Note: Quad-View region overlay drawing is not working because of e01cadd657.
However I tested this patch after reverting that commit locally and this
patch's code seems fine.
Partial revert of 3d62230ed6.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.
Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:
* Poor 3D view performance when using Region Overlap should be solved now,
since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
window and save memory, though at the moment there are still some tools
using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
drawing in the 3D viewport.
Differential Revision: https://developer.blender.org/D3061
The issue was that every object tweak was doing a full copy
of original datablock onto evaluated version, and was updating
animation. This made it impossible to tweak properties which
has keyframes.
Proposed solution is to:
- Always apply animation on frame change, and when object
is explicitly tagged for animation update.
This will store original DNA value of animated property
in the f-curve.
- When applying animation in other cases, we check original
DNA value stored in f-curve with the actual original DNA
property. If they differ, it means user started to tweak
animated property, and we should skip animation.
If the value is the same, we apply animation.
This is just a first step towards proper final implementation,
but seems to be the direction we want to take.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.
The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.
Single layer rendering uses the active view layer from the workspace.
This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
Use render settings and active view layer will be handled elsewhere.
Also change icon to not be confusing with render layers.
Probably we should get rid of the workspace tab entirely and do it in
the user preferences, but that's for later.
Normal packing. The sign is stored in the A of the color buffer.
if the A == 1.0 the normal should be inverted. before use.
The reason is that packing has more precision for frontfaces, than for
backfaces
This allows for background rendering with EEVEE and other opengl render
engine.
I've only tested it on Linux for the moment so I can't say about other
platforms.
We do lazy init because we cannot assume we will need Ghost for rendering
before having parsed all arguments and we cannot know if a script will
trigger rendering. This is also because it currently does not work without
any display server (blender will crash).
Previously it could have happened on every request to evaluated scene
or view layer.
This commit also removes expansion of view layer and scene from iterator.
Iterator is not to be used before depsgraph is evaluated.