Commit Graph

2197 Commits

Author SHA1 Message Date
c565f16afb Fix T79397: blurry icons at some UI scales, after recent refactor
Solution found by Yevgeny Makarov.
2020-07-31 12:39:58 +02:00
b64ae920e4 Fix T79158: Eevee cubemaps shows black
Same as T75943 that was fixed by rBff97545c50f4
2020-07-23 08:41:35 -03:00
62a819202e Fluid: Refactored smoke noise system
This refactor is in response to reports in which the adaptive domain with noise caused a crash (e.g. T79009). It should also fix issues where the smoke appeared to be cut off when using the adaptive domain together with noise. It is also possible that some of these changes improve the lines issue from T74559.
2020-07-20 18:35:52 +02:00
8c90910dcc Fix T66937: Blank view on navigation with auto-deph & large clip-end 2020-07-19 21:27:13 +10:00
71d0f6f896 Cleanup: spelling 2020-07-19 17:37:02 +10:00
c08d847488 UI: Status Bar Statistics and Other Options
Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.

Differential Revision: https://developer.blender.org/D7557

Reviewed by Julian Eisel
2020-07-18 07:49:25 -07:00
016253a648 Cleanup: spelling 2020-07-18 14:27:53 +10:00
4c28b1c74e Cleanup: GPU: Encapsulate clipDistances
This also remove some non functionnal state changes that were left
from legacy code.
2020-07-18 03:43:52 +02:00
59975b0adf Cleanup: WM: Encapsulate stereo draw buffers binding 2020-07-18 03:43:52 +02:00
8dfc31f61f Cleanup: GPU: Encapsulate glProvokingVertex 2020-07-18 03:43:52 +02:00
264b1e1e15 Cleanup: GPU: Encapsulate glFrontFace 2020-07-18 03:43:52 +02:00
5993c53a6d Cleanup: GPU: Encapsulate Backface culling 2020-07-18 03:43:52 +02:00
1f2edba1fb Cleanup: GPU: Encapsulate scissor test 2020-07-18 03:43:52 +02:00
a6bd7777c2 Cleanup: GPU: Encapsulate glViewport calls 2020-07-18 03:43:52 +02:00
35f1b3e43b Cleanup: GPU: Wrap GL_UNPACK_ROW_LENGTH in GPU_state
Also go back to default value of 0 after usage.
2020-07-18 03:43:52 +02:00
2d9eee15c5 Cleanup: GPU: Set default GL_UNPACK_ALIGNMENT to 1
Ogl default is 4 but for almost all cases, blender use tightly
packed format. This avoid confusion and state change for the
common case.

The only case that __might__ need alignement is DDS loader
(untested) so leaving this as it is.
2020-07-18 03:43:52 +02:00
dcf6e12a60 Cleanup: GPUShader: Remove unused builtin shader 2020-07-18 03:43:51 +02:00
99b424334d GPU: Add immBindTexture and immBindTextureSampler 2020-07-18 03:43:51 +02:00
5b4a862f83 GPUTexture: Add better swizzle support 2020-07-18 03:43:51 +02:00
2840782d84 Cleanup: GPU: Make icon drawing use GPUTexture
This remove all gl function calls. Adds a new sampler only
for icon drawing.
2020-07-18 03:43:51 +02:00
02c09773ea Cleanup: GPU: rename bglPolygonOffset to GPU_polygon_offset
And move it to GPU module.
2020-07-18 03:43:51 +02:00
618f31312c Fix vertex selection error from recent refactor
Temporary fix for regression in 8084b7e6e2.
2020-07-17 17:37:35 +10:00
5099cbeec9 Cleanup: GPU: Move depth/color masks functions to GPU_state 2020-07-16 18:01:44 +02:00
436d38bb54 Cleanup: GPU: Move XOR logic op to gpu_state.c 2020-07-16 18:01:44 +02:00
3481f6eaf2 Cleanup: GPU: Remove GL_DITHER usage 2020-07-16 18:01:44 +02:00
71ac137662 Cleanup: GPU: Move quad buffer stereo check to GPU module 2020-07-16 18:01:44 +02:00
8084b7e6e2 Cleanup: GPU: Replace all glReadPixels by GPU equivalent 2020-07-16 18:01:44 +02:00
24c846b2b4 GPU: Shader: Move IN_OUT define to shader GPU_shader_create_ex
This adds the opportunity to use it in multiple places.
2020-07-15 19:51:55 +02:00
f1104c2828 Fix T78369: Sculpt Vertex Colors not rendering in EEVEE
The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.

