March 15, 2018, 23:58 (GMT) |
Fix T53971: single layer render showing the wrong render layer in image editor. Original patch Cheryl Chen, extra fixes by Brecht. Differential Revision: https://developer.blender.org/D3098 |
March 15, 2018, 22:05 (GMT) |
Code refactor: move OIIO image buffer writing outside session, into callback. Original patch by Guillaume, modifications by Brecht. Differential Revision: https://developer.blender.org/D3102 |
Revision 41149ca by Lukas Stockner March 15, 2018, 21:49 (GMT) |
GHOST: Support Unity taskbar progress API Unity itself is deprecated, but the API is also supported by KDE and the GNOME Dock extension, which means that it will be useful for a wide variety of distributions. To get a progress bar, the system must have a blender.desktop file and libunity installed. The need for libunity is annoying, but the only alternative would be to integrate a DBus library... Reviewers: campbellbarton, brecht Differential Revision: https://developer.blender.org/D3106 |
Revision cca1e1b by Germano Cavalcante March 15, 2018, 16:36 (GMT) |
UV/Image Editor: Optimize UV Drawing Use batchs to store the entire buffer of loops before drawing. These batchs can be stored in the mesh draw cache later. |
Revision 709ffd9 by Sergey Sharybin March 15, 2018, 14:21 (GMT) |
Depsgraph: Fix missing shader updates with copy on write Basically, don't do full in-place copy of node tree datablock if it's already expanded. Current way how node tree is evaluated is fully built around the idea that evaluation copies values from original to copied datablocks. Changing links is handled on another level. |
Revision 1816d1f by Clément Foucault March 15, 2018, 12:58 (GMT) |
Mesh: Batch cache: Fix sculpt update issue. Old solution was to create a new vbo and copy it to the location of the old vbo hoping for the batches to update their vaos before drawing. The issue is that the new VAO caching is not updating the VAOs at all unless the shader interface changes. So unless we expand gawain to support updating of vertex buffers (in a better way than the current "dynamic" buffer) we need to delete every batch linked to the vbo we want to recreate. This solution might have performance implications. |
Revision a769cae by Clément Foucault March 15, 2018, 12:58 (GMT) |
GWN: Fix compilation error without VRAM_USAGE flag. |
Revision 8d36629 by Campbell Barton March 15, 2018, 10:33 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 995ccf8 by Campbell Barton March 15, 2018, 10:19 (GMT) |
BLI_assert: extract from BLI_utildefines BLI_utildefines is quite large, defining many unrelated things. Add BLI_assert to include in inline headers, so math defines don't pull in too much. |
Revision d7a8a86 by Bastien Montagne March 15, 2018, 08:44 (GMT) |
Minor cleanup & commenting. |
Revision 316ccc4 by Clément Foucault March 15, 2018, 00:51 (GMT) |
GHOST: Fix wrong usage of wglCreatePbufferARB. Last argument must be a pointer to list of int terminated by a value of 0. |
Revision 71139ce by Campbell Barton March 15, 2018, 00:12 (GMT) |
Missed last commit |
Revision e55c29b by Campbell Barton March 15, 2018, 00:05 (GMT) |
BLI_math: don't use asserts in inline API Requires BLI_utildefines.h to be included first, (already noted in other inline code). Possible alternative could be to move BLI_assert into own header. |
Revision 6fa4001 by Clément Foucault March 14, 2018, 21:44 (GMT) |
GWN: Batch: Perf: Comment out glBindVertexArray(0) Even if they are for safety they are not free to use ! On my system (Mesa + AMD Vega GPU) calling: glBindVertexArray(1); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); in a loop, shows the same overhead as a full vao switching (which is more or less 10 times slower than just calling glDrawArrays) Moreover, now that we use OpenGL 3.3 binding a VAO is REQUIRED to issue a drawcall so it is garanted to be overwritten before the next drawcall. Problem can only happen if someone draws directly with opengl commands. |
Revision 75de653 by Clément Foucault March 14, 2018, 21:44 (GMT) |
GWN: Batch: Only revert to default Vao when needed. Drawing ranges via glDrawArrays is already supported and should not need a manual offset in the VAO like glDrawArraysInstanced or glDrawElements. |
Revision 4ecc8b6 by Clément Foucault March 14, 2018, 21:44 (GMT) |
GWN: Add primitive restart in element/index buffers. This allows to draw multiple primitive of the type GWN_PRIM_LINE_STRIP GWN_PRIM_LINE_LOOP GWN_PRIM_TRI_STRIP GWN_PRIM_TRI_FAN GWN_PRIM_LINE_STRIP_ADJ with only one drawcall. This should speed up some areas that are really sensitive to drawcall counts : UV drawing, Hair drawing... |
Revision 2c80a4d by Brecht Van Lommel March 14, 2018, 19:39 (GMT) |
Fix T54322: partial redraw not working after recent refactor. |
Revision 9009622 by Bastien Montagne March 14, 2018, 17:10 (GMT) |
Merge branch 'master' into blender2.8 |
Revision b082396 by Bastien Montagne March 14, 2018, 17:05 (GMT) |
Style cleanup. |
Revision d34b1b3 by Bastien Montagne March 14, 2018, 16:53 (GMT) |
Fix (unreported) broken IDarray case in IDP_EqualsProperties_ex. For IDProps IDarray, IDP_EqualsProperties was called for each item, instead of IDP_EqualsProperties_ex, discarding value of `is_strict` option. Probably not an issue with current code, though. |
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