This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5767
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
Compiling this big file for every Eevee material is bad for performance, and
now that we are adding more nodes it gets worse. This patch adds a simple
mechanism to split up that file, and use only the parts used by shader nodes.
When a function is used by GPU_link, we detect which GLSL file it came from
and use it in GLSL code generation automatically. Dependencies between GLSL
files are manually specified, and function names must be unique across all
GLSL files.
Most of the actual splitting up will be done in later commits.
Differential Revision: https://developer.blender.org/D5569
The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
Alpha blended Transparency is now using dual source blending making it
fully compatible with cycles Transparent BSDF.
Multiply and additive blend mode can be achieved using some nodes and are
going to be removed.
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5019
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
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.
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.
In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.
This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.
Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
This is a hacky fix. We just convert the int as a float and use it as such.
This works ok for small int but will not be correct for numbers greater
than 4194303.
Correct support would require deeper change for UBO creation and socket
conversion.
This commit possibly fixes the T58938.
The crash happens when a shader that is created in a rendering context is deleted and another shader with the same name/program of the deleted one is created in the same context and used in another context.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.