 20:13:45 -05:00
a048d5f945 OpenSubdiv: refine OpenGL version & extension checks
Use new GPU_legacy_support() function.

Determine GLSL version once instead of per shader.

For Texture Buffers, allow ARB or EXT version of the extension. Either
one will do.
2015-12-06 18:47:58 -05:00
ffabd037bb OpenSubdiv: disable TF on lower GL versions. Fixes T46794
My previous edit to this check was too lax.

OSD's shader for the Transform Feedback evaluator declares itself
#version 410 so disable the feature if user's GL < 4.1.
2015-12-06 18:02:06 -05:00
e6fff424db OpenGL: set geometry shader input length implicitly
Input array length is implicitly set at link time, based on the geometry
shader's layout. Specifying the wrong value here is an error; specifying
no value is the same as getting it right. (inspired by a recent codegen
change)
2015-11-25 01:49:07 -05:00
f997449f84 OpenSubdiv: support OpenGL 3.x
GLSL 130, 140, 150 with extensions as needed.

Similar logic to my recent gpu_extensions changes.

Partially fixes T46706. Matcaps now work with OpenSubdiv, as do basic
materials. Anything with UV coordinates is still broken.
2015-11-23 03:35:16 -05:00
21195a9ea4 check compute shader support for OpenSubdiv
Built into OpenGL 4.3, or 4.2 plus ARB_compute_shader extension.
2015-11-15 23:15:00 -05:00
f9e8de0b26 minor cleanup: spelling/wording 2015-11-14 13:48:15 -05:00
f34cb5ab5a tweak GL extension check for OpenSubdiv drawing
Once we adopt GL 3.2 across Blender, the check will be:

return GLEW_VERSION_4_0 || GLEW_ARB_gpu_shader5;
2015-11-14 13:43:39 -05:00
46478ad2bc enable OpenSubdiv Transform Feedback on Intel
Fixed extension check.

This feature requires ARB_texture_buffer_object which was subsumed into
OpenGL 3.0. Intel driver on Windows doesn't claim to support this
extension, but GL version is > 3 so it actually does work.
2015-11-14 13:34:41 -05:00