Default backbuffers needs not to be bound with sRGB encoding
enabled. This works when using `GPU_framebuffer_restore` but
using `GPU_framebuffer_bind` would trigger the wrong behavior.
This fix T81969 UI turns whiteish when playing video sequence
based on a scene and moving in the image editor after saving
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.
The Cycles code is already refactored and committed by Brecht.
Ref D2057
This avoid strange discrepency between the general purpose variant and
the specialized glass variant which did not have a way to turn
multi-scatter off.
The alpha out socket output the average transmittance, not the alpha.
This patch will convert the transmittance to alpha.
Found during research of T80919; Issue introduced when `Closure.opacity` was migrated to `Closure.transmittance`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9010
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
The real maximum was `GPU_SAMPLER_ICON`, not `GPU_SAMPLER_REPEAT`, my
bad. {rBa31a87f8943aa40}
Move `GPU_SAMPLER_MAX` out of the enum since it's used as an `int`
at many places.
Also, the macro `ENUM_OPERATORS` needs a maximum, and this enumerator
cannot be used as the argument of that macro. It creates wrong values
in the `~` NOT operator.
Thanks @deadpin for catching this.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9157
The underlying type of the enum cannot be fixed here due to its usage
in C code.
All the values possible in the width of the underlying type are not
valid for an enum.
Only 0 to (2*max - 1) if all enumerators are unsigned.
So the macro asks for the biggest value among the //listed// ones.
If any enumerator C is set to say `A|B`, then C would be the maximum.
(2*max-1) is used as the mask.
The warnings (for each enum modified in this commit):
GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291
which is not a valid value for type 'GPUVertBufStatus'
https://github.com/llvm/llvm-project/commit/1c2c9867
Ref T81340
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9067
This directly adress the issues caused by rB536c2e0ec916.
Since the state tracking is done at a lower level, using the bgl
functions needs to be safegarded by the state manager.
The current workaround is to bypass `apply_state` when inside a
callback that used a `bgl` function.
Related to T80730.
This fix T81003.
Also this fix the default blend equation for callbacks.
Fixes T80169 T81289.
This path makes use of more framebuffers when using the gpu workarounds.
Increase the MAX FBO attachments per texture. Maybe we could use a growing
vector in the future.
At the end of `GPU_framebuffer_blit` when `prev_fb->bind(true);` is called,
the `context_->active_fb` was not in sync and lead to the wrong framebuffer
being modified by bind function.
This fix T81055 SSS light is missing from the diffuse light render pass
Since {D8234} the image editor is drawn using a depth buffer.
When using `draw_texture_2d` the image is drawn using the 2D_IMAGE
shader. inside the vertex buffer the image was pushed to the background.
This was introduced by {648924333234} what seems to be out dated as we
have done several overhauls in this area. (workbench refactor, overlay
engine refactor, color management pipeline).
This patch removes the pushing of the image to the background.
Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
This was causing flashing colors in the node editor grid.
This is because in some cases the flat color is only set on the provoking
vertex which is the last of the primitive by default.
This makes wide line supported on MacOS and other implementation that
does not support wide line by default.
This workaround works for all Line types but only if using one of the 5
default shaders.
The workaround is completely isolated and invisible to the outside. It has
no side effect.
Note: This does not affect the GPUBatch drawing.
This removes the limitation of the sculpt overlays not being visible
with modifiers active.
Reviewed By: fclem
Maniphest Tasks: T68900
Differential Revision: https://developer.blender.org/D8673
Regression from {b248ec97769f}. A new parameter was introduced, but the
stub shader macros still had the old number of parametes. This
change adds a new dummy parameter to the stub macros.