Revision dff7f55 by Clément Foucault March 26, 2018, 15:54 (GMT) |
GPUFramebuffer: Fix compiler warning about return value. |
Revision fc348a5 by Sergey Sharybin March 26, 2018, 12:59 (GMT) |
Fix bad merge resolution from previous commit |
Revision 21aca14 by Sergey Sharybin March 26, 2018, 12:56 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 3c45fdd by Sergey Sharybin March 26, 2018, 12:51 (GMT) |
GHOST: Solve compilation error of test programs |
Revision 64e5f83 by Sergey Sharybin 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! |
Revision 0476f82 by Sergey Sharybin March 26, 2018, 12:07 (GMT) |
BLF: Cleanup, indentation inside of preprocessor |
Revision 13f80a1 by Bastien Montagne 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. |
Revision 0c49d83 by Clément Foucault March 26, 2018, 08:02 (GMT) |
Eevee: Use named EEVEE_EffectsFlag for effects flag. |
Revision b9ec7a9 by Clément Foucault March 26, 2018, 08:01 (GMT) |
Eevee: Fix feedback loop warning. |
Revision 92b61dc by Clément Foucault March 26, 2018, 07:59 (GMT) |
GPUTexture: Fix compilation issue. |
Revision 41852c8 by Clément Foucault March 25, 2018, 18:06 (GMT) |
DRW: Fix crash/broken Metaballs display. |
Revision 42b5328 by Clément Foucault 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. |
Revision 94dd819 by Clément Foucault March 25, 2018, 18:06 (GMT) |
DRW: Remove mentions of DRWInterface. Theses are no longer relevant. Better talk about shgroup directly. |
Revision bc15ec0 by Clément Foucault 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. |
Revision f937123 by Clément Foucault March 25, 2018, 18:06 (GMT) |
GPUFramebuffer: Refactor (part 1) Move some DRWFramebuffer functions to GPUFramebuffer. |
Revision e5ee1ed by Clément Foucault March 25, 2018, 18:06 (GMT) |
Basic Engine: Remove unneeded use of Framebuffers. |
Revision 9c1ab47 by Clément Foucault March 25, 2018, 18:06 (GMT) |
GPUOffscreen: Remove unused offscreen blit. |
Revision 619d977 by Clément Foucault 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. |
Revision 4c66068 by Clément Foucault 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. |
Revision a78f5ac by Clément Foucault March 25, 2018, 18:06 (GMT) |
GPUTexture: Style: Respect 120 char per line limit. |
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