October 16, 2016, 12:10 (GMT) |
Outliner: Avoid rebuilding tree when mouse-hover highlight changes |
October 16, 2016, 07:18 (GMT) |
OpenGL: add GLSL #version 330, drop 140 and 150 GL 3.3 is the new minimum. Compatibility profile for now, core profile eventually. During development, GL 3.0 (on Mesa) and 2.1 (on Mac) will still work. Part of T49012 |
October 16, 2016, 06:08 (GMT) |
BLF/OpenGL: more text drawing optimization Make color values compact. Set color once per primitive. Use new immSkipAttrib to avoid useless color copies. All of this should make text drawing less CPU hungry. |
October 16, 2016, 05:58 (GMT) |
Gawain: new immSkipAttrib function Now you can explicitly skip a vertex attribute -- you don't give it a value and it won't get a copy of the previous vert's value. Useful for flat interpolated per-primitive values. This is an advanced feature. Expect garbage in the empty spaces, and copies of garbage if you rely on the attrib copy behavior after skipping. |
October 16, 2016, 00:04 (GMT) |
BLF/OpenGL: accurate vertex count for drawing We still need to BeginAtMost instead of simple Begin, since some glyphs could be clipped & not drawn. |
October 15, 2016, 23:40 (GMT) |
BLF: make blurry text an optional (disabled) feature While trying to simplify text drawing, noticed no Blender code uses the blur feature. Hopefully scripts don't use it! |
October 15, 2016, 23:08 (GMT) |
October 15, 2016, 18:41 (GMT) |
October 15, 2016, 18:41 (GMT) |
Gawain: improve immediate mode performance This was already fast on Apple, but @Severin and @dfelinto noticed slowdowns in user prefs, which is text heavy. The problem was immBeginAtMost not being smart about VBO write flushing. immBeginAtMost can use all of its allocated range or only a subrange. The previous code was forcing back-to-back draw calls and buffer writes to serialize. This commit lets OpenGL know that our VBO writes never overlap, so there's no need to wait. Should be much faster now! |
October 15, 2016, 16:59 (GMT) |
October 15, 2016, 08:12 (GMT) |
Merge branch 'master' into asset-engine |
October 15, 2016, 08:05 (GMT) |
Merge branch 'master' into blender2.8 |
October 15, 2016, 06:49 (GMT) |
OpenGL: draw node sockets more efficiently 1 or 2 draw calls per node instead of 1 per socket (inputs + outputs). Rearranged draw order so we set uniforms less frequently. Some style & dead code cleanup. Part of T49043 |
October 15, 2016, 06:30 (GMT) |
OpenGL: new built-in point shader, clean up other shader names Smooth round point with outline (uniform color) and fill (varying color). Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*. |
October 15, 2016, 04:14 (GMT) |
blender 2.8: OpenGL: node_circle_draw use now immediate mode I use your new point shader to draw the node's soket Reviewers: Severin, merwin Maniphest Tasks: T49043 Differential Revision: https://developer.blender.org/D2286 |
October 15, 2016, 03:42 (GMT) |
OpenGL: bump Linux to GL 3.3 compat profile fall back to 3.0 if needed (during development) Part of T49012 |
October 15, 2016, 02:40 (GMT) |
fix pointer type warning thanks, gcc |
October 15, 2016, 00:08 (GMT) |
October 15, 2016, 00:00 (GMT) |
BLF: early exit when drawing empty strings Avoids all kinds of setup & preparations to draw nothing. |
October 15, 2016, 00:00 (GMT) |
BLF: fix crash on text input fields Some strings have known length, others are NULL terminated (len = INT_MAX in this case). Now font drawing knows to treat INT_MAX special. |
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