Commit Graph

33 Commits

Author SHA1 Message Date
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
fe2ff3fc89 GPUTexture: Support for nearest sampling with mipmaps. 2017-06-22 03:51:06 +02:00
Clément Foucault
4c3382d55f GPUTexture: Enabling R32 format for linear depth encoding. 2017-05-20 16:58:07 +02:00
Dalai Felinto
2383667a2e Remove reference to WITH_LEGACY_OPENGL
We only keep this as a way to get GPU_stubs to run, in case we want to do a
throughout cleanup in the codebase and want code using legacy calls to
fail to build.
2017-05-19 14:15:49 +02:00
Clément Foucault
90aff807ab Draw Manager: Texture Memory usage improvement.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
2017-05-16 20:30:17 +02:00
Clément Foucault
7a029f4e00 GPUViewport: Add a Texture Pool to reuse textures across engines. 2017-05-16 20:27:52 +02:00
Clément Foucault
1bcbad446e Fix ogl deprecated calls. 2017-05-12 18:02:31 +02:00
Clément Foucault
306603ae76 GPUTexture: Add support for 32bit textures. 2017-05-09 23:55:19 +02:00
Clément Foucault
6f5307e74d Draw Manager: Add a memory stats to debug view.
Adds 2 static unsigned int to Gawain and GPUTexture to roughly keep track of the memory stats on the GPU.

Stats can be view at the bottom of the GPU stats with debug value > 20.
2017-05-04 21:26:54 +02:00
Mike Erwin
e4d856e31b OpenGL: manage legacy state only when WITH_LEGACY_OPENGL=ON
- enabled lights
- alpha test
- texture environment
- point sprites (always enabled in modern GL)

Moved is_clip_plane for better struct packing, no functional change there.

Part of T51164
2017-04-27 14:32:47 -04:00
Mike Erwin
bfaf7a3eb1 OpenGL: stop enabling GL_TEXTURE
Texturing is always enabled in GLSL. Simply use a sampler in the shader.

Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter.

Part of T51164
2017-04-27 11:24:35 -04:00
Clément Foucault
edcf128ce2 Eevee: Introduction of world preconvolved envmap.
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
2017-04-18 13:10:17 +02:00
Clément Foucault
40e69ad6df GPUTexture: Fix Cubemap upload 2017-04-18 12:50:28 +02:00
Clément Foucault
eda0ebc7b3 GPUTexture: Add Mipmap Control functions. 2017-04-18 12:50:28 +02:00
Mike Erwin
47e0d2b235 OpenGL: tweak GPU_texture_create_nD
- test for 2D textures first since it's the most common case
- declare variables close to where they're used
- fix compiler warning for proxy (uninitialized use)
- safe return if n != 1, 2, 3 (should never happen)
- white space
2017-04-16 15:11:38 -04:00
Campbell Barton
af2fc7b637 Merge branch 'master' into 28 2017-04-12 20:23:44 +10:00
Campbell Barton
4560f0b007 Cleanup: use lowercase gpu prefix for static funcs
This was mostly followed already.
2017-04-12 20:19:55 +10:00
Clément Foucault
f2f16a2568 Eevee: First Shadows implementation
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.

Support Projection Shadow Map for sun like in old BI/BGE.

Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.

Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
2017-04-10 12:36:32 +02:00
Clément Foucault
fad3fe4ed1 GPUTextures: Work on cubemap support and array textures 2017-04-10 12:36:32 +02:00
Clément Foucault
46cd87f5da Eevee: LTC area lights
Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower.

We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.
2017-04-03 21:52:03 +02:00
Clément Foucault
c4644b484d GPUTexture: Add support for depth_stencil textures. 2017-03-18 01:56:34 +01:00
Clément Foucault
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00
Clément Foucault
520ced4ad5 Modifications to GPU_texture:
-Remove NPOT check as it should be supported by default with OGL 3.3
-All custom texture creation follow the same path now
-Now explicit texture format is required when creating a custom texture (Non RGBA8)
-Support for arrays of textures

Reviewers: dfelinto, merwin

Differential Revision: https://developer.blender.org/D2452
2017-02-03 16:01:32 +01:00
Mike Erwin
c5072941c3 OpenGL: clean up glActiveTexture usage
Removed some of my earlier glActiveTexture calls. After reviewing the
code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls,
same results.

Fixed some misuse of glActiveTexture & glUniformi, mostly my fault.
Caught by --debug-gpu on Windows. Don't know why this appeared to be
working previously!

Plus some easy cleanup nearby.
2016-10-25 01:02:41 -04:00
Mike Erwin
e7fddc0772 OpenGL: disable checks for NPOT texture support
Non-power-of-two textures are always allowed. Keeping the disabled checks in the code in case we support OpenGL ES in the future. Even then it should be a compile-time check, not at run-time.
2016-10-17 02:36:51 -04:00
Mike Erwin
7e02d335c0 OpenGL: don't poll for errors, rely on KHR_debug
Errors are caught & reported by our GL debug callback. This gives us way more useful information than sporadic calls to glGetError.

I removed almost all use of glGetError, including our own GPU_ASSERT_NO_GL_ERRORS and GPU_CHECK_ERRORS_AROUND macros.

Still used in rna_Image_gl_load because it passes unvalidated input to OpenGL functions.

Still used in gpu_state_print_fl_ex as an exception handling hack -- will rewrite this soon.

The optimism embodied by this commit will not prevent OpenGL errors. We need to analyze what would cause GL to fail at certain points and proactively intercept these failures. Or guarantee they can't happen.
2016-08-19 00:52:52 -04:00
Alexander Romanov
151390069a Bugfix. glDisable with bad enum argument in GPU_texture_unbind
Reported by @panzergame in D1414.

`glDisable` calls with bad enum argument `GL_TEXTURE_2D_MULTISAMPLE` that came from this line:
`tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);`

Reviewers: brecht

Reviewed By: brecht

Subscribers: AlexKowel, yurikovelenov, panzergame

Differential Revision: https://developer.blender.org/D2145
2016-08-09 12:34:52 +03:00
Campbell Barton
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
Alexander Romanov
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
Campbell Barton
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
Mike Erwin
2643b57f97 OpenGL: remove obsolete version check
This *should* be the last one in Blender creator. A few still live in
BGE.
2016-01-07 16:44:49 -05:00
Mike Erwin
0e695f671a cleanup: C99
- tighter scoping
- declare vars closer to where they’re used
- use more bool
2016-01-07 16:32:36 -05:00
Brecht Van Lommel
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00