March 27, 2017, 05:45 (GMT) |
cleanup unused GPU includes |
March 27, 2017, 05:43 (GMT) |
OpenGL: remove matrix manip from framebuffer setup It doesn't really belong here... Any code using framebuffers will set up its own matrices. Part of T49450 |
March 27, 2017, 05:16 (GMT) |
OpenGL: prepare GLSL for version 3.3 - use in/out instead of attribute/varying - use named output instead of gl_FragColor - use texture() instead of the multitude of older texture sampling functions The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile. Part of T49165 (general OpenGL upgrade) |
March 27, 2017, 04:28 (GMT) |
add missing matrix uniforms to material shader My bad again! Failed to test this part of 4c08c5b192415190ab8b11637d8dc4f2a66c2ddf |
March 27, 2017, 03:39 (GMT) |
fix shadow map shader input My bad! Messed up the conversion from ftransform -- 4c08c5b192415190ab8b11637d8dc4f2a66c2ddf |
March 27, 2017, 03:36 (GMT) |
Cycles: Optimize shaders earlier to skip unneccessary attributes for noninteractive rendering Before, Cycles would first sync the shader exactly as shown in the UI, then determine and sync the used attributes and later optimize the shader. Therefore, even completely unconnected nodes would cause unneccessary attributes to be synced. The reason for this is to avoid frequent resyncs when editing shaders interactively, but it can still be avoided for noninteractive renders - which is what this commit does. Reviewed by: sergey Differential Revision: https://developer.blender.org/D2285 |
March 27, 2017, 02:02 (GMT) |
CMake: WITH_PYTHON_SECURITY=OFF was ignored Allow auto-execution to be enabled, also move this to user-prefs versioning code. |
March 27, 2017, 01:23 (GMT) |
OpenGL: use new matrix implementation in "Modern" viewport This change looks small, but it switches the entire 3D viewport from legacy OpenGL functions to our own code. Kept non-modern viewport on legacy path so we can compare easily (via the Modern Viewport checkbox). Part of T49450 |
March 27, 2017, 01:23 (GMT) |
OpenGL: use new matrix names in GLSL Builtin names staring with gl_ will not be available in core profile. Same with the ftransform function. New matrix API provides the same names minus the gl_ prefix. Part of T49450 |
March 27, 2017, 01:23 (GMT) |
OpenGL: fix & enhance new matrix lib - init projection matrices with identity - fix copy/paste mistake in GetProjectionMatrix3D - add extra matrices needed by material GLSL Working toward T49450 |
March 27, 2017, 01:23 (GMT) |
GPU_shader automatically uses new matrix values Whether used from Gawain or from traditional OpenGL draw methods. TODO: make sure we bind matrices only once per shader change. Part of T49450 |
March 27, 2017, 01:23 (GMT) |
OpenGL: use old API for texture matrix New matrix API does not support texture matrices. Not sure what the final code will look like, but this at least avoids interference with new ModelView matrix. Marked each line with TEXTURE so they can be disregarded during searches. Related to T49450 |
March 27, 2017, 01:23 (GMT) |
OpenGL: remove several glMatrixMode calls A few of these were redundant, others could be converted to new matrix API. Part of T49450 |
March 27, 2017, 00:13 (GMT) |
Cycles Denoising: Change include path to make MSVC happy Apparently there's a include conflict on Windows that causes it to use the wrong filter.h otherwise. |
March 26, 2017, 23:44 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-cycles-denoising |
March 26, 2017, 23:43 (GMT) |
Cycles Denoising: Skip out-of-bounds tiles when mapping tile memory to the denoising device |
March 26, 2017, 22:14 (GMT) |
Add back missing include |
March 26, 2017, 19:15 (GMT) |
Cycles Denoising: Hopefully fix Multi-GPU denoising The problem there is that currently tiles get allocated on the GPU that's used to render them. However, if a GPU is supposed to denoise a tile, it needs all 8 neighbors in its memory as well. Therefore, the code now allocates and copies the tiles on the denoising GPU as well. |
March 26, 2017, 18:40 (GMT) |
updated manta pp files and adapted obstacle velocity setter in smoke/liquid script important: boundaryWidth for liquids is 2 instead of default 1 |
March 26, 2017, 18:38 (GMT) |
added adaptive time stepping option to ui |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021