Blender Git Commits

Blender Git "master" branch commits.

Page: 1850 / 5574

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
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
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.
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.
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.
March 15, 2018, 12:58 (GMT)
GWN: Fix compilation error without VRAM_USAGE flag.
March 15, 2018, 10:33 (GMT)
Merge branch 'master' into blender2.8
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.
March 15, 2018, 08:44 (GMT)
Minor cleanup & commenting.
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.
March 15, 2018, 00:12 (GMT)
Missed last commit
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.
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.
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.
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...
March 14, 2018, 19:39 (GMT)
Fix T54322: partial redraw not working after recent refactor.
March 14, 2018, 17:10 (GMT)
Merge branch 'master' into blender2.8
March 14, 2018, 17:05 (GMT)
Style cleanup.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021