This patch moves the EEVEE depth of field shaders to eevee_shaders.c and
adds them to the eevee shaders test suite.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8771
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.
The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
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.
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some
of eevee. Compilation is still platform dependent, but when run on a test-farm
with different hardware we will be able to detect GLSL compilation
errors early on.
The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS`
are On.
For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders
located inside the submodule. They aren't accessible to the outside and aren't added
to the test case. We should see how we want to add them. For the test cases it is better
to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in
the submodule. Keeping them in the submodule could lead to situations that is harder to test.
as the shader could already have been initialized.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8667
There were some missing UBO bindings, what asserted in debug mode.
This patch fixes this by binding the missing UBO's
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8742
In recent refactoring {a9f2ebb21508} an issue was introduced that the
opengl rasterizer would be disabled when only writing to a stencil
buffer.
This fix adds stencil writing to the write mask and set it. This makes
the write map not evaluate to GPU_WRITE_NONE and the rasterizer will be
enabled in `GLStateManager::set_write_mask`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8743
This prevents UV layer mix up in
MeshBatchCache.cd_used/cd_needed/cd_used_over_time which depends on the
extraction method.
One object's mesh can be accessed with MR_EXTRACT_MESH, another object
that uses the same mesh can use MR_EXTRACT_BMESH based on
(Object.mode & OB_MODE_EDIT), this causes a problem as the edit-mesh
and the mesh aren't always in sync, the custom data layers wont
necessarily match up, causing T77359.
Reviewed by @jbakker, @brecht
Ref D8645
This workaround addresses T79533 and T79038 for Blender 2.90. The
solution isn't clear and needs more research and work. In order to
continue with blender 2.90 release it was proposed to add this work
around.
It has been tested with the test files provided in the reports.
Reviewed By: Dalai Felinto, Clément Foucault
Differential Revision: https://developer.blender.org/D8695
This workaround addresses T79533 and T79038 for Blender 2.90. The
solution isn't clear and needs more research and work. In order to
continue with blender 2.90 release it was proposed to add this work
around.
It has been tested with the test files provided in the reports.
Reviewed By: Dalai Felinto, Clément Foucault
Differential Revision: https://developer.blender.org/D8695
This was caused by motion blur camera movement tagging the view as
invalid and thus resetting the temporal sampling.
Critical fix for 2.90. Need second look, but quite confident. This function
is only called once when Motion blur is off.
Reviewed by: jbakker
Differential Revision: https://developer.blender.org/D8676
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.
This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
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 mainly removes the bmain argument, which can be
retrieved from the graph itself.
Also, I removed some outdated/unnecessary comments.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8614