Blender Git Commits
| May 26, 2020, 11:04 (GMT) | 
| Fix subpass iteration | 
| May 14, 2020, 14:55 (GMT) | 
| Cleanup: EEVEE: Remove EEVEE_material_default_render_pass_ubo_get | 
| May 14, 2020, 14:55 (GMT) | 
| Cleanup: EEVEE: Remove Unused variable after refactor. | 
| May 14, 2020, 14:55 (GMT) | 
| Cleanup: EEVEE: Split LUT generation code from eevee_material.c | 
| May 14, 2020, 14:55 (GMT) | 
| EEVEE: Fix assert during default shader compilation The default shader could have been requested as deferred and then as non defered. This could make the shader compilation assert. | 
| May 14, 2020, 14:55 (GMT) | 
| Cleanup: DRW: Remove unused DRW_shgroup_hair_create/DRW_shgroup_material_hair_create | 
| May 14, 2020, 14:55 (GMT) | 
| Cleanup: EEVEE: Move shader related function to eevee_shaders.c | 
| May 14, 2020, 14:53 (GMT) | 
| EEVEE: Rewrite Passes and Material handling Passes of the same type are now chained together and reusing the same shgroup when possible. Materials are now always handled as a nodetree compiled shader (GPUMaterial) even for default materials. Render passes use a ubo reference to change output pass type instead of creating a lot of DRWPasses. # Conflicts: # source/blender/draw/engines/eevee/eevee_materials.c | 
| May 14, 2020, 14:46 (GMT) | 
| DRW: Expose DRW_shgroup_add_material_resources for better flexibility | 
| May 14, 2020, 14:46 (GMT) | 
| DRW: Add pass chaining and instances Instancing will draw the same shgroups but with the instancer pass' state. Chaining (linking) will render multiple passes by just calling DRW_draw_pass on the first one. | 
| May 14, 2020, 14:46 (GMT) | 
| DRW: Add texture ref persist, block ref and block ref persist uniforms | 
| May 14, 2020, 14:46 (GMT) | 
| EEVEE: Use alpha hash shader for alpha clip material This reduces the number of shader combination. We use the nodetree material output node shader code to do the alpha comparison. | 
| May 14, 2020, 14:46 (GMT) | 
| EEVEE: Rename / merge passes using new DRWPass chaining/instancing Now calling DRW_pass_draw on material_ps will draw all opaque passes. Same for depth_ps for opaque prepass. | 
| May 14, 2020, 14:46 (GMT) | 
| EEVEE: Make lit_surface_vert.glsl usable for depth pass | 
| May 14, 2020, 14:46 (GMT) | 
| GPUMaterial: Expose shader getter | 


 Master Commits
 Master Commits MiikaHweb | 2003-2021
MiikaHweb | 2003-2021