This is a bit useless because gpu lamps are only used by the game engine
and it is planned to be "remove" in some way.
Doing this to clean gpu_framebuffer.c.
This includes a few modification:
- The biggest one is call glActiveTexture before doing any call to
glBindTexture for rendering purpose (uniform value depends on it).
This is also better to know what's going on when rendering UI. So if
there is missing UI elements because of this commit look for this first.
This allows us to have "less calls" to glActiveTexture (I did not
measure the final count) and less checks inside GPU_texture.
- Remove use of GL_TEXTURE0 as a uniform value in a few places.
- Be more strict and use BLI_assert for bad usage of GPU_texture functions.
- Disable filtering for integer and stencil textures (not supported by
OGL specs).
- Replace bools inside GPUTexture by a bitflag supporting more options to
identify texture types.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
With the API recently added to gawain, it is now possible to update the vbos linked to the batch.
So the batch does not have to be destroyed.
The optimization is more sensitive when sculpt is made on low poly meshs
This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.
The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.
I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.
A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.