August 7, 2019, 11:31 (GMT) |
Merge branch 'soc-2019-openxr' into temp-vr-draw-thread |
Revision 5350015 by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) August 7, 2019, 09:52 (GMT) |
Fix dark VR rendering on Windows Mixed Reality by appyling SRGB OETF Discussed this in length with @sobotka, and it seems WMR has an utterly broken pixel color pipeline. So we apply a SRGB OETF for this specific runtime to compensate. |
Revision 3483aa5 by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) August 7, 2019, 01:22 (GMT) |
Allow querying OpenXR runtime ID Useful in case special treatment is needed for certain runtimes. Currently only WMR gets its ID assigned correctly, others are TODO. |
Revision 44a220f by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) August 7, 2019, 00:20 (GMT) |
Merge branch 'master' into soc-2019-openxr |
August 5, 2019, 23:39 (GMT) |
Fix mistake in earlier commit, removed required call Turns out I my compile and launch directories diverged, so I was running an outdated executable. |
August 5, 2019, 22:41 (GMT) |
Merge branch 'temp-concurrent-viewport-theme' into temp-vr-draw-thread |
August 5, 2019, 17:02 (GMT) |
Cleanup: Remove unnecessary call & var |
August 5, 2019, 16:38 (GMT) |
Share code of new functions in resources.c |
August 5, 2019, 16:25 (GMT) |
Cover all UI_GetTheme calls in draw manager Previous commit wasn't nearly covering all of them. |
August 5, 2019, 14:38 (GMT) |
Merge branch 'temp-concurrent-viewport-theme' into temp-vr-draw-thread |
August 5, 2019, 10:53 (GMT) |
Merge branch 'soc-2019-openxr' into temp-vr-draw-thread |
Revision 5274c5c by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) August 5, 2019, 10:52 (GMT) |
Merge branch 'master' into soc-2019-openxr |
August 5, 2019, 10:50 (GMT) |
Merge branch 'master' into temp-concurrent-viewport-theme |
August 5, 2019, 09:55 (GMT) |
Avoid change to global theme state in draw-manager Changing the global state would obviously cause issues for async execution. This is the simplest solution for a simple problem. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D5413 |
August 2, 2019, 23:51 (GMT) |
Remove unnecessary calls |
August 2, 2019, 22:50 (GMT) |
Merge branch 'temp-gpu-context-matrix' into temp-vr-draw-thread Solves drawing issues while drawing the VR session. |
August 2, 2019, 21:37 (GMT) |
Merge branch 'soc-2019-openxr' into temp-vr-draw-thread |
Revision 0d70afe by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) August 2, 2019, 21:35 (GMT) |
Merge branch 'master' into soc-2019-openxr |
August 2, 2019, 16:05 (GMT) |
Manage GPU_matrix stacks per GPUContext Previous global GPU_matrix stacks weren't safe for access from multiple threads. With this, GPU_matrix stacks are concurrent in combination with GPUContext. Needed for VR session drawing on a separate thread. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D5405 |
August 2, 2019, 11:45 (GMT) |
Keep a single OpenGL/GPU context alive on the drawing thread Avoids expensive context switches. |
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