September 5, 2020, 15:49 (GMT) |
Cleanup: GPUTexture: Remove use of GPU_texture_create_nD Use creation + update function instead. |
September 5, 2020, 15:49 (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 5, 2020, 15:49 (GMT) |
OCIO: Use GPUTexture instead of OpenGL calls and remove gl dependency Simple cleanup. Part of the Vulkan Port T68990. |
September 5, 2020, 15:49 (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 5, 2020, 15:49 (GMT) |
BLI: Math: Add equals_v3v3_int |
September 5, 2020, 15:49 (GMT) |
Cleanup: GPUTexture: Clean framebuffer attachment |
September 5, 2020, 15:49 (GMT) |
Cleanup: GPUFrameBuffer: Use Texture class instead of gl calls |
September 5, 2020, 15:49 (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 5, 2020, 15:49 (GMT) |
GPUTexture: Add support for samplers This just add back the support. This commit also includes a bit of cleanup. # Conflicts: # source/blender/gpu/GPU_texture.h |
September 5, 2020, 15:49 (GMT) |
GPUTexture: GL Backend Isolation This is a massive cleanup needed for vulkan support T68990. It provides: - More meaningful enums with conversion functions. - Less hacky supports of arrays and cubemaps (all considered layered). - More inline with the stateless design of vulkan and modern GL. - Methods Fallbacks are using framebuffer functions that are wrapped instead of implementing inside the texture module. What is not in there: - API change. - Samplers support (breaks a few effects). # Conflicts: # source/blender/gpu/GPU_texture.h |
September 5, 2020, 15:49 (GMT) |
GPUFramebuffer: Encapsulate single attachement clear This is in preparation of using it to clear single texture. Also includes minor cleanups about not using tex target in assert and adding enum operators. |
September 5, 2020, 15:49 (GMT) |
Cleanup: EEVEE: Use correct array size and use equals_v2v2_int |
September 5, 2020, 15:49 (GMT) |
GPUTexture: Add skeleton of the new GLTexture class |
September 5, 2020, 15:49 (GMT) |
GPUTexture: Remove bind to edit calls This is going to be unecessary after the GPU opengl texture backend refactor. For now add a save/restore mechanism to leave the state untouched. Also remove some calls where the caller would bind to particular binding point and set the shader uniform. |
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, 13:14 (GMT) |
Merge branch 'master' into greasepencil-object |
September 5, 2020, 13:13 (GMT) |
Merge branch 'master' into greasepencil-edit-curve Conflicts: source/blender/blenkernel/BKE_gpencil_geom.h |
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 |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021