When running blender --debug-gpu
Display which debug facilities are available. One of these, in order of preference:
- OpenGL 4.3
- KHR_debug
- ARB_debug_output
- AMD_debug_output
All messages are logged now, not just errors. Will probably turn some of these off later.
GL_DEBUG_OUTPUT_SYNCHRONOUS lets us break on errors and backtrace to the exact trouble spot.
Callers of GPU_string_marker no longer pass in a message length, just the message itself (null terminated).
Apple provides no GL debug logging features.
Old code had a mix of framebuffer error codes from OpenGL ES, EXT_framebuffer_object, and desktop GL. We use desktop GL (or ARB_framebuffer_object which acts just like GL 3.x) so I made it compatible with that.
Changed messages to the actual GL_FRAMEBUFFER_XXX symbols. These are less friendly and more accurate. Can easily look up what an error means, unfiltered by what a Blender dev thinks it means.
Kept ES error codes around in case we support that one day. Just flip the #if or use a compile-time option.
Replace legacy OpenGL with Gawain. Use shaders instead of fixed
function pipeline.
This simple UI element is shown at startup so is easy to verify things
are working. It also serves as a good example for people converting
other parts of the code.
Part of T49043
The first character of the ID type was used to tag IDs for updates which
is weak since different IDs can have the same first character (for
example meshes, materials and metaballs), causing unnecessary updates of
unrelated IDs.
Now we use a unique index per ID type to tag for updates, unifying IDs
arrays indexing along the way.
Reviewers: sergey, mont29
Differential Revision: https://developer.blender.org/D2139
Depth buffer values are used by the viewport pan and zoom code to
adjust response scaling factors between mouse and viewport movement.
Letting smoke write to the buffer confuses it and causes the camera
to get stuck and move very slowly inside smoke domains, because it
thinks it is very close to an object.
Use simple alternating colored lines instead of stippled overdraw.
Reimplement circ function to not use deprecated GLU (T49042). It also
leaves matrix stack untouched.
Remove unused circf function.
immBindBuiltinProgram extends Gawain’s immBindProgram to use Blender’s
library of built-in shader programs.
It uses imm prefix instead of GPU_ so people won’t be tempted to call
GPU_unbind_program() afterward.
From my understanding, Apache code is not allowed to call GPL code, so
this function needs to be in the GPU lib.
Another issue with the modified particle motion blur fix: since
pre and post are used as validity markers, they must be set even
if there is no actual motion, like the original bool flags were.
Otherwise an object starting to move or stopping is interpreted
as having invalid blur data and hidden.
Wasn't copying back local view bytes to object after changing layer.
Steps to reproduce were:
* Split 3D view in default startup.blend
* Enter local view in one of the 3D views
* Move default cube to different layer *in the other 3D view* (the one that's not in local view)
* Try transforming object from 3D View that's in local view (should lag)
Displacement is now a per material setting, which means old files will have to
be updated if they had used displacement. Cool side effect of this change is
material previews now show displacement.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2140
Enables Catmull-Clark subdivision meshes with support for creases and attribute
subdivision. Still waiting on OpenSubdiv to fully support face varying
interpolation for subdividing uv coordinates tho. Also there may be some
inconsistencies with Blender's subdivision which will be resolved at a
later time.
Code for reading patch tables and creating patch maps is borrowed
from OpenSubdiv.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2111
From source code history, it seems this behavior is a relic of a very
old limitation when the same object couldn't be both a Softbody and a
Collision object. In those times if somehow both modifiers were added
to an object, Softbody auto-disabled itself and buttons were hidden.
Now however there is no problem having both modifiers on an object,
so there is no point hiding the buttons. The same exact buttons are
available on the physics tab in any case.
As reported in T48928, From Dupli UV is not supported for grid
distribution, and running the normal code as usual simply produces
nonsense data, because fuv is used to hold orco instead of
interpolation factors for uv, and num is zero.
Since support won't be added in 2.78, just stop outputting nonsense.
How to use:
1) set up vertex format
2) bind a shader
3) draw with immBegin … immEnd
4) unbind shader
TODO: expand this a little, so we can send uniform values to the bound
shader.
glMapBufferRange is a wonderful function that doesn’t exist on GL < 3.0.
Use the APPLE_flush_buffer_range extension on Mac. It offers several of
glMapBufferRange’s benefits.
Use older “black arts” method to orphan VBOs when we are done with
them. In modern OpenGL this behavior is more obvious.
Add APPLE_flush_buffer_range to Mac requirements. Every GPU is
supported. T49012
Apple invented VAOs and exposes them via an extension in legacy GL.
Other platforms use at least GL 3.0 which has VAOs built in.
QUADS were removed from core profile but are useful for immediate-mode
drawing. We’ll have to implement our own QUAD drawing before switching
to core profile.
Immediate mode no longer leaves its internals bound after use. Part of
transition from a simple prototype app to non-simple Blender, which has
lots of other parts using OpenGL.
More ways to send values via immAttrib:
2D float vectors
3 & 4 component ubytes (for colors mostly)
New immVertex functions that act more like familiar glVertex. We’ll
find a balance between making this API convenient and keeping it small.
2f and 3f are enough for now.