August 17, 2019, 12:48 (GMT) |
Cleanup: Wireframe: Use vec3_copy and remove unused code |
August 17, 2019, 12:48 (GMT) |
GPUBatch: Bypass empty drawcalls These should be taken care of at a higher level but it's not always possible. So it's still nice for cleaning up captures in renderdoc. |
August 17, 2019, 12:48 (GMT) |
Cleanup: GPU: Avoid implicit matrix multiplication |
August 17, 2019, 12:48 (GMT) |
Object Mode: Fix/Cleanup LightGrid overlays |
August 17, 2019, 12:48 (GMT) |
DRW: Add DRW_shgroup_uniform_vec3/4_copy This will allow to remove a lot of temporary storage. |
August 17, 2019, 12:48 (GMT) |
DRW: Replace single DRWUniform alloc by DRWUniformChunk This is in order to improve cache coherence and lower memory usage. The savings in memory are used to be able to do vec4_copy uniforms. |
August 17, 2019, 12:48 (GMT) |
Cleanup: DRW: Remove unused vars and reduce size of DRWUniform |
August 17, 2019, 12:48 (GMT) |
DRW: Port Workbench to use DRWObjectInfos ubos |
August 17, 2019, 12:48 (GMT) |
DRW: Port Eevee to use DRWObjectInfos ubos |
August 17, 2019, 12:48 (GMT) |
DRW: Remove DRWCallSate in favor of DRWResourceHandle |
August 17, 2019, 12:48 (GMT) |
DRW: Fix Eevee rendering broken due to recent changes |
August 17, 2019, 12:48 (GMT) |
DRW: Fix eevee shaders and promote DRAW_ID to builtin uniform Also rename DRAWID to BASE_INSTANCE The Base instance uniform is necessary because fragment shaders does not have the gl_BaseInstance builtin input variable. So we need a workaround for those |
August 17, 2019, 12:48 (GMT) |
DRW: Replace DRW_CALL_OBINFOS by a boolean in DRWManager This is to remove the use of keeping a shared flag per drawcall. |
August 17, 2019, 12:48 (GMT) |
DRW: Make DRWCullingState referenced by DRWResourceHandle |
August 17, 2019, 12:48 (GMT) |
DRW: Use ARB_shader_draw_parameters when available This is to pass the offset of the object data to the shader without a uniform call. |
August 17, 2019, 12:48 (GMT) |
DRW: Use Model Matrix UBO blocks when possible This bind the correct UBO block and pass the id inside the block using a single int uniform. There is still a legacy path for shader not using the modelBlock |
August 17, 2019, 12:48 (GMT) |
DRW: Make DRWCall use resource handle |
August 17, 2019, 12:48 (GMT) |
DRW: Upload model matrices via UBO The UBO is still not used so nothing should fail for now. |
August 17, 2019, 12:48 (GMT) |
DRW: Make Call matrices and object infos into their own containers This is in preparation of some bigger refactor that will put all object matrices and infos into UBOs. So this commit introduce a bit of performance penalty but it will be claimed back! |
August 17, 2019, 09:46 (GMT) |
Cloth: cache read check for adaptive cloth |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021