Block a user
WIP: PROFILE_DEBUG_GROUPS
I did this initially for Workbench, so I added the max depth to remove the per-texture debug groups. This doesn't work that well for EEVEE-Next, though, since per-material sub-passes have…
WIP: PROFILE_DEBUG_GROUPS
Keep in mind it wouldn't be possible to just pop TimeQueries
from the stack on debug_group_end
.
They need to stay there until the query is actually available.
Miguel Pozo
deleted branch pull-eevee-viewport-image-render from pragma37/blender
2023-12-19 16:13:57 +01:00
EEVEE Next: Viewport render does not use samples properly
Fix #114168: EEVEE-Next: Viewport image render sampling
Miguel Pozo
deleted branch pull-viewport-animation-render-reuse-viewport from pragma37/blender
2023-12-19 16:12:45 +01:00
Draw: Reuse GPUViewport when doing viewport render animations
Draw: Reuse GPUViewport when doing viewport render animations
Just doing a Viewport Render Animation, or adding a scene to the VSE and hitting play. The overhead of creating an engine instance per frame might not be even measurable in the case of Workbench. …
Miguel Pozo
deleted branch pull-fix-metal-lightprobe from pragma37/blender
2023-12-18 20:50:42 +01:00
Fix: EEVEE-Next: Metal shader compilation
EEVEE-Next: Fix metal shader compilation
e414b506b5
fix metal compilation
89ec7f5360
Fix #116031: EEVEE-Next: Nishita sky does not work
0681180413
Fix #116280: bpy.ops.wm.url_open() cannot open file:///
592c884e52
Fix #116270: Sculpt: Simplify brush crash
97785b6fbb
EEVEE-Next: Irradiance Grid smooth transitions
EEVEE Next: Nishita sky does not work
GPU: Add PROFILE_DEBUG_GROUPS