Revision 935b518 by TempoDev (soc-2020-custom-menus) June 2, 2020, 14:50 (GMT) |
Custom Menu: link section to panel and add header elements |
Revision 4e04c9b by TempoDev (soc-2020-custom-menus) June 2, 2020, 14:49 (GMT) |
Custom menu: Add section in preference |
June 2, 2020, 14:46 (GMT) |
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure |
June 2, 2020, 14:46 (GMT) |
DRW: Remove defered uniform creation |
June 2, 2020, 14:46 (GMT) |
OCIO: GLSL: Avoid undefined behavior Set ubo binding after shaderinterface creation as GPU_shaderinterface_create will call glUniformBlockBinding. |
June 2, 2020, 14:42 (GMT) |
Calculate normals from collision triangles using the closest point |
June 2, 2020, 14:02 (GMT) |
Depsgraph: Remove unneeded `RNA_path_resolve` Found during research of {T77124}. In `build_driver_data` an identical RNA_path is resolved twice. In stead of resolving it twice this patch will construct the `property_exit_key` based on the resolution of `property_entry_key`. This change isn't noticeable for users. Just a cleanup as it isn't needed to do the same logic twice. Reviewed By: Sergey Sharybin Differential Revision: https://developer.blender.org/D7872 |
June 2, 2020, 14:01 (GMT) |
BVHCache: Performance This patch changes the BVHCache implementation. It will use a primitive array in stead of the ListBase. The locking is also changed from a global lock to a per cache instance lock. The performance of `gabby.blend` available on the cloud increased from 9.7 fps to 10.5 fps. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D7817 |
June 2, 2020, 13:54 (GMT) |
DrawManager: Graph Task Scheduling This patch uses a graph flow scheduler for creating all mesh batches. On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps. For each mesh where batches needs to be updated a sub-graph will be added to the task_graph. This sub-graph starts with an extract_render_data_node. This fills/converts the required data from Mesh. Small extractions and extractions that can't be multi-threaded are grouped in a single `extract_single_threaded_task_node`. Other extractions will create a node for each loop exceeding 4096 items. these nodes are linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata needed for the extraction based on the data extracted from the mesh. Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created as part of the lines extraction. When the lines_loose is only requested the sub-buffer is created from the existing `lines` buffer. It is assumed that the lines buffer is always requested before or together with the lines_loose what is always the case (see `DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`). Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D7618 |
June 2, 2020, 13:45 (GMT) |
Fix T66967: skin modifier crash scaling skin radius to zero |
June 2, 2020, 13:18 (GMT) |
Turn most flags in BlenderDefRNA into proper bool. |
June 2, 2020, 13:14 (GMT) |
Cleanup: RNA: use `BlenderDefRNAtruct` named members initialization. |
June 2, 2020, 10:47 (GMT) |
Minor cleanup. |
June 2, 2020, 10:36 (GMT) |
Merge branch 'master' into undo-write |
June 2, 2020, 10:11 (GMT) |
GPU: ShaderInterface: Refactor to setup all uniform at creation time This remove the complexity of queriying the locations at runtime and allows for more performance and upfront binding specifications. The benefit of doing everything at creation time is that we can assign binding points in a predictable order which is going to be somewhat the same for every similar shader. This also rewrite GPU_vertformat_from_shader to not use shaderface. This is to keep the shaderface simple. If it becomes necessary to not query the shader after creation (i.e: vulkan?) we could just create the vert format in advance at compilation for PyGPU shaders. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7879 |
June 2, 2020, 08:47 (GMT) |
GPU: Texture: Replace internal sampler state by explicit state object This makes it easier to track as well as allowing us to sample the same texture with different sampling parameters (which should fix the related T73942 in the long run). Reviewed By: brecht Differential Revision: https://developer.blender.org/D7831 |
June 2, 2020, 08:39 (GMT) |
Merge branch 'blender-v2.83-release' |
June 2, 2020, 08:38 (GMT) |
Fix T76533: Gizmo uses active face center in edge selection mode Only use the active face when it's selected. |
June 2, 2020, 08:33 (GMT) |
Merge branch 'blender-v2.83-release' |
June 2, 2020, 08:32 (GMT) |
Cleanup: use C++'s nullptr instead of our own C NULL define, in C++ code. |
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