Commit Graph

2168 Commits

Author SHA1 Message Date
a248c2001a GPU: Add glFlush and glFinish wrapper 2018-10-31 12:32:18 +01:00
603774c1eb Fix T56865: Selection of bones not working properly if the option In Front (old X-ray) is enabled
Differential Revision: https://developer.blender.org/D3828
2018-10-30 15:31:32 -03:00
c4f69794ca UI: Fix point size and line width ignoring UI scaling option 2018-10-30 16:44:23 +01:00
f3961ab46d GPU: Extend mac blitting workaround to AMD Radeon R9 familly 2018-10-30 13:04:06 +01:00
76a047893c GPU: Fix faulty mac gpu detection 2018-10-30 11:02:59 +01:00
a0dfa320cd Dope Sheet: new option to display keyframe interpolation mode and extremes.
With the new automatic handle algorithm, it is possible to do a lot
of the animation via keyframes without touching the curves. It is
however necessary to change the keyframe interpolation and handle
types in certain cases. Currently the dopesheet/action editor
allows changing the types, but does not show them in any way.

To fix, add a new menu option to display this information. For handle
type, it is represented using the shape of the key icons: diamond for
Free, clipped diamond for Aligned, square for Vector, circle for Auto
Clamp, and cirle with dot for Automatic.

Non-bezier interpolation is a property of intervals between keys,
so it is marked by drawing lines, similar to holds. In this initial
version, only the fact of non-bezier interpolation is displayed,
without distinguishing types. For summaries, the line is drawn at
half alpha if not all curves in the group are non-bezier.

In addition, it is sometimes helpful to know the general direction
of change of the curve, and which keys are extremes. This commit
also adds an option to highlight extremes, based on comparing the
keyed values with adjacent keys. Half-intensity display is used
for overshot bezier extremes, or non-uniform summaries.

Reviewers: brecht, aligorith, billreynish

Differential Revision: https://developer.blender.org/D3788
2018-10-29 22:04:19 +03:00
70d73ff500 Eevee: SSS: Fix issue with mac and stencil buffer blitting
Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.
2018-10-26 10:54:21 +02:00
d5fe6e4785 GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon
When calling glBlitFramebuffer on most (if not all) mac that have a GPU
from the Radeon Pro series, the data is not properly copied and only a
subset of the pixels are correctly copied.

This only happens when blitting the depth buffer if the depth buffer is
GL_DEPTH24_STENCIL8.

Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue
but only works if blitting the depth componnent. The stencil componnent
still provoke issues when being copied.
2018-10-26 10:54:21 +02:00
48b56481ea GPUTexture: Add supports for GL_DEPTH32F_STENCIL8 texture format 2018-10-26 10:54:21 +02:00
51b6e313de Fix T57326: Adding Scene with Transparent Film to VSE Crashes Blender
Previous Framebuffer can be NULL.
2018-10-23 18:04:45 +02:00
9d81e937d2 Optimizadion: Fix performanse issue of UI on some old GPUs.
Apparently the registry is not large enough and the compiler does something bad in indexing the array.
2018-10-22 12:59:09 -03:00
2d084d4ec4 GPU: Fix Issue with recursive downsample and Intel HDXXX
This is caused by a driver bug that prevent us from rendering to (or even
binding) a texture mip level that is below GL_TEXTURE_MAX_LEVEL of the
target texture. This is fine in most drivers (and legal AFAIK) but not on
thoses Intels HDXXX + Windows.

As a fix we just put GL_TEXTURE_MAX_LEVEL lower (which is illegal because
it is undefined behaviour), but in practice it works ok and does not
trigger any warnings or errors.

This commit fixes most of the problems encountered on these GPUs (T56668).
2018-10-22 13:00:40 +02:00
3e6b34dede Eevee: Fix default texture coord for procedural texture in world tree 2018-10-18 15:30:16 +02:00
6ef5bc1b99 Cleanup: node_tex_checker: Vectorize operation in GLSL 2018-10-18 15:30:16 +02:00
5869bf5002 Cleanup: fix compiler warnings. 2018-10-18 12:19:06 +02:00
Dalai Felinto
28a3958cb3 Fix cmake not triggering rebuild on .glsl changes
At least on windows we do not re-run datatoc when the .glsl files change.

To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.

I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).

We probably want to do the same for the other datatoc functions.

Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
2018-10-16 16:58:12 -03:00
9b692ecabd GPUTexture: Add support for GPU_RGBA8UI 2018-10-12 16:38:55 +02:00
0f147bf6d6 Remove image based bitmap font support
Was used in the game engine and is no longer used.
2018-10-11 09:27:29 +11:00
195dd9888a Cleanup: Remove old shader reference 2018-10-09 20:22:40 +02:00
bb83bd773c Cleanup: Remove old smoke drawing code 2018-10-09 19:08:25 +02:00
e234ce9b22 Eevee: Add support/Fix Object Info node
Caveat: Random output does not yet work with instance (dupli) objects.
2018-10-09 17:34:04 +02:00
9cf01d35be Workbench: Smoke: Add support for Color Mappping for smoke debugging 2018-10-09 12:12:38 +02:00
d4d6cbe0a7 GPUDraw: Smoke: Cleanup/Refactor 2018-10-09 12:12:38 +02:00
9560fe60e4 Python API: new GPUShader.format_calc() method
Reviewers: mano-wii, fclem, campbellbarton

Differential Revision: https://developer.blender.org/D3772
2018-10-09 11:17:29 +02:00
e7218e7049 Cleanup: naming
- immAttrib*    -> immAttr*
- immSkipAttrib -> immAttrSkip

Term 'attr' is a convention for GPU module.
2018-10-09 11:01:50 +11:00
9b49a0d971 Cleanup: naming 2018-10-09 10:51:35 +11:00
d43c776a56 Cleanup: warnings 2018-10-09 10:41:36 +11:00
e5c7c21630 Workbench: Smoke: Port back Flame display
The appearance is a bit different than 2.79 where the flame was just added
on top of the smoke without correct blending.

Now it's much more realistic and using volumetric integration. You can see
the smoke actually masking the flame.

The other difference is that the flame color was not using proper color
managed blending. Now with the use of filmic it shows bright yellow.
This could be adjusted and displayed as a user parameter in the future.
2018-10-08 17:20:09 +02:00
eea22dd5ef Workbench: Smoke: Fix display
Includes the following fixes
- Fix smoke texture creation: data was interpreted as Byte instead of Floats.
- Fix Velocity texture not being free after draw: also was causing crashes.
- Fix display_thickness not being copied during COW.
- Fix Blending and general volume rendering algorithm.
- Add Volume Shadowing support.
2018-10-08 17:20:09 +02:00
564d37c4b6 Python API: new GPUVertFormat constructor and vbo.fill_attribute method
Reviewer: fclem

Differential Revision: https://developer.blender.org/D3760
2018-10-05 15:10:56 +02:00
f36f029321 Cleanup: style 2018-10-05 15:01:58 +10:00
a2d633316b Cleanup: Remove some unneeded code
Reviewers: fclem

Differential Revision: https://developer.blender.org/D3767
2018-10-04 18:54:08 +02:00
4933dd716c Gizmo: Fix artifacts when having large angles
Reviewer: brecht

Differential Revision: https://developer.blender.org/D3765
2018-10-04 17:53:05 +02:00
3a9ee33328 GPU: Fix partial draw of batches with index buffers 2018-10-01 15:14:46 +02:00
781995a09c Edit UVs: Refactor drawing Edit UV in Image Editor
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.
2018-10-01 15:14:46 +02:00
4a72408124 GP: Do not use UI pixel scale for strokes
This scale value only must affect the interface, but never the stroke.
2018-09-30 11:49:02 +02:00
Sebastian Parborg
a16e5b8efa Cleanup: remove unused DerivedMesh code.
Differential Revision: https://developer.blender.org/D3736
2018-09-27 20:19:28 +02:00
14e7fcfdde Cleanup: warnings 2018-09-27 21:15:55 +10:00
da96336e5f Python GPU module: Wrap GPUIndexBuf
Differential Revision D3714
2018-09-27 00:53:45 -03:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
253dce07d7 Merge branch 'master' into blender2.8 2018-09-24 17:42:52 +02:00
0cff044d84 Spelling fixes in comments and descriptions, patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 17:28:40 +02:00
19f46c6ac0 Weight Paint: Multiply overlay on the mesh
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
2018-09-24 17:10:29 +02:00
9a77f33bad GPU: utility function to draw a partial circle 2018-09-24 16:22:22 +10:00
391536ef12 Fix missing edge in shape-to-wire utility 2018-09-21 16:09:32 +10:00
Dalai Felinto
425cfdd5be GPU Python API: shader.uniform_float
The existing alternative is to use a buffer and call
uniform_vector_float which is overkill for such a simple operation.
2018-09-20 19:51:06 +00:00
b8d55a570e GPUCodegen: Remove unnecessary GLEW_VERSION_3_0 checks 2018-09-20 17:53:47 +02:00
667add5fc5 Eevee: Implement Wireframe Node
This implementation is a bit hacky but match cycles pretty close.

If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.

Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
2018-09-20 17:53:47 +02:00
Dalai Felinto
cffae36381 Fix build for MSVC: Remove trailing double semicolon
Not sure why but MSVC is complaining for some of those.

In particular for the struct in BKE_subdiv_ccg.h. Those were the ones
crashing here..
2018-09-20 14:59:55 +00:00
5ada6e7540 GPUTexture: Fix HDRI being clamped on OSX
Seems like GLEW_ARB_texture_float is not defined in core profile on OSX
even if float textures are part of the 3.3 core spec.

So removing uneeded backup cases.
2018-09-19 23:59:25 +02:00