Revision 7780a10 by Sergey Sharybin March 21, 2017, 11:01 (GMT) |
Cycles: Simplify some extra OpenCL query code |
Revision a412404 by Sergey Sharybin March 21, 2017, 11:01 (GMT) |
Update CLEW to latest version Needed to get access to some AMD extensions. |
Revision fceb1d0 by Sergey Sharybin March 21, 2017, 11:01 (GMT) |
Cycles: Cleanup, add some utility functions to shorten access to low level API Should be no functional changes. |
Revision d409c48 by Mike Erwin March 21, 2017, 06:51 (GMT) |
Revision 8fe9e94 by Mike Erwin March 21, 2017, 06:27 (GMT) |
Revision 4a01ff2 by Mike Erwin March 21, 2017, 05:41 (GMT) |
fix use-before-init error + local cleanup "path" was being used uninitialized. Thanks for the warning, clang! |
Revision bef63ac by Mike Erwin March 21, 2017, 05:36 (GMT) |
remove gpuMatrixUpdate_legacy function No longer needed since 231b5d96bbfd77253941dd37cc4929e4e119d706 tracks dirty state of legacy matrix stacks. Part of T49450 |
Revision 54bed78 by Mike Erwin March 21, 2017, 05:32 (GMT) |
OpenGL: convert to new matrix API (part 2 of x) Part of T49450 For this batch I focused on usage of gpuMatrixUpdate_legacy. |
Revision 231b5d9 by Mike Erwin March 21, 2017, 04:25 (GMT) |
track dirty state of legacy matrix API This is used to send latest matrix values to shader when drawing. Previously handled by calling OpenGL matrix functions, followed by gpuMatrixUpdate_legacy. With this change that function is no longer needed. Part of T49450 |
Revision 0c47923 by Mike Erwin March 21, 2017, 04:11 (GMT) |
OpenGL: remove older matrix macros Some of these were unused, the others are now handled by GPU_matrix. Part of T49450 |
Revision 938613f by Mike Erwin March 21, 2017, 04:09 (GMT) |
OpenGL: convert to new matrix API (part 1 of x) Part of T49450 For this batch I focused on usage of (now-obsolete) macros in BIF_gl.h |
Revision 06f7fba by Mike Erwin March 21, 2017, 04:08 (GMT) |
Revision 74434be by Mike Erwin March 21, 2017, 04:05 (GMT) |
OpenGL: more legacy support for matrix routines For the sake of forward progress on T49450 We can now replace legacy gl* matrix function calls with their gpu equivalents. "Inactive" in this code means we're using the legacy matrix stacks, not our own. Setting up the proper gpuMatrixBegin2D/3D/End calls can be done afterward. Most or all of this will be removed after the transition to core profile. |
Revision eb1a57b by Lukas Stockner March 21, 2017, 03:30 (GMT) |
Cycles: Fix wrong vector allocation in the mesh sync code |
Revision 8fff6cc by Mai Lavelle March 21, 2017, 02:55 (GMT) |
Cycles: Fix building of OpenCL kernels Theres no overloading of functions in OpenCL so we can't make use of `safe_normalize` with `float2`. |
Revision 13d8661 by Germano Cavalcante March 20, 2017, 21:51 (GMT) |
Fix T51012: Surface modifier was not working with curves This prevented the Force Field Curve Shape of working |
Revision 3c4df13 by Sergey Sharybin March 20, 2017, 14:37 (GMT) |
Fix T50268: Cycles allows to select un supported GPUs for OpenCL |
Revision d544a61 by Lukas Stockner March 20, 2017, 14:28 (GMT) |
Cycles: Update remaining time once per second without waiting for a tile change Previously, the code would only update the status string if the main status changed. However, the main status did not include the remaining time, and therefore it wasn't updated until the amount of rendered tiles (which is part of the main status) changed. This commit therefore makes the BlenderSession remember the time of the last status update and forces a status update if the last one was more than a second ago. Reviewers: sergey Differential Revision: https://developer.blender.org/D2465 |
Revision 060243a by Clément Foucault March 20, 2017, 14:19 (GMT) |
Edit Mode Engine: Remove unecessary matrix. |
Revision 9ca0e08 by Clément Foucault March 20, 2017, 14:19 (GMT) |
Object Mode Engine: New outline method. We render selected meshes into another buffer and use a screen space shader to expand the color out of the mesh silouhette. Pros: only one additionnal render pass is needed (like old outline code), and we have occluded informations. Cons: memory usage is a problem. This method needs 2 color buffer to ping pong when expanding the outline and 1 depth buffer to test occluded fragments. This gives a 88 bits/pix memory footprint. Idea: Since we don't need all color range but only some uniform colors (theme colors) we could manipulate only the color ID instead of the whole color this could cut the color buffer size and lower the memory footprint to 58 bits/pix. |
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