Commit Graph

2606 Commits

Author SHA1 Message Date
f2f62b184c DRW: Remove WorldNormalMatrix 2019-05-08 20:13:32 +02:00
7e380fd46a GPU: Remove GPU_INVERSE_NORMAL_MATRIX
The end goal for this is to lower the number of needed matrices.

This also cleanup some uneeded transformation.
2019-05-08 20:13:32 +02:00
3d759e2b09 Cleanup: DRW/GPU: Remove eye vector uniform 2019-05-08 17:52:49 +02:00
cca941f614 Cleanup: GPUShader: Use switch instead of ifs 2019-05-08 17:52:48 +02:00
1ae2385106 GPUViewport: Fix possible hash colision with enabled engines
Also fix engine data validation that was not previously not working.
2019-05-08 17:49:28 +02:00
820a64b9e5 DRW: Replace BLI_mempool by BLI_memblock
This remove a avoid the big overhead present in BLI_mempool when it is
cleared.
2019-05-08 17:49:28 +02:00
bd340a0e1f Cleanup: GPUMaterial remove unused struct members 2019-05-06 22:33:05 +02:00
ab9731ccea Cleanup: fallthrough attribute warning
Fall-through without label or default after it.
2019-05-05 12:34:24 +10:00
d32a103d53 Fix T63789: Precision issues in glsl noise texture
There is a significant precision loss when converting large float values to int.
2019-05-04 16:46:02 -03:00
e474549da5 Cleanup: GPU_buffers: Remove obsolete debug drawing 2019-05-04 14:11:04 +02:00
1d8ed6dcd7 GPUBuffers: Save / expose material index per buffers 2019-05-04 14:11:04 +02:00
7f366c048a Fix T63435 Incorrect fresnel and normals for hair strands on EEVEE 2019-05-02 14:32:41 +02:00
909665a0d4 ClangFormat: run with ReflowComments on source/
Prepare for enabling ReflowComments.
2019-05-01 11:13:14 +10:00
2445d5abc2 Fix T63393 Eevee: Specular Shader's Clear Coat does not function 2019-04-30 14:07:22 +02:00
14897fb653 Cleanup: spelling 2019-04-29 14:14:14 +10:00
d2f1705b15 Fix T63936 GPUSelect: Read depth in the end
fix T63936 introduced  in 86914e7133.

Reviewers: fclem

Reviewed By: fclem

Tags: #bf_blender

Maniphest Tasks: T63936

Differential Revision: https://developer.blender.org/D4750
2019-04-27 20:37:29 +02:00
1fa7d51f34 Eevee: Noise Texture: try to fix floating point accuracy issue
Cycles check for infinity and return 0.0 otherwise.
2019-04-26 18:37:24 +02:00
86914e7133 GPUSelect: Don't read depth on every draw
If the draw uses the same id as the previous draw, there is no need to read the depth
buffer at this point, avoiding a CPU-GPU sync bubble.

Fixes T62511 Selection is significantly slower in production scenes.
With this patch glReadPixels is not the bottleneck. Regular drawing Is still very
slow so I would suggest fixing the regular drawing first before trying to
improve the selection algorithm.
2019-04-26 15:33:49 +02:00
7e18aa4250 Fix T63524: crash selecting an object in texture coordinate node
Using mat4 in a uniform buffer object was not properly supported.
2019-04-25 12:13:26 +02:00
2753959ed7 Cleanup: sort CMake include paths 2019-04-24 14:41:12 +10:00
148c0aa0fa Fix T63178 Eevee animation render crash
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).

If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.

If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.

I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.

This add very little memory and computation overhead.
2019-04-23 20:35:02 +02:00
d10205c1a7 GPUBuffers: Fix wrong assert
For good this time...

forgot to commit it in the previous commit rBedde48f57844.
2019-04-23 20:35:02 +02:00
ee701baff8 Workbench: Support Active Vertex Color
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.

The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.

In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.

Fix: T57000

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4694
2019-04-23 12:05:33 +02:00
14a49950ff Cleanup: style, use braces for gpu 2019-04-22 19:48:17 +10:00
c5862e0a06 Cleanup: comments (long lines) in gpu 2019-04-22 06:30:08 +10:00
bbc5c1e36f Cleanup: quiet extra-semicolon warning 2019-04-20 11:30:19 +02:00
333cdbb410 Cleanup: comment blocks 2019-04-18 07:59:28 +02:00
edde48f578 GPUBuffers: Remove wrong assert
The assert was not true if the pbvh node had no triangle.

