Blender Git Commit Log

All Blender Git commits.

Page: 3427 / 8462

Revision db333d9 by Brecht Van Lommel (master)
March 10, 2018, 05:27 (GMT)
Cycles: support arbitrary number of motion blur steps for objects.
Revision 78c2063 by Brecht Van Lommel (master)
March 10, 2018, 05:27 (GMT)
Cycles: support arbitrary number of motion blur steps for cameras.
Revision 267d892 by Brecht Van Lommel (master)
March 10, 2018, 03:54 (GMT)
Code refactor: motion blur cleanups, preparing for next commit.
Revision 6c4ddfc by Brecht Van Lommel (master)
March 10, 2018, 03:54 (GMT)
Code refactor: don't expose UpdateObjectTransformState in header.
Revision b66efbe by Brecht Van Lommel (master)
March 10, 2018, 03:54 (GMT)
Code refactor: make Transform always affine, dropping last row.

This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
Revision 623141f by Brecht Van Lommel (master)
March 10, 2018, 03:54 (GMT)
Code refactor: add DecomposedTransform.

This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
Revision 516e82a by Brecht Van Lommel (master)
March 10, 2018, 03:54 (GMT)
Code refactor: add ProjectionTransform separate from regular Transform.

This is in preparation of making Transform affine only.
March 10, 2018, 03:54 (GMT)
Code refactor: avoid motion transform copy, remove unused curved code.

The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
March 10, 2018, 03:54 (GMT)
Code refactor: use KernelShader and KernelParticle instead of float arrays.

Original patch by Stefan with modifications by Brecht.
March 10, 2018, 03:54 (GMT)
Code refactor: use KernelLight instead of float4 arrays.

Original patch by Stefan with modifications by Brecht.
March 10, 2018, 03:54 (GMT)
Code refactor: use KernelOject struct instead of float4 array.

Original patch by Stefan with modifications by Brecht.
March 10, 2018, 01:18 (GMT)
Eevee: Planar Reflections: Fix corrupted results in downsampling step.

It only seems to happen in some drivers/gpu, the vertices gets culled if 4th component is 0.0. So lesson learned: always use 1.0 if constant.
March 10, 2018, 01:18 (GMT)
Eevee: Planar Reflection: Add refraction support for reflected objects.
March 10, 2018, 01:18 (GMT)
Eevee: Add new clipping UBO.

This fixes problems with the planar reflections.
March 10, 2018, 01:18 (GMT)
Eevee: Make use of the new view matrix UBO.
March 10, 2018, 01:18 (GMT)
DRW: Change UBOs binding logic.

Use the same logic than textures. Also reset bindings only on shader changes.
March 10, 2018, 01:18 (GMT)
DRW: Change clip planes API.

The draw manager now just set the number of active clip planes. It's now up to the engine to specify the plane equations as uniform/ubo/constant.
March 10, 2018, 01:18 (GMT)
DRW: Add assert for uniform that needs valid data.
March 10, 2018, 01:18 (GMT)
DRW: Put all view-only dependant uniform in a UBO.

This leads to less lookups to the GWNShaderInterface and less uniform upload.

We still keep a legacy path so that Builtin uniforms can still work. We might restrict this path to Builtin shader only in the future.
March 10, 2018, 01:18 (GMT)
Eevee: Probes: Fix last planar reflections remaining after deletion.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021