Consumes much less memory (1/3 for both normals = 32 bytes less per edge). Same visual result.
We can pack normals for other draw modes to get similar savings.
Part of T49165
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.
Caused by 4811b2d356 which caused the event handler hack that is used to fire up the file browser from other operators to fail. Basically the context from before the file browser is opened gets stored and used later for executing the actual file read/write operation (in this case, saving image). This context storage is cleared when exiting an editor since 4811b2d356, which is technically correct, but causes usage of NULLed context data in this case, because the file browser is exited before the file read/write operation is executed.
For now I solved this by moving the fileselect handler to list of normal handlers, instead of modal ones. 4811b2d356 only touches list of modal handlers so we avoid the crash. Ideally we'd completely refactor how the file browser opening works to get rid of these event handler hacks.
Note that I wouldn't be suprised if this causes other regressions, but I couldn't find one so worth a try.
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
all is in the title.
Reviewers: merwin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2336
This one is for the straight line (white with width 2.0 over a black with width 4.0) drawn when you use the gradient tool.
To test: Image editor, create / open an image, choose image paint mode and on the tool shelf: choose the Fill brush and enable "Use Gradient" for it. Then click and drag on the image.
From what I checked, calls to glLineWidth are not being removed yet, so I kept them.
Reviewers: dfelinto, Severin, merwin
Reviewed By: merwin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2312
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
This is a late follow-up commit to the light sample threshold changes which
caused difference in rendering all existing .blend files which is not something
we are happy about: it is fine to use new optimized defaults for new files, but
existing ones should always be rendering in the same way as they used to be.
Sorry for the inconveniece, but such thing should have been done to begin with.
If this setting was modified it will not be reset to zero.
Now all render tests should be passing again.
P.S. Also really annoying to bump subversion for such reasons, but currently we
don't have better way to achieve what we want.
Lamp Data node requires shadow sample array which is only enabled when
Shadows are enabled in the shading settings.
This commit prevents crash but might not give expected render results
in such a configuration.
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.
Right now this only affects other objects in wireframe. The idea is to do something similar for other draw modes, and keep focus on the edit object.
As seen at #bcon16
Most of this was already in place, just enabling & adding comments.
One fix was needed to make batch uniforms stick between multiple draws.
Added comments to selection outline; no functional changes there.
The idea is simple: when falling back to one of the nodes which was partially
handled we "resume" checking outgoing relations from the index which we stopped.
This gives about 15-20% depsgraph construction time save.
This is more proper way to go:
- Avoids re-compilation of all dependent files when implementation changes
without changed API,
- Linker should have much simpler time now de-duplicating and getting rid
of redundant implementations.
The idea here is to address issue that name on it's own is not
always unique: for example, when adding driver operations the
name used for nodes is the RNA path (and multiple drivers can
write to different array indices of the path). Basically, now
it's possible to pass extra integer value to distinguish
operations in such cases.
So now we've already switched from sprintf() to construct unique
operation name to pass RNA path and array index.
There should be no functional changes yet, but this work is
required for further work about replacing string with const
char*.
There is no real reason to have nodes storing heap-allocated name
and description. Doing this increases amount of allocations during
dependency graph building, which usually means somewhat slowness.
We're temporarily loosing some eyecandy in the graphviz visualizer,
but those we can bring back as a part of graphiz dump (which happens
much less often than depsgraph build).
This will happen in multiple commits for the ease of bisect in the
future just in case this causes any regression. This commit contains
ID creation API changes.
Bullet spring constraint already supports rotational springs, but
they are not exposed in blender UI, likely due to a simple oversight.
Supporting them is as simple as adding a few DNA/RNA properties
with appropriate UI and passing them on to Bullet.
Reviewers: sergof
Reviewed By: sergof
Differential Revision: https://developer.blender.org/D2331