Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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March 26, 2018, 15:54 (GMT)
GPUFramebuffer: Fix compiler warning about return value.
March 26, 2018, 12:59 (GMT)
Fix bad merge resolution from previous commit
March 26, 2018, 12:56 (GMT)
Merge branch 'master' into blender2.8
March 26, 2018, 12:51 (GMT)
GHOST: Solve compilation error of test programs
March 26, 2018, 12:49 (GMT)
BLF: Don't use user preferences

BLF is a low level module, which might (and is) used without Blender.

Thanks Campbell for review!
March 26, 2018, 12:07 (GMT)
BLF: Cleanup, indentation inside of preprocessor
March 26, 2018, 08:41 (GMT)
Fix T53800: Bad data editing during DEG evaluation?

Remain convinced that it should not be possible for undo code to run in
parallel with DEG eval... But for now, this whould prevent static
override code to dive into this collection.
March 26, 2018, 08:02 (GMT)
Eevee: Use named EEVEE_EffectsFlag for effects flag.
March 26, 2018, 08:01 (GMT)
Eevee: Fix feedback loop warning.
March 26, 2018, 07:59 (GMT)
GPUTexture: Fix compilation issue.
March 25, 2018, 18:06 (GMT)
DRW: Fix crash/broken Metaballs display.
March 25, 2018, 18:06 (GMT)
DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref

This is in order to not mix it with the incomming buffer textures.
March 25, 2018, 18:06 (GMT)
DRW: Remove mentions of DRWInterface.

Theses are no longer relevant. Better talk about shgroup directly.
March 25, 2018, 18:06 (GMT)
GPUFramebuffer: Refactor (Part 2)

This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
- GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
This allows to create and configure more FBO without the need to attach
and detach texture at drawing time.
- GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
allows to configure the framebuffer inside a context other than the one
that will be rendering the framebuffer. We do the actual configuration
when binding the FBO. We also Keep track of config validity and save
drawbuffers state in the FBO. We remove the different bind/unbind
functions. These make little sense now that we have separate contexts.
- DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
ones to avoid another layer of abstraction. We move the DRW convenience
functions to GPUFramebuffer instead and even add new ones. The MACRO
GPU_framebuffer_ensure_config is pretty much all you need to create and
config a GPUFramebuffer.
- DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
functions to create textures for thoses framebuffers. Pool textures are
now using default texture parameters for the texture type asked.
- DRWManager: Make sure no framebuffer object is bound when doing cache
filling.
- GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
usage update. This let draw engines render to color/depth only target
and without the need to attach/detach textures.
- WM_window: Assert when a framebuffer is bound when changing context.
This balance the fact we are not track ogl context inside GPUFramebuffer.
- Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
code simplification.

This also come with some cleanups in some engine codes.
March 25, 2018, 18:06 (GMT)
GPUFramebuffer: Refactor (part 1)

Move some DRWFramebuffer functions to GPUFramebuffer.
March 25, 2018, 18:06 (GMT)
Basic Engine: Remove unneeded use of Framebuffers.
March 25, 2018, 18:06 (GMT)
GPUOffscreen: Remove unused offscreen blit.
March 25, 2018, 18:06 (GMT)
GPULamp: Move GPU_frambuffer_blur to GPU_lamp.c

This is a bit useless because gpu lamps are only used by the game engine
and it is planned to be "remove" in some way.

Doing this to clean gpu_framebuffer.c.
March 25, 2018, 18:06 (GMT)
GPUFramebuffer: Make current framebuffer thread local.

This make sense since we are using multiple olg contexts and two contexts
can be active at the same time with different framebuffers.
March 25, 2018, 18:06 (GMT)
GPUTexture: Style: Respect 120 char per line limit.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021