patch number D706 with changes:
- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.
Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.
- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.
- Did not port changes needed for GLES to regular glew.h
- Got rid of duplicate or very similar new functionality.
Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.
It also provides a nice substitute function for glu error descriptions
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).
This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
background.
For SSAO supporting this is no problem, for DOF we would ideally do
blurred alpha, but alpha channel in blurred buffers is occupied by coc
field, so use original color alpha instead. It's not entirely correct
but it's better than nothing.
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.
Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.
Off screen rendering will use the settings of the current camera.
WIP documentation can be found here:
http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
Before this was hardcoded to 32, which I think was incorrect because
this is used to store a customdata layer name.
Reviewers: psy-fi, campbellbarton, sergey
Reviewed By: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D1040
Issue here is that remote connection will use OpenGL 1.1.
There was a call here that would free VBOs always without a check,
however the VBO free function pointer is NULL on such contexts causing a
crash.
This must have been causing some of the crashes with old contexts. While
I think supporting those systems is not such a good idea in general,
they can have a few more moments of support I guess.
Things might be better now for systems using OGL 1.1 though there are
still things that could be done better here - for instance going to
dyntopo can crash immediately because we don't have a fallback
implementation there. It might be worth reimplementing sculpting with
vertex arrays for the legacy case too, but I guess if we move on to
OpenGL 2.1 soon this is a bit of a wasted effort.
In all but one call the value 0 (aka GPU_NONE) was passed in. Clearer
to just default to GPU_NONE and change the one caller that sets a real
type to do it explicitly.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
This is yet another issue with framebuffers. There are two issues: We
need the framebuffer fully bound to check for completeness and when we
bind a depth texture as frame buffer we need to disable read/write.
Basically this commit gets rid of most of the derived mesh immediate mode
drawing (cases such as subsurf excluded). Even when VBO is turned off
in user preferences, we still use vertex arrays, which are very similar to
VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility
is not an issue here.
Reviewers: campbellbarton, sergey, jwilkins
Differential Revision: https://developer.blender.org/D919
This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>