January 26, 2020, 20:36 (GMT) |
Overlay: Don't always allocate the antialiasing buffer and draw background... ...in the main overlay buffer. This is required if we do caching in the future. |
January 26, 2020, 20:08 (GMT) |
DRW: ColorManagement: Fix ghosting with cycles. |
January 26, 2020, 19:45 (GMT) |
DRW: ColorManagement: Fix viewport render pipeline The final output needs to be merged in another buffer. So we still use the offscreen buffer for that. |
January 26, 2020, 16:33 (GMT) |
GPUViewport: Fix image uv editor. |
January 26, 2020, 16:32 (GMT) |
GPUViewport: Add fallback colormanagment Just assume sRGB display and no color correction. |
January 26, 2020, 16:09 (GMT) |
DRW: Move color management to the GPUViewport This moves the colormanagement step at the blitting step of the viewport. This means the overlay (including gizmos) must all be rendered in a separate buffer (meaning they are more or less properly color managed). The draw manager sets the display transform to apply to the GPUViewport. |
January 26, 2020, 16:03 (GMT) |
OCIO: Support overlay blending in linear colorspace in GLSL backend This add the possibility for the caller to add an extra color texture to composite on top of the main texture. The compositing is done in post viewtransform linear space. However, this means the caller needs to pass the proper color processor to undo and apply the display transform. |
January 25, 2020, 00:11 (GMT) |
DRW: Color Management: Rework code to accept new color transform needed |
January 24, 2020, 18:24 (GMT) |
Overlay: Add other background types (checker and gradient) |
January 24, 2020, 17:08 (GMT) |
Overlay: Cleanup Image background implementation The background images are now rendered normally on a cleared canvas. They then get masked by the render when the background is drawn with a special blend mode. |
January 24, 2020, 15:23 (GMT) |
DRW: Color Management: Do some rearangement of the draw code This puts the color management functions inside one file. We group all post transform drawing into DRW_draw_callbacks_post_scene. |
January 24, 2020, 15:21 (GMT) |
Overlay: Fix background covering the outline |
January 23, 2020, 00:57 (GMT) |
OCIO: Fix curve cache preventing curvemapping update |
January 22, 2020, 23:16 (GMT) |
DRW: Remove DrawEngineType draw_background function This moves all background duties to the overlay engine which does alpha under drawing (sort of). This means keeping transparency info through the whole pipeline. For now I just updated workbench which surely still need some cleanups. Only Solid background is reimplemented. |
January 22, 2020, 23:01 (GMT) |
OCIO: Add back IMM hack This is needed to avoid crash in some circumstances. |
January 22, 2020, 18:36 (GMT) |
DRW: Move Color-Management handling to draw manager This is first part of the color managmeent refactor. The drawing of the overlays is done in a sRGB texture to retain some bits of accuracy. The transform is applied after the overlays blending for now. There is much left to be done. |
January 22, 2020, 18:36 (GMT) |
GPU: Add sRGB framebuffer support Only enable GL_FRAMEBUFFER_SRGB on framebuffer objects as the main framebuffer is likely to be srgb, and as of now we don't use linear color for area texture. |
January 22, 2020, 18:36 (GMT) |
GPUViewport: Cleanup and use always use RGBA16F |
January 22, 2020, 18:36 (GMT) |
OpenColorIO: Improve/Cleanup Implementation This split the shader cache into caches for Shader, Lut and CurveMapping. This way we can have smoother updates when tweaking/animating the color managment (i.e. exposure and gamma should only recompile the shader). The curvemapping, predivide and dither options are no longer compile time optimized but use uniforms. I did not measure any performance difference. |
January 22, 2020, 18:36 (GMT) |
Cleanup: EEVEE: Move debug draw to eevee_renderpass.c |
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