Better fix for T54457. It seems Debian compiles OpenVDB without ABI 3
compatibility, while Arch does enable it as is the default in the OpeVDB
CMake build system.
So now there's an option that the distribution can set depending on how
they compile their OpenVDB package.
- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
I left a flag to quickly debug if something is wrong.
But now that everything uses shader, it seems to be alright since a shader
is always set active before drawing.
This allows us to specify a the number of vertices to upload to the gpu.
This is to keep the same allocation on the System Memory but send the least
amount of data to the GPU/Driver.
- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.
See D3120 for details.
Roughness baking previously defaulted to 1.0 for all diffuse materials,
now we also bake roughness values of Oren-Nayer and Principled Diffuse.
Differential Revision: https://developer.blender.org/D3115
Use C++11 threads when available, and native critical section on Windows.
Later on we can remove pthread code when C+11 becomes required.
Differential Revision: https://developer.blender.org/D3116
Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
With better directory layout and more proper include
statements we can avoid several local modifications,
such as changing config.h for Windows Glog and the
ones related on pass-through statements in logging
headers in Glog.
This commit also makes unused functions not-a-warning
for external code.
Increasing the samplig dimensions like this is not optimal, I'm looking
into some deeper changes to reuse the random number and change the RR
probabilities, but this should fix the bug for now.
We revert to the malloc/realloc and manually manage the upload.
There seems to be a performance penalty from using glMapBuffer on some
hardware, prefering way is glBufferData(NULL) with glBufferSubData.
- Upload the data to the GPU directly when creating the element buffer in
GWN_indexbuf_build_in_place().
- Convert data in place when squeezing the indices and removing the need
for another allocation.
- GWN_indexbuf_build_in_place() can be used with already used element
buffers and reupload their data without changing vbo id (keeping vaos
up to date).
We now alloc a vbo id on creation and let OpenGL manage its memory directly.
We use glMapBuffer to get this memory location.
This enables us to reuse and modify any vertex buffer directly without
destroying it with its associated Batches.
This commit does not really improve performance but will let us implement
more optimizations in the future.
We can also resize the buffer even if this can be slow if we need to keep
the existing data.
The addition of the usage hint makes dynamic buffers not a special case
anymore, simplifying things a bit.