Reviewed By: brecht

Maniphest Tasks: T78369

Differential Revision: https://developer.blender.org/D8185
2020-07-15 18:55:33 +02:00
e062def3b4 Cleanup: spelling 2020-07-15 13:11:22 +10:00
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
03a00bda2b Sculpt: Make Sculpt Vertex Colors features experimental
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8239
2020-07-09 18:24:50 +02:00
ff97545c50 Fix T75943 EEVEE: Cubemaps shows black
Caused by faulty driver implementation. Force fallback method.
2020-07-07 18:38:21 +02:00
0f617cd67e GPU: Remove local shaders workaround for Intel/Windows
It has been tested that local shaders workaround isn't needed for the
latest Windows/Intel 6xx GPU's.

Currently the local shaders workaround doesn't work anymore during the
investigation it was detected that the intel drivers didn't need it
anymore.

Local shaders should still be fixed as it is also used for some legacy
iGPU's. The current work around crashes when doing preview renders in
EEVEE as the default materials aren't available but for the work around
they should. (See T77346 for more information)
2020-07-06 07:45:10 +02:00
19ff145e66 Clang-Tidy: Enable readability-redundant-control-flow 2020-07-03 09:41:55 -04:00
b1d3850333 Cleanup: Fluid renaming from old 'manta' naming to new 'fluid' naming
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
2020-07-03 11:52:08 +02:00
35481fde40 GPUOffScreen: Remove the sample parameter
This is because the DRW module is no longer compatible with drawing using
MSAA.

This also change the Python API.
2020-07-02 17:28:41 +02:00
b5660f71fe Fix missing GPU image free in background mode
This is legacy code from before Eevee and Workbench rendering in background
mode was supported. Avoid memory leak by only queueing GPU textures to be
freed when we know they have been allocated.

Differential Revision: https://developer.blender.org/D8172
2020-07-01 16:05:54 +02:00
Stefan Werner
8c4703127a GPU: Apple/Nvidia Proxy check
Apple's Nvidia driverPROXY check also fails. Now the
configuration Apple/Nvidia will also bypass the
Proxy test.

Maniphest Tasks: T78175

Differential Revision: https://developer.blender.org/D8160
2020-07-01 07:55:10 +02:00
aeb4792044 Fix T77641 Sculpt mode performance regression in 2.83 2020-07-01 02:11:58 +02:00
b838a51803 Cleanup: spelling 2020-06-30 20:54:31 +10:00
9feb0d5f2e Fix T74220 Mantaflow Color Mapping not ignoring alpha value
And also remove some sRGB hack.
2020-06-29 14:19:52 +02:00
6d8b6aec18 Fix T74024 Faces missing, weird faces added
Workaround by adding a special case for that driver in gpu_extensions.c
2020-06-28 15:51:15 +02:00
df8847de6d Fix T77549 GPUTexture: Crash caused by NULL parameter to glBindTextures...
... or glBindSamplers.
2020-06-28 01:44:17 +02:00
2b522e3345 Fix T78188: Sculpt mask glitching after using sculpt vertex colors
The face sets color copy to the GPU was done outside of the loop,
probably after a merge error in a rebase.

Also, the default color was initialized using the wrong type.

Reviewed By: sergey

Maniphest Tasks: T78188

Differential Revision: https://developer.blender.org/D8106
2020-06-24 17:27:53 +02:00
31dd80e0de Cleanup: unused struct members 2020-06-24 14:19:25 +10:00
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
336a8f283f Fix T62917 UV editor: Edge overlay not shown when edge overlay type is Dash
Fix by changing the shader to always compute dash for uv and just change
dash size to something really big for other overlay types.
2020-06-22 17:31:51 +02:00
f84414d6e1 EEEVEE: Object Motion Blur: Initial Implementation
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.

For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.

Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.

We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.

We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.

We use a background reconstruction method that needs another setting
(Background Separation).

Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.

One caveat is that hair particles are not yet supported. Support will
come in another patch.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7297
2020-06-19 17:05:49 +02:00
3aa1143d57 Cleanup: redundant parenthesis 2020-06-18 14:30:04 +10:00