Commit Graph

68895 Commits

Author SHA1 Message Date
a680bcd13b Draw Manager: basic text overlay support 2017-04-28 04:54:04 +10:00
e4d856e31b OpenGL: manage legacy state only when WITH_LEGACY_OPENGL=ON
- enabled lights
- alpha test
- texture environment
- point sprites (always enabled in modern GL)

Moved is_clip_plane for better struct packing, no functional change there.

Part of T51164
2017-04-27 14:32:47 -04:00
079e0b5943 OpenGL: don't set texture LoD bias via glTexEnvf
Not supported in core profile. We could do this in GLSL if it's really needed.

Part of T51164
2017-04-27 14:24:32 -04:00
0d5c5a8438 OpenGL: early exit from functions that don't mix with core profile
These parts will not be part of final viewport, but are called indirectly during the transition. To avoid runtime errors on core profile, exit early -- functions effectively do nothing.

I put the early exits inside the functions to avoid cluttering the code that calls these. But (long term) the calling functions need to change.

Basic shader's detect_options function was unused and full of old, so I deleted it.

Part of T51164
2017-04-27 14:21:12 -04:00
99fde39f49 OpenGL: fix color logic op
GL_LOGIC_OP is a synonym for GL_INDEX_LOGIC_OP, from OpenGL 1.0's indexed color drawing. It's not part of modern GL and causes an error in core profile.

GL_COLOR_LOGIC_OP is still supported in the latest GL. It's the last stage before writing to the framebuffer.

Part of T51164
2017-04-27 14:19:03 -04:00
87a66864bc Add back text color for legacy drawing 2017-04-28 03:05:24 +10:00
75fac519c0 Gawain: safely orphan immediate mode's VBO
There are multiple ways to orphan a buffer resource, and this code picks the oldest/safest way no matter which OpenGL version we're running.

TODO: use other (more recent) methods after thorough testing

Follow up to 8e0c57a812
2017-04-27 11:43:25 -04:00
741ed16d13 OpenGL: don't glGet(GL_RED_BITS) in core profile
or GREEN or BLUE. These are deprecated and cause errors under core profile.

TODO: get color depth value another way

Part of T51164
2017-04-27 11:43:25 -04:00
bfaf7a3eb1 OpenGL: stop enabling GL_TEXTURE
Texturing is always enabled in GLSL. Simply use a sampler in the shader.

Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter.

Part of T51164
2017-04-27 11:24:35 -04:00
a49708a691 OpenGL: stop using GL_NORMALIZE
With GLSL there is no need for GL_NORMALIZE. We explicitly normalize in the shader, or (better) send in unit vectors.

Part of T51164
2017-04-27 10:35:12 -04:00
34c808287e Gawain: fix pointer arithmetic warning
void* + offset = ???

This Mac-only code works, but wasn't strictly correct. clang doesn't warn about this, gcc does.
2017-04-27 09:59:19 -04:00
9a193a28c4 fix Clay compatibility comment
When building WITH_LEGACY_OPENGL, Mac uses GL 2.1, Mesa uses GL 3.0. Has nothing to do with Intel!

Clay assumes GL 3.3 is available.
2017-04-27 09:30:49 -04:00
1dbb41f195 OpenGL: restore all 8 lights
fixes a copy/paste mistake
2017-04-27 09:30:48 -04:00
5c7b8cfffa OpenGL: remove GL_MAP1_VERTEX_3
This is related to OpenGL evaluators (old feature). From my understanding, we don't seem to be actually using it.

Part of T51164
2017-04-27 09:30:48 -04:00
6f0cf4a804 support OpenGL 3.0 on Linux only when WITH_LEGACY_OPENGL=ON
Part of T49012
2017-04-27 09:30:48 -04:00
cbaacc08dc Getting rid of setlinestyle: transform code.
Note that I also made 'dash anchor point' consistent (the static one,
not the mouse one), in previous code somtimes dashed were anchored to
the static center point, in others, to the moving mouse position, the
later was rather disturbing imho...
2017-04-27 15:28:30 +02:00
b649f53a62 Error in last commit 2017-04-27 22:01:31 +10:00
23b8fa5299 Cleanup: split cmake source/headers 2017-04-27 21:58:43 +10:00
98b6c6f2c0 Merge branch 'master' into blender2.8 2017-04-27 21:42:08 +10:00
bdf8ad6c4e Cleanup: spelling 2017-04-27 21:41:03 +10:00
ed14c15b7a Cleanup: remove unused matrix arg 2017-04-27 21:41:03 +10:00
21d31f8f58 3D widgets were obscured by view geometry 2017-04-27 19:43:27 +10:00
acec2a92ef Pose-mode drawing used alpha where it shouldn't 2017-04-27 19:31:19 +10:00
a00f54332d Cleanup: Some style and code tweaks to Image Code after changes.
Whitespace and order of switch/case etc. Let's try to stick to float4/byte4/half4/float/byte/half order as defined in "ImageDataType".
2017-04-27 11:11:08 +02:00
a845fc0d39 Fix gpuScaleUniform (caused strange pose-bone size) 2017-04-27 18:44:57 +10:00
f4c548ce2b Use pose-mode colors for pose-bone drawing
Also move static vars into structs
2017-04-27 18:17:47 +10:00
Stefan Werner
ec25060a05 Unlimited number of textures for Cycles
This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array.

Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again.

The limits for CUDA Fermi hardware still apply.

Reviewers: tod_baudais, InsigMathK, dingto, #cycles

Reviewed By: dingto, #cycles

Subscribers: dingto, smellslikedonkey

Differential Revision: https://developer.blender.org/D2650
2017-04-27 09:35:22 +02:00
2d11d7c570 Cleanup: use doxy groups for armature 2017-04-27 17:06:52 +10:00
a4b97390d9 Fix basic pose-mode select drawing 2017-04-27 16:57:11 +10:00
58e61446df Fix wrong scene assigned when using sets
Depsgraph was left with wrong set-scene.
2017-04-27 16:21:56 +10:00
4afbd08941 Fix/workaround crash with non mesh geometry
eevee was crashing on curve grometry, draw without material for now.
2017-04-27 15:56:04 +10:00
a6b9bd023b Fix T51328: Add note to cmdline help that threads must be first 2017-04-26 22:48:18 -04:00
d8ce3ed140 Cycles: Allow samples to finish in split kernel to avoid artifacts when canceling
Previously canceling a render done by the split kernel could cause artifacts
such as very bright or dark tiles. This was caused by unfinished samples
being included in the output buffer. To avoid this we now wait till all the
currently rendering samples have finished, up to a limit of twice the
expected time for them to finish (currently this is no more than 20 seconds,
but usually its much less). If samples still haven't finished by then we
stop anyways in case there's an endless loop occurring.
2017-04-26 21:28:16 +02:00
c6bf5d4724 Cycles: Change OpenCL split kernel to use single program by default
Single program builds twice as fast as multi programs, so its better for
users to have it as the default.
2017-04-26 21:28:16 +02:00
38563bad9d Cycles: Enable Correlated Multi Jitter for OpenCL and split kernel
Testing showed no issues so there's no reason to not have this.
2017-04-26 21:28:16 +02:00
25b2dfcbf0 [msvc/make.bat] Provide a convenience rebuild.cmd in the build folder for easy rebuilds. 2017-04-26 21:28:16 +02:00
4b682fa3e7 Getting rid of setlinestyle: Paint 'line' strokes. 2017-04-26 21:22:05 +02:00
cf959dc03a Getting rid of setlinestyle: armature drawing code.
Firts usage of 3D version of new dashed line shader... Though not sure
whether that code will be kept for long?
2017-04-26 20:57:18 +02:00
bb43dff935 Add 3D version of dashed line shader.
This is actually nearly same code as 2D version, maybe we can
deduplicate that later?
2017-04-26 20:57:18 +02:00
224f148e22 2D dashed line shader: changed to use viewport side instead of scale.
The scale version was working(ish), but it was not really extendable to
a 3D line version of the shader.

Also note that sequencer view still keeps its 'UI scale' adaptation
(dashes grow together with UI scale setting). Would be nice to do that
everywhere ultimately imho, but nothing urgent here.
2017-04-26 20:57:18 +02:00
795e839d3b Cleanup: rename select engine -> basic
This is used by depth drawing too and had no selection specific code.
2017-04-27 02:51:07 +10:00
a7c5d2e159 Pass graph to depth functions 2017-04-27 02:36:56 +10:00
edd1512741 Draw Manager: cleanup, use doxy categories
Also add DRW_state for accessing current draw state.
2017-04-27 02:04:56 +10:00
7631f4bf6d Draw Manager: use engine drawing for depth drawing 2017-04-27 01:43:05 +10:00
f59d3a7b0c View3D: move depth drawing into own function
No functional changes
2017-04-27 01:01:43 +10:00
c9d4a0930b Merge branch 'master' into 28 2017-04-27 00:58:28 +10:00
dc27d31a21 Merge commit 'master@6ed15c5a41130b55cb57a43a8a9470a91d38c3d5' into blender2.8
# Conflicts:
#	source/blender/alembic/intern/abc_exporter.cc
2017-04-26 16:50:29 +02:00
7c1263c1ee Cycles: Allow samples to finish in split kernel to avoid artifacts when canceling
Previously canceling a render done by the split kernel could cause artifacts
such as very bright or dark tiles. This was caused by unfinished samples
being included in the output buffer. To avoid this we now wait till all the
currently rendering samples have finished, up to a limit of twice the
expected time for them to finish (currently this is no more than 20 seconds,
but usually its much less). If samples still haven't finished by then we
stop anyways in case there's an endless loop occurring.
2017-04-26 10:48:15 -04:00
90b2539248 Cycles: Change OpenCL split kernel to use single program by default
Single program builds twice as fast as multi programs, so its better for
users to have it as the default.
2017-04-26 10:48:15 -04:00
fe81a32f69 Cycles: Enable Correlated Multi Jitter for OpenCL and split kernel
Testing showed no issues so there's no reason to not have this.
2017-04-26 10:48:15 -04:00