Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.
It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.
- Clipping distances are now supported as a shader configuration
for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.
This removes code duplication and put an end to the old "create at request"
batch creation.
Also it uses the same vbo as the uv layer used for shading. Reducing VRAM
usage.
Also fixes the modified uv display in uv edit mode.
Textures are now hooked up to the RESET operation of particle
settings, which ensures particles being re-distributed when
texture is changed.
This is limited to a direct user modifications, which matches
old behavior in 2.79.
Instead of doing a lot of alpha blended drawing with jittering, use the
fragment shader to do the masking using a circle mask.
This is much simpler and requires much less resources.
Hopefully this may solve the issue we have with the Intels UHD Graphics 620
on linux.
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3727
Testing GLEW_ARB_texture_gather is not sufficient in this case. We need to
test if GL_ARB_texture_gather is defined in the shader, which is always true
on some NVIDIA drivers who does not support it...
So trying to make everything work.
Note to myself, next time, better check the fix before pushing it.
GL_ARB_texture_gather is defined if there is support for the extension
not only when the extension is enabled. Do this check ourself with
GPU_ARB_texture_gather define.
Original fix 822de6e9e1
* Remove GPU_link_changed which is unused.
* Remove all GPU link function that are not used anymore.
* GPU_uniform_buffer is now GPU_uniform.
* GPU_texture_ramp is now GPU_color_band.
* GPU_uniform is now GPU_constant.
The extension GL_ARB_texture_gather is reported to be supported and does
not trigger an error when enabled but the textureGater functions are not
defined.
Workaround is to disable the use of this extension on such systems.