This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
This is going to be unecessary after the GPU opengl texture backend refactor.
For now add a save/restore mechanism to leave the state untouched.
Also remove some calls where the caller would bind to particular binding
point and set the shader uniform.
This implements the sculpt gesture lasso and box operators for face
sets. They work the same way as the mask gesture operator and tools.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8716
There was no way to reset the current file to factory settings
without reloading the preferences (which disables & re-enables add-ons),
this slows down resetting files and can complicate tests.
- Use WM_operatortype_description to get the operator description.
- Pass properties to WM_operatortype_name,
so the operator name callback is used.
- Add UI_but_operatortype_get_from_enum_menu function
to access the operator from enum menus.
- Change WM_operatortype_description to return NULL when there is no
description, use WM_operatortype_description_or_name
when either can be used.
This is related to the Vulkan port T68990.
This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.
There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.
Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.
This also adds support for naming framebuffers but it is currently not
used.
This is part of T76372.
It adds the `blend_write`, `blend_read_data`, `blend_read_lib`
and `blend_read_expand` which correspond to the various
steps when reading and writing .blend files.
Having these callbacks allows us to decentralize the blenloader
code a lot more. This has the affect that code related to any
specific ID type is less scattered.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D8670
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
Split the depsgraph allocation into a separate function
`BKE_scene_ensure_depsgraph()`. Parameters are only passed to those
functions that actually need them. This removes the the "if that boolean
is `false` this pointer is allowed to be `NULL`" logic and more cleanly
decouples code.
No functional changes.
This make use of the GLStateStack functions for:
- `GPU_blend()`
- `GPU_blend_set_func()`
- `GPU_blend_set_func_separate()`
The goal is to unify them using an explicit state setting.
This will remove the need to use obscure blend functions
Issue introduced on fe045b2b77.
Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.
Reviewed by: dfelinto
Differential Revision: https://developer.blender.org/D8472
This commit renames 'execute' to 'run' because:
- This follows Python's "PyRun" which these functions wrap.
- Execution functions can use either exec/eval modes,
making naming awkward (for future API refactoring).
Checks for header alignment didn't account for tool-header & header
having different alignment.
There is no reason to use a lookup function on the area
(ED_area_header_alignment) as we already have region.
Check the regions alignment directly, remove access functions.
'VIEW2D_OT' operators were not respected in WM_keymap_guess_opname().
This was seemingly done on purpose (see comment "Op types purposely
skipped for now"), but dont really see the reason for doing so.
Since the "View2D" keymap is not bound to a specific spacetype, we can
still find it using WM_keymap_find_all() [and passing 0 as spacetype].
Reviewers: Severin
Subscribers:
Proper handling of View Layers for the VR session was never implemented.
Now the View Layer of the VR session follows the window the session was
started in.
Note that if this window is closed, we fallback to another window. This
is done to avoid the overhead it would take to maintain a separate
depsgraph for the VR view. Instead we always share some already visible
View Layer (and hence the depsgraph).
This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
In the 3D View, the "Animation" keymap is not used, but the mode
specific ones. So the shortcut editing code should use these too, just
like the default keymap does.
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenlib` module. Not all warnings are
addressed in this commit.
No functional changes.
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466