Revision c09fe51 by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) October 6, 2017, 06:24 (GMT) |
GP Branch Version Patching - Use palette slots instead of creating palettes directly |
October 6, 2017, 06:13 (GMT) |
October 6, 2017, 05:56 (GMT) |
Cleanup: style |
Revision d911287 by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) October 6, 2017, 03:55 (GMT) |
Revert whitespace edits in interface_utils.c These appear to be accidental, and are unrelated to the purpose of this branch. |
October 5, 2017, 23:50 (GMT) |
Gawain: Simplify / optimize the shader interface. This changes quite a few things: - Drops the allocation of inputs as a chunk. - Merge the linked list system into the Gwn_ShaderInput. - Put name buffer into another memory block, easily resizable. - Use offset instead of char* to direct to input name. - Add only requested uniforms dynamicaly to the Shader Interface. This drops some minor optimisation and use a bit more memory for small shaders (which are fixed count). But this saves a lot of memory when using UBOs because the names and the Gwn_ShaderInput were alloc'ed for every UBO variable. This also reduce the Shader Interface initial generation. The lookup time is left unchanged. |
October 5, 2017, 23:50 (GMT) |
Revert "Gawain: Optimize out extra level on top of ShaderInput" This reverts commit 5514d2df1c6d9f2f108336e46b0db14316610d24. |
October 5, 2017, 22:18 (GMT) |
Fix T52514: don't clear filename when dropping directory path in file browser. |
October 5, 2017, 19:20 (GMT) |
Merge branch 'blender2.8' into topbar |
October 5, 2017, 17:12 (GMT) |
Fix T52998: disabled menu entries responding to key shortcuts. |
Revision d225202 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) October 5, 2017, 16:54 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
October 5, 2017, 16:13 (GMT) |
Fix T53002: Batch-Generate Previews generate empty or none image for large objects. Camera clipping was left to default values, which won't work well for very large (or small) objects. Now recompute valid clipping start/end based on boundingbox of rendered data, and final location of camera. |
October 5, 2017, 15:57 (GMT) |
Fix T53001: more workarounds for crash in AMD compiler with recent drivers. |
October 5, 2017, 15:57 (GMT) |
Code refactor: split displace/background into separate kernels, remove luma. |
October 5, 2017, 14:20 (GMT) |
Sculpt Mode: 2D falloff option This makes brush influence into a tube instead of a sphere. It can be used along the outline of a mesh to adjust it's silhouette. Note that all this takes advantage of changes from vertex paint, from testing this seems useful so exposing from the brush options. |
October 5, 2017, 13:38 (GMT) |
Gawain: Optimize out extra level on top of ShaderInput This is an internal structure, and we don't put it to a list for anything else that hash collision resolution. No need to have dedicated entry here, saves us from extra allocation and pointer dereference. |
October 5, 2017, 12:16 (GMT) |
Draw manager: Avoid unneeded memory malloc/free when attempting to create missing uniform |
October 5, 2017, 11:19 (GMT) |
Gawain: Make builtin uniform lookup to be O(1) |
October 5, 2017, 10:46 (GMT) |
Gawain: Lookup uniforms and attributes from buckets This way we reduce number of loops from look-over-all-inputs to loop-over-collision, which is expected to be much less CPU ticks. There is still possible optimization: use memory pool of some sort to manage memory needed for hash entries, but that will only speedup shader interface construction / deconstruction time. There are also some trickery happening to speed up process even more in the case there is no hash collisions detected when constructing shader interface. |
October 5, 2017, 10:46 (GMT) |
Gawain: Force hashing function to be inlined Makes sure we don't waste CPU ticks on function call in such a time critical area. |
October 5, 2017, 10:21 (GMT) |
Vertex Paint: apply when cursor isn't over faces This behavior makes more sense for sculpt, less so for painting. Restores non PBVH behavior, adding `BKE_pbvh_find_nearest_to_ray` - similar to ray-cast except it finds the closest point on the surface. |
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