Revision ffa63d2 by Campbell Barton April 13, 2017, 09:11 (GMT) |
Use regular header guards in GPU |
Revision 0097f9b by Sergey Sharybin April 13, 2017, 08:55 (GMT) |
Cycles: Split BVH implementations into separate files |
Revision c854887 by Sergey Sharybin April 13, 2017, 08:29 (GMT) |
Cycles: Use more explicit and commonly used names for BVH structures This renames BinaryBVH to BVH2 and QBVH to BVH8. There is no user measurable difference, but allows us to add more types of BVH trees such as BVH8. |
Revision 1c426d5 by Mike Erwin April 13, 2017, 08:00 (GMT) |
OpenGL: implement 2D with 4x4 matrices ... even though 3x3 feels better. This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks. External API stays (almost) the same. Our GLSL shaders can use this without any changes. Part of T49450 and T51164 |
Revision fae01c3 by Mike Erwin April 13, 2017, 05:07 (GMT) |
use new 3D matrix impl in draw manager These functions mark the beginning and end of 3D drawing, causing the matrix API to use our own implementation instead of legacy OpenGL. Part of T49450 |
Revision 56e9629 by Mike Erwin April 13, 2017, 05:07 (GMT) |
Gawain: look up array uniforms correctly Look up "name[0]" when asked for "name", since that marks the beginning of the array. We're comparing to the name stored in ShaderInterface which comes from glGetActiveUniform. |
Revision f708710 by Mike Erwin April 13, 2017, 05:07 (GMT) |
cleanup image drawing setup |
Revision b02786a by Mike Erwin April 13, 2017, 05:07 (GMT) |
Gawain: use ShaderInterface to manage uniforms This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now! - Batch_Uniform* - immUniform* - gpuBindMatrices - and others |
Revision 6bfb9b7 by Mike Erwin April 13, 2017, 05:07 (GMT) |
Gawain: add immUniform4iv Needed soon by OCIO. |
Revision c61b7b0 by Mike Erwin April 13, 2017, 05:07 (GMT) |
Gawain: add (temp) legacy GLSL support to ShaderInterface A temporary measure needed by GPU_basic_shader. Part of T51164 |
Revision 02fd9a1 by Mike Erwin April 13, 2017, 05:07 (GMT) |
Gawain: improve ShaderInterface - builtin uniforms match what Blender needs - set input counts in struct (stupid mistake) - look up uniforms by name - look up builtin uniforms by enum - check attrib/uniform locations for error |
Revision c0a9e38 by Campbell Barton April 13, 2017, 04:13 (GMT) |
GLSL: rename edit_overlay -> edit_mesh_overlay Avoid confusion with overlays with non-mesh types |
Revision 64660b9 by Campbell Barton April 13, 2017, 03:37 (GMT) |
Use 'safe' macros for common free operation Same as MEM_SAFE_FREE macro, checks for NULL, runs free then sets NULL. Blocks of code that do this many times are noisy and likely errors here wouldn't be noticed immediately. Also NULL's static vars which were being left set. |
Revision c080702 by Mike Erwin April 12, 2017, 18:20 (GMT) |
fix drawing file column dividers (T51189) Problem was an edge case where vertex_ct logic and draw logic disagreed on how many dividers to draw. Fix: copy draw logic to earlier vertex_ct I also skip any drawing or setup if vertex_ct = 0, and set color attribute only for each line's provoking vertex. Small optimizations but these things add up. |
Revision 2871bad by Dalai Felinto April 12, 2017, 16:58 (GMT) |
Fix T51188 compilation errors in Windows |
Revision ed5c312 by Sergey Sharybin April 12, 2017, 16:20 (GMT) |
Task scheduler: Prevent race condition for the pools created from non-main thread We can not re-use anything for such pools, because we will know nothing about whether the main thread is sleeping or not. So we identify such threads as 0, but we don't use main thread's TLS. This fixes dead-locks and crashes reported by Luca when doing playblasts. |
Revision 6e4cc26 by Dalai Felinto April 12, 2017, 14:55 (GMT) |
Layer / Outliner / Depsgraph: update depsgraph when running outliner operators |
Revision 699a3e2 by Sybren A. Stüvel April 12, 2017, 14:33 (GMT) |
Fix T50227: Alembic uv export/load issue Previously only a CD_MLOOPUV custom data layer was created. Now we also create the accompanying CD_MTEXPOLY layer too. |
Revision 6b815ae by Sergey Sharybin April 12, 2017, 14:12 (GMT) |
Fix T51184: Crash of Blender when I try to join an object with one that has booleans modifiers |
Revision 428e07a by Julian Eisel April 12, 2017, 12:47 (GMT) |
Outliner: Draw nested collections before objects of a collection Collections may contain a huge list of objects, would be annoying having to scroll over it all the time to get to the nested collections. |
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