This changes quite a few things:
- Drops the allocation of inputs as a chunk.
- Merge the linked list system into the Gwn_ShaderInput.
- Put name buffer into another memory block, easily resizable.
- Use offset instead of char* to direct to input name.
- Add only requested uniforms dynamicaly to the Shader Interface.
This drops some minor optimisation and use a bit more memory for small shaders (which are fixed count).
But this saves a lot of memory when using UBOs because the names and the Gwn_ShaderInput were alloc'ed for every UBO variable.
This also reduce the Shader Interface initial generation.
The lookup time is left unchanged.
This is an internal structure, and we don't put it to a list for anything else
that hash collision resolution. No need to have dedicated entry here, saves us
from extra allocation and pointer dereference.
This way we reduce number of loops from look-over-all-inputs to
loop-over-collision, which is expected to be much less CPU ticks.
There is still possible optimization: use memory pool of some sort
to manage memory needed for hash entries, but that will only speedup
shader interface construction / deconstruction time.
There are also some trickery happening to speed up process even more
in the case there is no hash collisions detected when constructing
shader interface.
- Separate the Post Processes settings into sub panel.
- Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects.
- Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
Restoring weights is problematic when the stroke overlaps its mirror.
It's better to simply compute the new weight based on the saved data
rather than restoring things, and check that the change is monotonic.
This way is also closer to how things worked before the merge.
This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
The issue here is that we can not read scale from socket when determining
dependent area of interest. This area will depend on current pixel. Now fall
back to more stupid but reliable thing: if scale size input is connected to some
nodes, we use the whole frame as area of interest.