-Remove NPOT check as it should be supported by default with OGL 3.3
-All custom texture creation follow the same path now
-Now explicit texture format is required when creating a custom texture (Non RGBA8)
-Support for arrays of textures
Reviewers: dfelinto, merwin
Differential Revision: https://developer.blender.org/D2452
This code was already disabled.
We might be able to simplify GPU_check_scaled_image even further. Maybe even delete it? Just removing the obvious stuff now.
Keeping is_power_of_2_resolution function since it is still used in DXT logic.
This includes a few fixes in the MBC_ api.
The idea here is for this to be the only interface the render engines
will deal with for the meshes.
If we need to expose special options for sculpting engine we refactor
this accordingly. But for now we are shaping this in a per-case base.
Note:
* We still need to hook up to the depsgraph to force clear/update of
batch_cache when mesh changes
(I'm waiting for Sergey Sharybin's depsgraph update for this though)
* Also ideally we could/should use BMesh directly instead of
DerivedMesh, but this will do for now.
Note 2:
In the end I renamed the `BKE_mesh_render` functions to `static
mesh_render`. We can re-expose them as BKE_* later once we need it.
Reviewers: merwin
Subscribers: fclem
Differential Revision: https://developer.blender.org/D2476
Had to add a few utility functions to replace existing functions. Let me know if these are duplicates.
Reviewers: merwin
Reviewed By: merwin
Tags: #bf_blender_2.8
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2434
This does not address stapling shader in 2.8, though the solution can be
similar (own shader, not polutting interlace shader).
part of T49043
Reviewers: merwin
Differential Revision: https://developer.blender.org/D2440
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
Needed because deps graph can destroy objects from any thread. We ran into the same problem & solved it in GPU_buffers.
Implemented in C++11 since it provides the needed machinery. The interface is in C like the rest of Gawain.
This will make triple buffer used by default for such configuration.
Ideally we would switch to triple buffer on all platforms, but let's
do it in 2.8 branch and don't open can of worms in master now.
This should solve issues like T49945.
Just as mentioned in title. Need new functions for calls found in `transform.c`
T49043
Reviewers: merwin
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D2358
Most useful for packed normals, which take 1/3 the space of float32 normals.
2-bit alpha|w component is ignored for now.
Batch API can use these now, will add support to immediate mode API if desired.
Enabling on Windows first. Will enable on all platforms after we switch Blender to core profile.
Drop SciTech support & workarounds for WinCE and OpenGL ES.
AMD_debug_output is still in the code but disabled. Once I verify the newer extensions are available on all the GPU + OS combos we support we can delete this disabled code.
Motivations:
1) GLenum is too broad; tightly-defined enum just for this is safer.
2) enable a Vulkan future
New code should use these instead of GL_FLOAT etc. When all existing code has been updated to use new enum, we can drop compatibility with GLenum values.
Early work towards 10_10_10 format, more to come soon.
As our library of built-in shaders grows, it's important to create, access, and discard them efficiently.
Lookup via GPU_shader_get_builtin is now constant time instead of linear (# of built-in shaders). This is called very often with our new immediate mode.
Creation and discard are unified.
Adding a new shader requires fewer steps.
365 lines shorter :D
D2311 by @ianwill
This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f".
Also includes a new built-in shader that can be useful in other places.
Part of T49043
Gawain does very strict runtime checking to help us catch coding errors. Final release should disable most of these checks, so I'm disabling now for all non-debug builds.
When writing Blender code that uses Gawain, always make debug builds and test there! "make lite debug" is my favorite.
As seen at #bcon16
Geometry shader version is automatically used on modern GL runtimes. Legacy version is used on pre-3.2 systems (Mac, Mesa compat profile). They have the same inputs and visual result.
TODO: specialized versions that are less flexible -- draw ALL edges or draw JUST silhouette edges.
Part of T49165
This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
Removed some of my earlier glActiveTexture calls. After reviewing the
code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls,
same results.
Fixed some misuse of glActiveTexture & glUniformi, mostly my fault.
Caught by --debug-gpu on Windows. Don't know why this appeared to be
working previously!
Plus some easy cleanup nearby.