Blender Git Statistics -> Branches -> tmp-gltexture
"Tmp-gltexture" branch
Total commits : 25
Total committers : 2
First Commit : September 4, 2020
Latest Commit : September 5, 2020
Commits by Date
Date | Number of Commits | |
---|---|---|
September 5, 2020 | 10 | |
September 4, 2020 | 15 |
Committers
Author | Number of Commits |
---|---|
Clément Foucault | 18 |
Clement Beaudoin | 7 |
Popular Files
Filename | Total Edits |
---|---|
gpu_texture.cc | 8 |
gl_texture.hh | 7 |
gl_texture.cc | 7 |
gpu_framebuffer.cc | 6 |
gpu_texture_private.hh | 6 |
gl_state.cc | 5 |
draw_fluid.c | 4 |
gl_debug.cc | 4 |
ocio_impl_glsl.cc | 4 |
GPU_texture.h | 4 |
Latest commits
September 5, 2020, 14:47 (GMT) |
GLDebug: Trim NVidia debug output These buffer detailed infos are not needed unless going deep into perf. profiling, in which case you can still disable this compile option. This makes user report log much more readable. |
September 5, 2020, 14:28 (GMT) |
GLTexture: Fix texture creation when using direct state access There was 2 errors: - A texture object must have been bound to target_ before use with DSA funcs - We need to use glTextureSubImage for DSA updating |
September 5, 2020, 12:48 (GMT) |
GLTexture: Add Feedback loop check The check is better than before as we take into consideration the attached mip level. |
September 5, 2020, 12:08 (GMT) |
Cleanup: GPUFramebuffer: Remove unused variable |
September 5, 2020, 12:08 (GMT) |
GLTexture: Add direct state access support |
September 5, 2020, 12:06 (GMT) |
GLState: Add texture multibind and remove redundant binds |
September 5, 2020, 12:04 (GMT) |
Math Utils: Add bitscan 64bit version |
September 5, 2020, 00:55 (GMT) |
GPUTexture: OCIO: Workaround new missing bind error checking We cannot change the texture bind point since the interface count 4/5 textures to bind. Changing the uniform to avoid one bind make the system thinks one texture is missing. Avoid this by creating a dummy texture and binding it to the empty slot. |
September 5, 2020, 00:55 (GMT) |
GPUDebug: Only enable resource checking in debug mode |
September 5, 2020, 00:55 (GMT) |
Cleanup: GPUTexture: Move debug messages outside of creation function # Conflicts: # source/blender/gpu/intern/gpu_framebuffer.cc |
September 4, 2020, 23:58 (GMT) |
GPUTexture: Change texture creation API This is to modernize the API: - Add meaningful name to all textures (except DRW textures). - Remove unused err_out argument: only used for offscreen python. - Add mipmap count to creation functions for future changes. - Clarify the data usage in creation functions. This is a cleanup commit, there is no functional change. |
September 4, 2020, 21:13 (GMT) |
Cleanup: GPUTexture: Remove use of GPU_texture_create_nD Use creation + update function instead. |
September 4, 2020, 20:19 (GMT) |
GLTexture: Add validation for empty slots before drawing This is to have better error detection in debug builds. This is not a replacement for a full check like in renderdoc but it might catch some issues early on. |
September 4, 2020, 20:18 (GMT) |
OCIO: Use GPUTexture instead of OpenGL calls and remove gl dependency Simple cleanup. Part of the Vulkan Port T68990. |
September 4, 2020, 19:10 (GMT) |
GPUTexture: Implement back 3D texture resize But this time implement it outside the texture module. This makes more sense as only the volume textures need this feature. |
September 4, 2020, 19:07 (GMT) |
BLI: Math: Add equals_v3v3_int |
September 4, 2020, 14:35 (GMT) |
Cleanup: GPUTexture: Clean framebuffer attachment |
September 4, 2020, 11:51 (GMT) |
Cleanup: GPUFrameBuffer: Use Texture class instead of gl calls |
September 4, 2020, 00:45 (GMT) |
GLTexture: Add back texture proxy check Cleanup the feature itself: - Check 3D textures size against the correct limit. - Add check for compressed textures. |
September 4, 2020, 00:45 (GMT) |
GPUTexture: Add support for samplers This just add back the support. This commit also includes a bit of cleanup. |
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