Update code examples to current C++ style. Change formatting
slightly to use more columns. Rewrite secions to be more explicit
and precise. Avoid cryptic / uncommon code in examples. Finding
real edges in particular is never inlined, we just use the function
for it.
This patch adds an alternative path for devices/OSs
which do not support native texture atomics in Metal.
Support is encapsulated within the backend, ensuring
any allocated texture with the USAGE_ATOMIC flag is
allocated with a backing buffer, upon which atomic
operations happen.
The shader generation is also changed for the atomic
case, which instructs the backend to insert additional
buffer bind-points for the buffer resource. As Metal
also only supports buffer-backed textures for
textureBuffers or 2D textures, TextureArrays and
3D textures are emulated within a 2D texture, with
sample locations being indirected.
All usage of atomic textures MUST now utilise the
correct atomic texture types in the high level shader
and GPUShaderCreateInfo declarations.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/115956
The logic can be much simpler when curves are selected rather than points,
because then we just copy all of the points in each curve. Like some other
operators, implement both cases.
Content cut off by `anim_startofs` is as if it does not exist for
sequencer. But Audaspace seeking relies on having animation buffer
initialized for whole sequence. Initialize pitch of cut content to 1.
This adds a new hybrid mode where the light and lightprobe
textures are bound to the gbuffer pass and used by
shaders that use ShaderToRGBA.
The counterpart is that these shaders have less texture
slots available but still two more than the Blended
materials.
These materials will correctly write to the AOVs and
render passes.
This is not too invasive in terms of implementation. The
only quirk was that we needed another fragment shader to
simplify the dependencies on the resources. But if we ever
get pre-processor support in our include / require system
this could be cleaned up.
Adds new curves support to "Draw Curve" operator. This is a direct copy
and replace of the old code to the new editors directly, with a change to
create the new data structure instead of the old one. There is no attempt
at code deduplication, since that would complicate removing the old
curve type when it comes time.
To replace the "2D curve" option a new operator property is added
for projecting to the Z=0 plane.
Pull Request: https://projects.blender.org/blender/blender/pulls/115864
This patch creates a static cached resource from bokeh kernel images,
for better performance and reusability, since it will be used by the
Defocus node as well.
This fixes a case where the source was set but the
internal pointers for binding were not updated.
This also tag for update internally.
Cleanup and remove the redundant tagging.
This also use the planar depth buffer as layer view.
During normal execution it isn't possible to switch workarounds.
However when running test cases we want to check if shaders and
other tests work when work arounds are enabled. Currently shader
patches are cached globally.
This PR moves the cached shader patch to the device level which
is rebuild every time a device needs to be reinitialized.
For OpenGL this is also an issue, but harder to solve as the concept
device doesn't exist there.
Pull Request: https://projects.blender.org/blender/blender/pulls/116042
This was required for OSL, which used to be compiled entirely without
RTTI for LLVM. However OSL now only compiles a private part of its code
without RTTI, so this no longer necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/116035
All the relevant code is C++ now, so we don't need to complicate things
with the trip through C anymore. We will still need some wrappers, since
opensubdiv is an optional dependency though. The goal is to make it
simpler to remove the unnecessary/costly abstraction levels between
Blender mesh data and the opensubdiv code.
This PR introduced some filters to improve the workflow when using
shader_builder. Shader builder is used to validate shader compilation
during buildtime and can be enabled using `WITH_GPU_BUILDTIME_SHADER_BUILDER`.
During backend development shader builder is also handy as you can
pin-point it to the shader/backend you're focusing on. Without filters
you would insert temporary code to break on a specific shader.
* `--gpu-backend` can be used to only check a specific backend.
possible values are `vulkan`, `metal` or `opengl`. When argument
isn't passed, all backends will be validated.
* `--gpu-shader-filter` can be used to only check a subset or indivisual
shader. The filter is a name starts with filter. Use
`--gpu-shader-filter eevee` to validate all eevee shaders
Pull Request: https://projects.blender.org/blender/blender/pulls/115888