The dependency graph now handles updating image users to point to the current
frame, and tags images to be refreshed on the GPU. The image editor user is
still updated outside of the dependency graph.
We still do not support multiple image users using a different current frame
in the same image, same as 2.7. This may require adding a GPU image texture
cache to keep memory usage under control. Things like rendering an animation
while the viewport stays fixed at the current frame works though.
This introduce the wireframe batches. Creating the indices buffer does
not seems to slow down the sculpt in my testing (but it is kind of hard to
test reliably)
This includes a bit of cleanup in gpu_buffers.c.
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This is often invalid, outdated or misleading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.
The shader is way simpler and run way faster on lower end hardware
(2x faster on intel HD5000) but did not notice any improvement on AMD Vega.
This also adds a few changes to the way the wireframes are drawn:
- the slider is more linearly progressive.
- optimize display shows all wires and progressively decrease "inner" wires
intensity. This is subject to change in the future.
- text/surface/metaballs support is pretty rough. More work needs to be done.
This remove the optimization introduced in f1975a4639.
This also removes the GPU side "sharpness" calculation which means that
animated meshes with wireframe display will update slower.
The CPU sharpness calculation has still room for optimization. Also
it is not excluded that GPU calculation can be added back as a
separate preprocessing pass (saving the computation result [compute or
feedback]).
The goal here was to have more speed for static objects and remove
the dependency of having buffer textures with triangle count. This is
preparation work for multithreading the whole DRW manager.
This makes is easy to create nested drawcalls that will inherit all the
parents properties. This is usefull if only a few uniforms changes for that
drawcall.
Flat shaded grids are now rendered as a long triangle strip with
degenerate triangles.
Smooth shaded grids are not changed.
Also add back fast navigate. The only difference with 2.79 is that fast
navigate + flat shading will show slitly "incorrect" smooth face. But that's too
much effort to fix for what it is.
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.
This should fix T56466
A lot of code in codegen was used by previous GLSL system.
Now most of it is not used due to all the things being written from scratch
in 2.8 and we can clean most of it.
As a side not this make the system a bit less flexible (no support for
cubemaps, preview image, etc...) but can be extended again.
This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
This is part of the work needed to refactor the material parameters update.
Now the gpupass cache is polled before adding the gpumaterial to the
deferred compilation queue.
We store gpupasses in a single linked list grouped based on their hashes.
This is not the most efficient way but it can be improved upon later.
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).
Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
Therefore, you can turn all of them on/off from the "Overlays" popover
* By and large, we have kept the same draw style as was used in 2.7
Further changes can happen later following further design work.
* One change from 2.7 is that thicker lines are used by default (2px vs 1px)
Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
conversion step on each drawcall). Instead, this has been moved to the calculation step
(in blenkernel). Soon, there will be some cleanups/improvements with those functions,
so until then, we'll keep the bad level calls.
Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.
Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
This new system use transform feedback to compute subdivided hair points
position. For now no smoothing is done between input points.
This new system decouple the strands data (uv, mcol) with the points
position, requiring less update work if only simulation is running.
In the future, we can have compute shader do the work of the feedback
transform pass since it's really what it's meant to. Also we could generate
the child particles during this pass, releasing some CPU time.
draw_hair.c has been created to handle all of the Shading group creations
as well as subdivision shaders.
We store one final batch per settings combination because multiple viewport
or render could use the same particle system with a different subdivision
count or hair shape type.
This mimics the behaviour of DRW_shgroup_empty_tri_batch_create and will
replace it eventually.
The advantage is that it's compatible with transform feedback.