Commit Graph

1328 Commits

Author SHA1 Message Date
Campbell Barton
b41d34040b Merge branch 'master' into blender2.8 2017-09-06 16:50:59 +10:00
Campbell Barton
47b7f06d0e Fix error in high bit-depth image tile drawing
From @1xundoredo in D2824
2017-09-06 16:11:19 +10:00
Campbell Barton
2ff7ba2c6c Correct matrix stack assert 2017-08-27 11:22:31 +10:00
Clément Foucault
831e86d539 GPUTexture: Remove Warning. 2017-08-22 14:41:36 +02:00
Dalai Felinto
d7b3e33af4 GL_TEXTURE_2D_ARRAY wasn't handled in GPU_texture_update
Although the problem was exposed in 9457715d9a, the problem was in the
original code that was copied over. To have:

```
} else { /* EXPECTED_VALUE */
```

Without an BLI_assert(value == EXPECTED_VALUE); is asking for troubles.
Yet another reason to favour switch statements with:

```
default:
    BLI_assert(!"value not implemented or supported");
```

Instead of chained if/else if/else /* expected_value */.
2017-08-22 14:37:28 +02:00
Dalai Felinto
9457715d9a GPU Texture: Use switch instead of if/else 2017-08-22 12:30:03 +02:00
Clément Foucault
417581636f Eevee: Fix T52486
For that introduce an update function for textures.
2017-08-22 10:22:11 +02:00
Campbell Barton
1b79d323d9 Cleanup: move gawain header out of GPU_matrix
Avoids requiring glew headers in Python API.
2017-08-21 01:41:20 +10:00
Campbell Barton
8037f3602f PyAPI: Add exceptions to stack push/pop
Raise exception when stack limits are reached.
2017-08-20 17:26:51 +10:00
Dalai Felinto
2dad2aa9b7 Uniform Buffer Objects: More complete padding solution
Move floats around when needed to accomodate vec3 arrays efficiently.

With this we use slightly less memory when possible. Basically vec3s are not
treated as vec4 unless we have no float to use for padding).

Reviewers: fclem, sergey

Differential Revision: https://developer.blender.org/D2800
2017-08-18 16:42:58 +02:00
Clément Foucault
91ab64f38f GPU_texture : Add RG8 format. 2017-08-18 15:07:17 +02:00
Dalai Felinto
f4bd416b34 Fix ubo vec3 alignment issue
This fixes the Principled shader in Eevee, among other nodes.

Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).

We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.

That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.

It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.

[1] - https://stackoverflow.com/questions/38172696
2017-08-18 12:21:02 +02:00
Campbell Barton
7c96f613e4 DwM: Use Batch's for drawing selection
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.

This resolves a problem where selection was limited
to immediate-mode buffer size.
2017-08-17 06:34:02 +10:00
Campbell Barton
90aa02290a Cleanup: rename GPU gawain functions
Were using Batch_ prefix still
2017-08-16 20:32:42 +10:00
Campbell Barton
846c11c8cf Gawain: remove GWN_batch_discard_all
Use ownership flags instead.
2017-08-16 19:51:46 +10:00
Campbell Barton
b6308d79e5 Cleanup: use 'gwn' prefix for gawain filenames
Looking up names project wide or setting breakpoints wasn't so.
Names like common.h or element.h are also too generic.
2017-08-16 00:25:47 +10:00
Bastien Montagne
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
Clément Foucault
eccaa6da26 GPU_framebuffer: Fix incorrect last level. 2017-08-13 15:21:47 +02:00
Clément Foucault
82e0419cc0 Eevee: Fix the AO problem around object edges.
This was due to missing GL_TEXTURE_MAG_FILTER.
2017-08-13 14:30:47 +02:00
Clément Foucault
57f1475b18 GPU_framebuffer: Fix performance issue on intel.
This should fixes the error message that a stall occured because of busy mipmap.

