Commit Graph

59688 Commits

Author SHA1 Message Date
Clément Foucault
f5d529b8e2 GPUViewport: Fix offscreen multisample rendering.
Multisample rendering needs to have both a multisample and a regular color/depth target for engines that does not support MSAA.
2018-03-14 03:29:10 +01:00
Clément Foucault
bba3b43112 GPUTexture: Save sample count inside texture struct.
This adds a quick way to know if a texture is a multisample texture and its sample count.
2018-03-14 03:29:10 +01:00
Campbell Barton
585208e0e9 Merge branch 'master' into blender2.8 2018-03-14 02:15:37 +11:00
Campbell Barton
be25a0faa7 Cleanup: pass selectmode directly
Pass instead of editmesh or toolsettings.
Needed for multi edit-mode
2018-03-14 02:08:29 +11:00
Campbell Barton
bf8f5f5142 Cleanup: doxygen comments 2018-03-14 02:08:07 +11:00
Bastien Montagne
c99c45a1e3 Fix (unreported) crash when changing active shapekey in Edit mode.
Looks like someone changed the signature of some RNA update callback,
and for some reason that 'change skey' update function was not updated
(or later got merged from master)...

We'll need RNA to check for its func signatures, some day...
2018-03-13 14:08:17 +01:00
Joshua Leung
81c199af83 Fix T54302 - Wrong added scene when adding a scene strip to the Sequencer
When adding scene strips to the sequencer, the wrong scenes were
getting getting added if some were skipped. For example:
Given 4 scenes (A, B, C, D) if you're trying to add the last 3 scenes
(B, C, D) as strips to the first scene (A), it would ended up adding
"A, B, C" instead of "B, C, D" as expected.

Fix provided by Andrew (signal9).
2018-03-13 23:05:57 +13:00
Joshua Leung
e0bb5109b3 Use Action datablock's own icon (instead of Animation Data's one) for File Browser's lib icons 2018-03-13 23:05:57 +13:00
Campbell Barton
028580fd1e Merge branch 'master' into blender2.8 2018-03-13 18:39:51 +11:00
Campbell Barton
3106f18176 Cleanup: long lines, use doxy sections 2018-03-13 18:07:10 +11:00
Clément Foucault
ce08d0681b Eevee: Render: Add Info messages. 2018-03-13 04:25:50 +01:00
Clément Foucault
266cdf955e Eevee: Render: Allow cancel during probe update. 2018-03-13 03:58:27 +01:00
Clément Foucault
0f1d7a5796 Eevee: Render: Fix softlock if rendering before lazy shader compil ends.
Calling the rendering operator seems to kill any other WM_job running, leaving
uncompiled materials into a GPU_MAT_QUEUED state. This then made the probe update
looping indefinitely (all_materials_updated remaining to false).

To fix this, we resume compilation for materials that are in this state.
Cancelling Render before all material compilation could make certain material
remain uncompiled. Fortunately, this is not allowed as of now.
2018-03-13 03:58:00 +01:00
Clément Foucault
0acccda4a4 GPUMaterial: Fix non finished material status if shader has no output.
This wasn't producing any issue for now but it's better to make things clean.
2018-03-13 03:49:04 +01:00
Clément Foucault
8b399d3148 Eevee: Fix temporal sampling not resetting.
World Probe update was not resetting the TAA.

This also reset the volume sampling in cases that needs it (world/grid probe diffuse coefs update).
2018-03-13 01:35:16 +01:00
Clément Foucault
a3f4de64e5 Eevee: Fix bad Outlines after probe updates.
This was because the default matrices were not setup back after resetting the current TAA sample.
2018-03-13 01:24:51 +01:00
Sergey Sharybin
733b9e4f99 Merge branch 'master' into blender2.8 2018-03-12 17:31:46 +01:00
Sergey Sharybin
629d44e049 Fix type in comment 2018-03-12 17:03:54 +01:00
Sergey Sharybin
a752bc148e Depsgraph: Make timing profile a command line option
This way we can add even more statistics, even one which will be print
to the console.

Would be nice if we also have verbosity level control.
2018-03-12 17:01:02 +01:00
Sergey Sharybin
815852e950 Fix T54296: Cycles viewport render stuck on constant re-render
Need Clear ID recalc flag on load. Otherwise it's possible to have
some IDs considered always updated by Cycles, when they were saved
in a tagged-for-update state.

Thanks Bastien for feedback and review!
2018-03-12 10:58:12 +01:00
Campbell Barton
8f4579affd Merge branch 'master' into 28 2018-03-12 16:38:41 +11:00
Campbell Barton
da62507bc8 Cleanup: remove misleading array size 2018-03-12 16:37:26 +11:00
Campbell Barton
ba01cdc770 Merge branch 'master' into blender2.8 2018-03-12 15:01:22 +11:00
Campbell Barton
25502a9bdc Cleanup: sync EDBM_uv_* functions w/ 2.8
They're nearly the same, so keep names matching to avoid conflicts.
2018-03-12 14:51:45 +11:00
Campbell Barton
1d0077649d Merge branch 'master' into blender2.8 2018-03-12 14:25:20 +11:00
Campbell Barton
1966924467 UV: internal changes to picking
Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.

