EEVEE-Next: Reduce longer compilation time
I’ve been taking a look at ways to improve shader compilation times.
As a recap, there are 3 main issues on the user side (mainly on Nvidia):
- Engine startup. The first time EEVEE-Next is…
WIP: Draw: Add default material fallback detection
182368ffad
Add default material fallback detection
c87e8790bb
Fix: GPv3: Redraw editors showing grease pencil keys when new on is added
03cb588529
Refactor: Cycles: Replace fixed Tangent input with custom input
62151ffaeb
Fix: GPv3: Thickness modifier conversion of "uniform thickness"
7e3aa5a7a9
Vulkan: Add to_string functions for dynamic rendering
WIP: GPU: GL_ARB/KHR_parallel_shader_compile support
Miguel Pozo
created branch main in pragma37/test-parallel-shader-compilation
2024-04-25 18:46:02 +02:00
c3a7fe9fec
Avoid GPU_shader_deferred_compilation_is_ready checks
ca0c6beeac
Set compiler threads from context initialization
ffbc2b730b
Workaround: Allow deferred material linking result check
759e7f268d
Multithreaded EEVEE-Next static shader compilation
889bc2de75
Defer linking result check
c5b9d09fc3
Shader::interface getter
7656d13347
Initial test
25128aa93b
Enable parallel shader compilation
490bccc438
Initial test
65c04f0f15
Enable parallel shader compilation
37da07e51a
Geometry Nodes: support volume grid sockets in bake node
7b3e063704
GPv3: Overlay for Weight Paint mode
7a8e4995c8
Fix #120966: Remove `sample_clamp` for EEVEE raytracing presents
Miguel Pozo
pushed to pull-eevee-jittered-shoft-shadows at pragma37/blender
2024-04-23 17:32:31 +02:00
e44482833f
Scale projection bounds by jitter overblur
942d7fedd4
Fix area point_on_light_shape
d30e6af62f
Cleanup
EEVEE-Next: Jittered Soft Shadows
When moving the view or an object the shadow is not centered at the origin of the light and not using the full spread. Which lead me to think that the random sampling is not fully disabled in…
EEVEE-Next: Jittered Soft Shadows
It's invert
if we assume we only use unit quaternion.
The same happens with the rotate
function, it assumes a unit quaternion.
I think it's a fair assumption (at least in the GPU code), but…