This happened on the minmax buffer generation and introduced a random 0.2ms latency.
I'm not sure of what was happening though.
2017-08-12 16:16:43 +02:00
Brecht Van Lommel
76d0ab9750 Code cleanup: fix various compiler warnings. 2017-08-12 14:08:03 +02:00
Brecht Van Lommel
f1a14740ba Merge branch 'master' into blender2.8 2017-08-12 14:01:54 +02:00
Brecht Van Lommel
60ab0b8418 Fix T52298: hidden lamps still compute shadow buffers in viewport. 2017-08-12 13:22:26 +02:00
Campbell Barton
4c38d84e73 Cleanup: double promotion 2017-08-01 13:35:26 +10:00
Campbell Barton
8ddaa6a4e2 Merge branch 'master' into blender2.8 2017-08-01 10:38:36 +10:00
Campbell Barton
a372638a76 Cleanup: use static vars where appropriate 2017-08-01 09:06:34 +10:00
Campbell Barton
2b1cd24c6e Fix T52190: Depth picking fails 2017-07-26 02:35:27 +10:00
Clément Foucault
e0c1323737 Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24 15:28:27 +02:00
Campbell Barton
abe0527e0f Manipulators: use nearest manipulator
Add utility function to get the nearest hit
2017-07-19 20:12:24 +10:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00
Bastien Montagne
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
Dalai Felinto
2325d15d02 Lamps should not have their own gpu material
This was leading to multiple crashes when freeing the lamps or
materials when opening old files.

Follow up on b50839038d.
2017-07-11 11:02:56 +02:00
Clément Foucault
d35e525d10 GPUTexture: Change default comparison mode to GL_NONE.
This default will prevent more errors in the future.
Also compare mode is less used nowadays.

Fixes T51904
2017-07-06 17:02:16 +02:00
Clément Foucault
2eef097831 GPU Codegen: Add new closure socket type.
This allow specialized shaders to redefine the closure interface to fit their needs.

For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
Clément Foucault
a1a40bfe70 GPUTexture : Un-clamp float rect datas.
We do not need it anymore because we do not use glu anymore. And we need full range for HDRI Lighting.
2017-06-28 22:26:44 +02:00
Clément Foucault
beb375cdb2 GPU_codegen: Fix geometry shader. 2017-06-28 21:28:24 +02:00
Clément Foucault
ada6e720f9 GPU_codegen: Add support for passing attributes through the geometry stage.
Should fix some issues with missing attributes in Eevee.
2017-06-28 21:05:43 +02:00
Campbell Barton
87dd9c31a0 GPU: split GPU_material_from_nodetree in two
Add GPU_material_from_nodetree_find to avoid having to construct other
arguments which won't be used in the case the material is exists.
2017-06-28 10:59:25 +10:00
Campbell Barton
dbaa6c2aa2 GPU: GPU_generate_pass_new now takes vertex-attrs
Needed so we can tell which custom-data layers to use from the mesh.
2017-06-28 09:37:44 +10:00
Clément Foucault
0394c04a7f Eevee: Add Planar reflection blurring.
This method is very cheap and inaccurate. This will fill the gap untill better model is supported.
2017-06-26 21:04:53 +02:00
Clément Foucault
ed59d03bfc GPUFramebuffer: Add recursive downsampling function.
This special case function enables rendering to a miplevel while using the miplevels above as texture input.
This is needed for some algorithm (i.e. creating a min-max depth pyramid texture).
2017-06-22 03:51:06 +02:00
Clément Foucault
fe2ff3fc89 GPUTexture: Support for nearest sampling with mipmaps. 2017-06-22 03:51:06 +02:00
Campbell Barton
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
Clément Foucault
8a10fa1c53 GPUFramebuffer: Add support to attach individual texture layer. 2017-06-19 10:47:56 +02:00
Campbell Barton
26efc7bbd1 Merge branch 'master' into blender2.8 2017-06-14 17:17:00 +10:00
Campbell Barton
2462320210 Fix buffer read error w/ 2 pass select queries
Also don't do second pass when the first has no hits.
2017-06-14 17:10:24 +10:00
Dalai Felinto
461ea375ad Fix T51720: Depth of Field Bug - Black Screen 2017-06-09 11:56:22 +02:00
Clément Foucault
4abb3c1bc4 Draw Manager, GPUTexture: Add support for binding individual cubeface to framebuffer. 2017-06-09 01:15:17 +02:00
Dalai Felinto
7f01329a84 Small cleanup: Use ELEM and wrong identation 2017-06-06 18:57:47 +02:00
Clément Foucault
3bc8e88643 GPUCodegen: fix missing ViewMatrix in new shading. 2017-06-01 13:23:06 +02:00