Also update the comment to reflect that.
2019-04-17 14:32:18 +02:00
600f12002b ClangFormat: adjust '#if 0' to fix gpu_buffers.c indent 2019-04-17 08:58:35 +02:00
a54bdd76cb ClangFormat: format '#if 0' code
Previous cleanups didn't account for space after '#'.
2019-04-17 08:52:59 +02:00
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
dbc058301b Cleanup: trailing commas 2019-04-16 16:40:47 +02:00
b53728b1d2 Fix broken build when using system Glew on linux. 2019-04-16 14:44:14 +02:00
5498e7f193 CMake: add library deps to CMakeLists.txt
Tested to work on Linux and macOS.

This will be enabled once all platforms are verified.

See D4684
2019-04-16 06:20:52 +02:00
47adab4f99 CMake: prepare for BLENDER_SORTED_LIBS removal
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.

Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.

See T46725.
2019-04-14 15:37:24 +02:00
eff8cc9ccc Cleanup: doxy comments
Use doxy references to function and enums,
also correct some names which became out of sync.
2019-04-14 10:48:42 +02:00
a358f6bb69 Cleanup: use STR_ELEM macro 2019-04-10 09:36:06 +02:00
b9eac0bb44 Cleanup: spelling 2019-04-10 08:40:49 +02:00
cc73d59ad5 Fix T59014: black/corrupted viewport with Intel HD on Windows 7/8.
Work around bug in the Intel driver:
https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/550740
2019-04-06 14:26:23 +02:00
542725d3e9 GPU: Fix typo 2019-04-05 21:15:25 +02:00
e559074c4e Fix T61035 Draw manager crash opening file with curves
Move free callback call to GPU_batch_discard to prevent the crash.

The issue was that clearing can happen after referencing to an instance
buffer and that's perfectly legal.
2019-04-05 17:48:56 +02:00
df99c54b5b EEVEE: Fix compilation
Introduced by f0d6879f5c
2019-04-05 15:03:43 +02:00
6de0da70de GPU not able to allocate texture
In the case of the report a GL_PROXY_TEXTURE_2D_ARRAY of 2509x2509x1 failed to be allocated.
This is a work around as the GL_PROXY_TEXTURE_* is not reliable.

Reviewed By: brecht, fclem

Maniphest Tasks: T63223

Differential Revision: https://developer.blender.org/D4651
2019-04-05 14:40:54 +02:00
f0d6879f5c Fix T62892 EEVEE HDRI lightning glitch
Clamp the texture at sampling time. This is not the best way to do it but
this is the fastest/simplest. The cost is rather negligeable.
2019-04-05 14:38:27 +02:00
6470056a0d Cleanup: empty expression statement warning 2019-04-02 17:54:04 +11:00
b5382c92cf Edit Mesh Selection: Clear out buffer that indicates out of bounds pixels.
This prevents the use of uninitialized buffer.
In addition, use `memset` instead of assigning in a loop.
2019-04-01 11:53:04 -03:00
42dd888b98 Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled
The wrong transformation was used. Add a new matrix specially for this case.

This also fix the Node texture coordinate that was suffering the same issue.
2019-03-28 22:08:54 +01:00
d027df3add Fix T58387 Voronoi(Cells) does not work on eevee (amd + windows)
Thanks to Gabor Fekete for helping finding the issue.

Was caused by uninitialized variable. Also took the oportunity to use comp
swizzling instead of multiple assignment.
2019-03-28 22:08:54 +01:00
ec0eeb918b DRW/Eevee: Add correct support for Orco
Until now, Orcos were computed by the gpu (GLSL) and were not taking into
account the modifier stack (breaking orco for deformed mesh).

Now Orco is now computed on CPU but only if a modifier stack is present.

Tagging that an ORCO layer is present is done via a 4th component, which is
a waste of memory/bandwidth. Best would be to do the same as auto attrib
color space and save a bool uniform somewhere but for now it's too
disruptive.
2019-03-28 22:08:54 +01:00