Blender Git Statistics -> Branches -> temp-render-depsgraph
"Temp-render-depsgraph" branch
Total commits : 20
Total committers : 2
First Commit : February 21, 2018
Latest Commit : February 27, 2018
Commits by Date
Date | Number of Commits | |
---|---|---|
February 27, 2018 | 1 | |
February 26, 2018 | 5 | |
February 25, 2018 | 0 | |
February 24, 2018 | 0 | |
February 23, 2018 | 5 | |
February 22, 2018 | 4 | |
February 21, 2018 | 5 |
Committers
Author | Number of Commits |
---|---|
Dalai Felinto | 19 |
Brecht Van Lommel | 1 |
Popular Files
Filename | Total Edits |
---|---|
draw_manager.c | 342 |
eevee_private.h | 154 |
object_mode.c | 144 |
drawobject.c | 142 |
eevee_engine.c | 132 |
DRW_render.h | 128 |
view3d_draw.c | 127 |
rna_scene.c | 115 |
eevee_materials.c | 107 |
eevee_effects.c | 104 |
Latest commits
February 27, 2018, 01:07 (GMT) |
Fix Cycles to mostly work with render layer / depsgraph changes. Point density texture and motion blur are still broken, and many more changes are needed in general to used evaluated datablocks. |
February 26, 2018, 21:34 (GMT) |
Use lean/shallow EvaluationContext for point density texture I'm confident this is not working, but I want to check with others how to test this and if we need a full EvaluationContext with depsgraph for this. |
February 26, 2018, 19:39 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into temp-render-depsgraph |
February 26, 2018, 19:37 (GMT) |
Fix Sequencer for new depsgraph/render changes |
February 26, 2018, 14:22 (GMT) |
From review: render_to_image should not get RenderLayer |
February 26, 2018, 13:48 (GMT) |
Move render ViewLayer iterator outside render_result_new |
February 23, 2018, 22:30 (GMT) |
From review: Move depsgraph away from render layer and change render loop Create depsgraph as part of the render loop and pass a render layer for the render_to_image. Optionally we could create a single layered render_result but why would we? Depsgraph is created from scratch prior to rendering each frame. So I got rid of most of the partial update calls we had during the render pipeline. Also, it's past the time to remove Blender Internal. Note 1: Cycles doesn't build. Note 2: Cycles seems to rely on an "empty" render function, where all the required settings are passed to the update function instead. I would like to have this cleared out because draw manager is assuming everything is passed to render_to_image, but we need to have an API that makes sense to all cases. |
February 23, 2018, 20:28 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into temp-render-depsgraph |
February 23, 2018, 19:19 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into temp-render-depsgraph |
February 23, 2018, 12:22 (GMT) |
Depsgraph: Expose query to get view layer to RNA |
February 23, 2018, 12:12 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into temp-render-depsgraph |
February 22, 2018, 11:41 (GMT) |
Cleanup: Always have viewlayer when updating scene graph |
February 22, 2018, 11:32 (GMT) |
From review: Avoid chicken-egg situation with EvaluationContext/Depsgraph |
February 22, 2018, 11:13 (GMT) |
From review: Add compreensible comments on Cycles |
February 22, 2018, 10:45 (GMT) |
From review: Initialize struct based on struct elements declaration order |
February 21, 2018, 20:51 (GMT) |
From review, depsgraph should always be valid for render layers |
February 21, 2018, 20:51 (GMT) |
Move render depsgraph to where it belongs: RenderLayer This fixes compositing for Eevee as well as lay the ground work to fix Cycles objects iteration in blender 2.8. Note: Work in progress, the following is not working: * Cycles ** see "#ifdef TODO" in blender_session.cpp * Sequencer ** pipeline.c calls BKE_sequencer_new_render_data() early on, and assumes an eval_ctx from that moment on * Point cache texture (RE_sample_material_init) ** needs eval_ctx :/ What is not handled here: Get rid of view layer in EvaluationContext. We should store ViewLayer in RenderLayer. The patch is massive as it is though. |
February 21, 2018, 20:51 (GMT) |
Update depsgraph before drawing the render layers * Store the required depsgraph and eval_ctx in the render layers * Call BKE_scene_graph_update_tagged() for these depsgraphs. Reviewers: sergey Subscribers: fclem Differential Revision: https://developer.blender.org/D3073 |
February 21, 2018, 20:51 (GMT) |
Store the required depsgraph and eval_ctx in the render layers Missing: To call the equivalent of BKE_scene_graph_update_tagged() for these depsgraphs. |
February 21, 2018, 20:51 (GMT) |
From review: Don't touch re->eval_ctx here This could go away even, but we are still using it in a few parts. |
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