Revision b33693c by Clément Foucault March 27, 2017, 12:01 (GMT) |
New Grid: small modification Fix wrong coord picked when display only one axis. Small optimizations here and there. |
Revision deda6a4 by Clément Foucault March 27, 2017, 12:01 (GMT) |
Draw Engines: Make g_data struct part of the viewport storage This makes viewport cache construction independant from each others and will allow multithread down the road. |
Revision 7ee4192 by Clément Foucault March 27, 2017, 12:01 (GMT) |
Draw Manager: New debug timers Both CPU time and GPU time are printed to spot bottlenecks. GPU Timers works only if cache is enabled. |
Revision e54d8ee by Clément Foucault March 27, 2017, 12:01 (GMT) |
Draw Manager: Make Viewport Data passed by the manager call. |
Revision 522ca18 by Dalai Felinto March 27, 2017, 10:53 (GMT) |
Keep base layer around for forward compatibility in 2.78 |
Revision 2a05292 by Campbell Barton March 27, 2017, 10:34 (GMT) |
Correct for Py3.5 |
Revision 8d48ea0 by Sergey Sharybin March 27, 2017, 08:47 (GMT) |
Cycles: Make shadow catcher an optional feature for OpenCL Solves majority of speed regression on AMD OpenCL. |
March 27, 2017, 08:46 (GMT) |
Cycles: Add OpenCL support for shadow catcher feature The title says it all actually. |
March 27, 2017, 08:46 (GMT) |
Cycles: Remove ccl_addr_space from RNG passed to functions Simplifies code quite a bit, making it shorter and easier to extend. Currently no functional changes for users, but is required for the upcoming work of shadow catcher support with OpenCL. |
Revision d14e396 by Sergey Sharybin March 27, 2017, 08:46 (GMT) |
Cycles: First implementation of shadow catcher It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage. |
Revision 7979bc4 by Mike Erwin March 27, 2017, 06:06 (GMT) |
OpenGL: remove gpuMatrixBegin3D_legacy function It helped during the transition, but we don't need this anymore. Evolution of T49450 |
Revision ebdff8c by Mike Erwin March 27, 2017, 05:49 (GMT) |
OpenGL: simplify initial state Client vertex array state is deprecated, and these are the default values anyway. No need to bind any basic shader. Let drawing code decide which shader it wants to use. Part of T49165 (general OpenGL upgrade) |
Revision 8f620f2 by Mike Erwin March 27, 2017, 05:45 (GMT) |
cleanup unused GPU includes |
Revision 271471b by Mike Erwin March 27, 2017, 05:43 (GMT) |
OpenGL: remove matrix manip from framebuffer setup It doesn't really belong here... Any code using framebuffers will set up its own matrices. Part of T49450 |
Revision b95ee78 by Mike Erwin March 27, 2017, 05:16 (GMT) |
OpenGL: prepare GLSL for version 3.3 - use in/out instead of attribute/varying - use named output instead of gl_FragColor - use texture() instead of the multitude of older texture sampling functions The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile. Part of T49165 (general OpenGL upgrade) |
Revision 159f56f by Mike Erwin March 27, 2017, 04:28 (GMT) |
add missing matrix uniforms to material shader My bad again! Failed to test this part of 4c08c5b192415190ab8b11637d8dc4f2a66c2ddf |
Revision 2e88237 by Mike Erwin March 27, 2017, 03:39 (GMT) |
fix shadow map shader input My bad! Messed up the conversion from ftransform -- 4c08c5b192415190ab8b11637d8dc4f2a66c2ddf |
Revision 5aaa643 by Lukas Stockner March 27, 2017, 03:36 (GMT) |
Cycles: Optimize shaders earlier to skip unneccessary attributes for noninteractive rendering Before, Cycles would first sync the shader exactly as shown in the UI, then determine and sync the used attributes and later optimize the shader. Therefore, even completely unconnected nodes would cause unneccessary attributes to be synced. The reason for this is to avoid frequent resyncs when editing shaders interactively, but it can still be avoided for noninteractive renders - which is what this commit does. Reviewed by: sergey Differential Revision: https://developer.blender.org/D2285 |
Revision 086320a by Campbell Barton March 27, 2017, 02:02 (GMT) |
CMake: WITH_PYTHON_SECURITY=OFF was ignored Allow auto-execution to be enabled, also move this to user-prefs versioning code. |
Revision 8b20483 by Mike Erwin March 27, 2017, 01:23 (GMT) |
OpenGL: use new matrix implementation in "Modern" viewport This change looks small, but it switches the entire 3D viewport from legacy OpenGL functions to our own code. Kept non-modern viewport on legacy path so we can compare easily (via the Modern Viewport checkbox). Part of T49450 |
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