This bug (explained here https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md) is breaking eevee beyond the point it's workable.
This patch workaround the issue by making sure every fbo have mipmaps that are strictly greater than 16px. This break the bloom visuals a bit but only for this setup.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.
It writes the shaders to the temporary blender session folder.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.
This adds another Multisample Framebuffer and textures (so even more memory required).
It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.
We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
This fix the crappy binding logic.
Note the current method is doing a lot of useless binding. We should somewhat order the texture so that reused textures are already bound most of the time.
This is in order to use the same texture on multiple sampler.
Also texture counter is reset after each shading group. This mimics the previous behaviour.
Although the problem was exposed in 9457715d9a, the problem was in the
original code that was copied over. To have:
```
} else { /* EXPECTED_VALUE */
```
Without an BLI_assert(value == EXPECTED_VALUE); is asking for troubles.
Yet another reason to favour switch statements with:
```
default:
BLI_assert(!"value not implemented or supported");
```
Instead of chained if/else if/else /* expected_value */.
Move floats around when needed to accomodate vec3 arrays efficiently.
With this we use slightly less memory when possible. Basically vec3s are not
treated as vec4 unless we have no float to use for padding).
Reviewers: fclem, sergey
Differential Revision: https://developer.blender.org/D2800
This fixes the Principled shader in Eevee, among other nodes.
Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).
We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.
That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.
It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.
[1] - https://stackoverflow.com/questions/38172696
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
This should fixes the error message that a stall occured because of busy mipmap.
This happened on the minmax buffer generation and introduced a random 0.2ms latency.
I'm not sure of what was happening though.
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.
From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.
It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).
This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.
========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).
The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D2739