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Blender Git Statistics -> Branches -> eevee-rewrite

"Eevee-rewrite" branch

Total commits : 129
Total committers : 1
First Commit : March 22, 2021
Latest Commit : July 20, 2021

Commits by Month

DateNumber of Commits
July, 20217
June, 202141
May, 202126
April, 202150
March, 20215


AuthorNumber of Commits
Clément Foucault129

Popular Files

FilenameTotal Edits

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July 20, 2021, 14:48 (GMT)
EEVEE: Fix compilation on OSX platform

OSX driver does not support loose semicolon in code
July 19, 2021, 21:04 (GMT)
Merge branch 'draw-viewport-data' into eevee-rewrite

# Conflicts:
# source/blender/blenlib/BLI_assert.h
# source/blender/blenloader/intern/versioning_290.c
# source/blender/draw/engines/eevee/eevee_cryptomatte.c
# source/blender/draw/engines/eevee/eevee_depth_of_field.c
# source/blender/draw/engines/eevee/eevee_effects.c
# source/blender/draw/engines/eevee/eevee_engine.c
# source/blender/draw/engines/eevee/eevee_lightcache.c
# source/blender/draw/engines/eevee/eevee_lightprobes.c
# source/blender/draw/engines/eevee/eevee_lights.c
# source/blender/draw/engines/eevee/eevee_lookdev.c
# source/blender/draw/engines/eevee/eevee_materials.c
# source/blender/draw/engines/eevee/eevee_mist.c
# source/blender/draw/engines/eevee/eevee_motion_blur.c
# source/blender/draw/engines/eevee/eevee_occlusion.c
# source/blender/draw/engines/eevee/eevee_private.h
# source/blender/draw/engines/eevee/eevee_render.c
# source/blender/draw/engines/eevee/eevee_renderpasses.c
# source/blender/draw/engines/eevee/eevee_screen_raytrace.c
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/eevee_shadows.c
# source/blender/draw/engines/eevee/eevee_shadows_cascade.c
# source/blender/draw/engines/eevee/eevee_subsurface.c
# source/blender/draw/engines/eevee/eevee_temporal_sampling.c
# source/blender/draw/engines/eevee/eevee_volumes.c
# source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
# source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
# source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
# source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
# source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
# source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/engines/eevee/shaders/eevee_depth_of_field_tiles_flatten_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
# source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
# source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
# source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
# source/blender/draw/engines/eevee/shaders/lights_lib.glsl
# source/blender/draw/engines/eevee/shaders/random_lib.glsl
# source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
# source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
# source/blender/draw/engines/eevee/shaders/surface_lib.glsl
# source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
# source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
# source/blender/draw/intern/draw_manager_shader.c
# source/blender/draw/intern/shaders/common_math_lib.glsl
# source/blender/gpu/CMakeLists.txt
# source/blender/gpu/intern/gpu_codegen.c
# source/blender/gpu/intern/gpu_shader.cc
# source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
# source/blender/nodes/shader/nodes/node_shader_output_aov.c
July 19, 2021, 17:47 (GMT)
DRW: Move buffer & temp textures & framebuffer management to DrawManager

This is a necessary step for EEVEE's new arch. This moves more data
to the draw manager. This makes it easier to have the render or draw
engines manage their own data.

This makes more sense and cleans-up what the GPUViewport holds

Also rewrites the Texture pool manager to be in C++.

This also move the DefaultFramebuffer/TextureList and the engine related
data to a new `DRWViewData` struct. This struct manages the per view
(as in stereo view) engine data.

There is a bit of cleanup in the way the draw manager is setup.
We now use a temporary DRWData instead of creating a dummy viewport.

Differential Revision: https://developer.blender.org/D11966
July 19, 2021, 17:01 (GMT)
EEVEE: GBuffer: Change layout

This change the gbuffer layout to use more of the hardware to converting
data back and forth. Normals are encoded as two 16 bits components and
colors as R11G11B10F format.

This was motivated by the need of better quality normals. The issue is
that this increase the GBuffer size consequently. In order to balance
this we chose to merge the refraction and Diffuse/SSS data to use the
same buffer. This means we need to stochastically chose one of these
layers (so noise appear). Given that Glass BSDFs are rarely mixed
with Diffuse BSDFs, we think this is a good tradeoff.
July 15, 2021, 15:26 (GMT)
GPUFramebuffer: Bump maximum color attachement to 8

This is needed for EEVEE's new deferred render pipeline.
July 3, 2021, 12:45 (GMT)
GPU: Shader: Add debug context line count

This gives more detail, when the error line is misleading.
July 3, 2021, 12:44 (GMT)
EEVEE: Fix crash caused by transparent material without prepass
June 30, 2021, 22:02 (GMT)
GPUMaterial: Fix issue with displacement tree and partial derivatives
June 30, 2021, 21:56 (GMT)
GPUNodeTree: Fix issue with weight tree inversion and displacement

Displacement tree was also being tagged for copy and caused issue.
June 30, 2021, 21:55 (GMT)
EEVEE: Hair: Add back shaded hair support

Same implementation as before but it is less intrusive towards the
shading Node glsl code.

Hair shaders also now supports displacement.
June 23, 2021, 13:39 (GMT)
DRW: Fix crash in deferred compilation
June 20, 2021, 16:45 (GMT)
EEVEE: Add back refraction support for lightprobes

Screen Space Raytracing support is still to come.
Both forward and deferred pipelines are supported.
June 19, 2021, 23:28 (GMT)
EEVEE: Cleanup: Replace lighting evaluation macro by functions

The functions need to be declared before main as prototypes.
The appended libs will use the resources (textures, UBOs) defined at
global scope.

This removes a bit of code duplication and some long macros.
June 19, 2021, 16:01 (GMT)
DRW: ShaderLib: Add support for requesting lib to be appended to shader

Instead of appending using `BLENDER_REQUIRE`, shaders can now ask for
libs to be added after the shader's `main()` by using the
June 19, 2021, 16:00 (GMT)
EEVEE: Film: Fix accumulator precision when zoomed out

Use viewspace instead of world space to compute pixel projection.
This fix issues when camera is far from origin and float precision would
produce artifacts.
June 15, 2021, 20:35 (GMT)
EEVEE: Port back barycentric coordinates.

Nothing changed appart from the style of the integration which is
now fully on EEVEE's side.
June 15, 2021, 20:31 (GMT)
GPUCodegen: Fix crash when there is no output node
June 8, 2021, 20:54 (GMT)
EEVEE: GPencil: Fix missing strokes

And comment velocity not implemented yet
June 8, 2021, 20:30 (GMT)
EEVEE: Shadows: Modify view matrix instead of projection for each face

This is the same reason we changed back for lightprobes rendering:
To much area assume -Z is camera direction.
June 8, 2021, 20:09 (GMT)
EEVEE: GPencil: Finish geometry support

This port the facing "flat" normal trick used by the gpencil engine
to EEVEE as well as the thickness mode.

The objects parameters are passed via the objectInfos UBO to avoid
much boiler plate code. However if this UBO grows too much we might have
to split it.

The normal trick for planar surfaces is quite simple to port to the
vertex shader even if it is less efficient.
However to compute it we need the objects bounds. This is passed as a
scale only through the orco factors. This will needs a bit of cleaning
at some points, with boundbox computed at object level.

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi p?ivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021