- Support passing in an initialized hit-struct,
  so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
  so they can be compared.
- Return success to detect changes to a hit-data
  which might already be initialized (also more readable).
2018-03-12 13:57:38 +11:00
Gaia Clary
3a6f26c087 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-03-11 23:47:08 +01:00
Gaia Clary
ddae05cdca Merge remote-tracking branch 'origin' into blender2.8 2018-03-11 23:45:53 +01:00
Clément Foucault
7fed3ad32b GPUImage: Add back garbage collection for the new viewport pipeline. 2018-03-11 23:44:10 +01:00
Clément Foucault
765d7242d5 GPUMaterial: Add Material shader cache.
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.
2018-03-11 23:44:10 +01:00
Clément Foucault
7194259fb1 Eevee: SSS: Fix compilation error. 2018-03-11 23:44:10 +01:00
Gaia Clary
2c9c22df26 fix Collada: wrong usage of pointer and hidden redeclaration
* Suspicious usage of pointer:

  short *type = 0; // this creates a null pointer

When this is later used for anything then blender would crash.
After following the code and check what happens i strongly believe
the author wanted to use a short and not a pointer to a short here.

* local variable where reused later in same function
While this did no harm, i still felt it was better to use a different
name here to make things more separated:

- moved variable declaraiotns into loop (for int a=0; ...)
- renamed uv_images to uv_image_set
- renamed index variable from i to j in inner loop that
  reused same index name from outer loop
2018-03-11 20:59:50 +01:00
Gaia Clary
49a7cd1ba4 Cleanup Collada: Removed duplicate variable setting 2018-03-11 20:59:50 +01:00
Gaia Clary
7952ece01b Cleanup: avoid redeclaration of iterator in same function
The iterator was redeclared 3 times. I fixed this to avoid future issues.
I commit separately because so the changes are less cluttered all over
the place.
2018-03-11 20:59:49 +01:00
Gaia Clary
a2cc85b264 Cleanup Collada: Avoid unintentional reuse of previous defined variable
The variable child was redeclared multiple times in the same function.
While this has not created any issues i still changed this to avoid
confusion and keep the usage of the variables more local.
2018-03-11 20:59:49 +01:00
Gaia Clary
ca11ef7fd3 Fix Collada: Avoid unnecessary and even wrong check on unavailable data
The function validateConstraints() potentially causes a null pointer
exception. I changed this so that the function returns a failure as soon
as the validation fails. This avoids falling into the null pointer trap.
2018-03-11 20:59:49 +01:00
Gaia Clary
2de0daa179 Cleanup Collada: Make sure index variables are not reused
The variables i and j have been declared before in the same function.
I changed the names to mi and mj to keep things clear.
2018-03-11 20:59:49 +01:00
Gaia Clary
86b1887ded Cleanup Collada: make sure float array is initialised
This is just to silence a compiler warning and keeping
the code clean. The actual code never uses uninitialised
array elements.
2018-03-11 20:59:49 +01:00
Gaia Clary
01c27faed0 Refactor Collada: combined 2 almost identical functions into one
The 2 methods add_bezt() and create_bezt() do almost the same.
I combined them both into add_bezt() and added the optional parameter
eBezTriple_Interpolation ipo
2018-03-11 20:59:48 +01:00
Arto Kitula
3eaa408cb3 Fix T54274, and rename option --window-borderless to --window-fullscreen 2018-03-11 12:26:43 +02:00
Campbell Barton
7ecc7c46af Merge branch 'master' into blender2.8 2018-03-11 16:11:56 +11:00
Campbell Barton
63483fe417 Cleanup: long lines 2018-03-11 15:50:25 +11:00
Brecht Van Lommel
93e0e716f3 Merge branch 'master' into blender2.8 2018-03-10 19:06:28 +01:00
Brecht Van Lommel
23ccf5767f Cycles: add roughness baking support, using squared roughness convention. 2018-03-10 18:37:33 +01:00
Brecht Van Lommel
7613ffc944 Cycles: switch to squared roughness convention for all nodes.
This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
2018-03-10 18:05:01 +01:00
Brecht Van Lommel
d27158aae9 Merge branch 'master' into blender2.8 2018-03-10 06:55:39 +01:00
Brecht Van Lommel
50dde3d01a Fix T54269: saved EXR file files unreadable some editors in Blender.
Don't write the multichannel metadata when there is only a single layer,
and don't unnecessarily consider single layer images with Blender metadata
as multi layer.
2018-03-10 06:27:19 +01:00
Clément Foucault
f3161bd2ab Eevee: Planar Reflections: Fix corrupted results in downsampling step.
It only seems to happen in some drivers/gpu, the vertices gets culled if 4th component is 0.0. So lesson learned: always use 1.0 if constant.
2018-03-10 02:18:25 +01:00
Clément Foucault
92c2e2f386 Eevee: Planar Reflection: Add refraction support for reflected objects. 2018-03-10 02:18:25 +01:00
Clément Foucault
4f55ee5a3c Eevee: Add new clipping UBO.
This fixes problems with the planar reflections.
2018-03-10 02:18:25 +01:00