Revision 3126f85 by Dalai Felinto June 7, 2018, 10:56 (GMT) |
Fix T55062: Depsgraph: Crash with COW with EEVEE viewport We now remove the shader for every update. So at the moment the whole point of UBO (Uniform Buffer Objects) is that they are more efficient than individual uniforms. Next steps is a harmless refactor to stopping UBO from referring to original data in the UBO, and simply copying it. It would also be interesting to make the final shader more granular as far as the library and required functions are concerned. Even if this doesn't impact performance, it should give us smaller easy to debug shaders (a simple shader now has > 5k lines!). If performance for animated values is measureable slower after this commit we can port the shader creation CPU side to the depsgraph - localizing the tree, hashing, lookup, ... Additionally we can stick to update the UBO when the material changes but not its topology. This is very trick because of localized trees. So we will only re-visit this if profiling hints at any benefit from it. |
Revision b3a7a75 by Bastien Montagne June 7, 2018, 10:48 (GMT) |
Cleanup: remove moar G.main usages. Notes: * Really need to address RNA setters case, end up adding way too much G.main here these days... :/ * Added Main pointer into bAnimContext, helps a lot in anim code ;) |
Revision d147437 by Sybren A. Stüvel June 7, 2018, 10:37 (GMT) |
Fixed deadlock on viewlayer update when there are drivers When calling the bpy.ops.poselib.apply_pose() operator from Python, Blender would deadlock when the rig has drivers. Similar BPy_{BEGIN,END}_ALLOW_THREADS calls were already in place in the rna_Scene_update_tagged() function. |
Revision a867e63 by Pablo Vazquez June 7, 2018, 10:08 (GMT) |
Rename "Viewport Display SSAO" sub-panel name to Screen Space Ambient Occlusion Since it is already a sub-panel of Viewport Display anyway |
Revision cdbda1c by Clément Foucault June 7, 2018, 10:02 (GMT) |
GPUPass: Refactor gpupass caching system to allow fast gpumaterial creation. This is part of the work needed to refactor the material parameters update. Now the gpupass cache is polled before adding the gpumaterial to the deferred compilation queue. We store gpupasses in a single linked list grouped based on their hashes. This is not the most efficient way but it can be improved upon later. |
Revision 366ac88 by Sergey Sharybin June 7, 2018, 10:01 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 1601717 by Sergey Sharybin June 7, 2018, 09:57 (GMT) |
Revert "Cycles: Cleanup: Don't use return on function returning void" Not sure why exactly it is called a cleanup, the code was much more clear and robust against possible missing return statements which are MANDATORY. Missing return statement will: - Cause two different BVH traversals to be run. Not is happening currently, but if more BVH layouts are added, it will become a problem. - It is already causing assert() statements to fail, since functions are no longer returning when they are supposed to. If there is any measurable reason to keep this change, let me know. Otherwise just stick to reliable/tested/robust code. This reverts commit ba65f7093b39a8e5f1fb869cbc347fb810a05ab9. |
Revision a54235e by Sergey Sharybin June 7, 2018, 09:31 (GMT) |
Particle mode: Support children drawing The issue is that children drawing is done by object mode, which operates with data from evaluated context. But that data needs edit mode's cache to be properly updated first. |
Revision 613faa0 by Sergey Sharybin June 7, 2018, 09:31 (GMT) |
Draw: Don't take cache existence into account for draw type |
Revision 72cfd51 by Sergey Sharybin June 7, 2018, 09:31 (GMT) |
Draw: Use proper continue when psys is disabled |
Revision 1aa89d9 by Sergey Sharybin June 7, 2018, 09:31 (GMT) |
Particle edit: Simplify code by benefiting from single edit context Makes ADD brush to work. At some point children particles draw got broken, children are not visible for until first stroke is done. Still looking into it. |
Revision df0253b by Bastien Montagne June 7, 2018, 09:23 (GMT) |
Merge branch 'master' into blender2.8 Conflicts: source/blender/collada/ArmatureExporter.cpp source/blender/collada/ArmatureExporter.h source/blender/collada/DocumentExporter.cpp source/blender/collada/DocumentExporter.h source/blender/collada/SceneExporter.cpp source/blender/collada/SceneExporter.h source/blender/collada/collada.cpp source/blender/collada/collada.h source/blender/editors/armature/armature_edit.c source/blender/editors/armature/pose_transform.c source/blender/editors/include/ED_armature.h source/blender/editors/include/ED_object.h source/blender/editors/include/ED_screen.h source/blender/editors/io/io_collada.c source/blender/editors/object/object_transform.c source/blender/editors/screen/screen_edit.c source/blender/editors/screen/screen_ops.c source/blender/windowmanager/intern/wm.c source/blender/windowmanager/intern/wm_files.c source/blender/windowmanager/intern/wm_window.c source/blenderplayer/bad_level_call_stubs/stubs.c |
Revision 54f9cd5 by Bastien Montagne June 7, 2018, 09:11 (GMT) |
Cleanup: Nuke moar G.main usages... |
Revision e277591 by Bastien Montagne June 7, 2018, 08:59 (GMT) |
Minor comment on possible TODO while validating paint ops for CoW... |
Revision e430655 by Sybren A. Stüvel June 7, 2018, 08:48 (GMT) |
Alembic export: CoW/Depsgraph fixes |
Revision d88314e by Sybren A. Stüvel June 7, 2018, 08:48 (GMT) |
Alembic export: port DerivedMesh ? Mesh |
Revision 5b0f96f by Sybren A. Stüvel June 7, 2018, 08:48 (GMT) |
Alembic import: port DerivedMesh ? Mesh |
Revision f447411 by Jeroen Bakker June 7, 2018, 07:26 (GMT) |
Bone selection: user control contrast Experiment: let the user be in control of the alpha channel as some rigs are hard too see during bone selection. Especially rigs that were designed for 2.79 wireframe mode. |
Revision 7fb216d by Jeroen Bakker June 7, 2018, 07:26 (GMT) |
Workbench: respect the duplication visibility flag |
Revision 2d2f23d by Campbell Barton June 7, 2018, 06:54 (GMT) |
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