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MiikaHweb - Blender Git Statistics v1.06
Blender Git Statistics -> Branches -> tmp-drw-callbatching
"Tmp-drw-callbatching" branch
Total commits : 57
Total committers : 1
First Commit : August 17, 2019
Latest Commit : August 17, 2019
Commits by Date
Date | Number of Commits | |
---|---|---|
August 17, 2019 | 57 |
Committers
Author | Number of Commits |
---|---|
Clément Foucault | 57 |
Popular Files
Filename | Total Edits |
---|---|
draw_manager_exec.c | 29 |
draw_manager_data.c | 28 |
draw_manager.h | 25 |
draw_manager.c | 11 |
common_view_lib.glsl | 8 |
gpu_batch.c | 6 |
gpu_viewport.c | 5 |
GPU_viewport.h | 4 |
GPU_shader_interface.h | 4 |
gpu_shader_interface.c | 3 |
Latest commits
August 17, 2019, 12:48 (GMT) |
GPU: Fix USE_MULTI_DRAW_INDIRECT macro Now uses GPU_arb_base_instance_is_supported properly. |
August 17, 2019, 12:48 (GMT) |
DRW: Fix regression when rendering using index ranges |
August 17, 2019, 12:48 (GMT) |
BLI_memblock: Remove ATTR_MALLOC flags This is made to do some optimization but this is creating unwanted behavior. |
August 17, 2019, 12:48 (GMT) |
DRW: Move Shading Group Extra DRWState to own DRWCommand |
August 17, 2019, 12:48 (GMT) |
DRW: Move DRWUniformChunk length and used counter to the struct itself. This is better for code simplicity. Memory usage is not that much of a concern for uniforms. |
August 17, 2019, 12:48 (GMT) |
DRW: Add DRWCommandSetStencil Now multiple stencils can be set inside a shgroup. Should not change the previous behavior as all usage of DRW_shgroup_stencil_mask was done at shgroup creation. |
August 17, 2019, 12:48 (GMT) |
Workbench: Fix dark mesh when no material applied |
August 17, 2019, 12:48 (GMT) |
DRW: Use a DRWResourceHandle to reference the parent DRWPass ... ... inside a DRWShadingGroup |
August 17, 2019, 12:48 (GMT) |
DRW: Fix and improve DRW_pass_sort_shgroup_z Now sorting only compare and does not compute Z distance for each comparisson. It also keeps the order of shgroups with the same distances. |
August 17, 2019, 12:48 (GMT) |
DRW: Resource Handle: Use manual bitmasks and bitsifts This is in order to avoid implementation dependant behavior. |
August 17, 2019, 12:48 (GMT) |
Cleanup: DRW: Add draw_call_batching_flush for easier code understanding |
August 17, 2019, 12:48 (GMT) |
DRW: Port Eevee to use DRWObjectInfos ubos |
August 17, 2019, 12:48 (GMT) |
Edit Curve: Fix curve normals |
August 17, 2019, 12:48 (GMT) |
Workbench: Remove object_id and optimize material hash generation This greatly reduce shgroup count when rendering with outlines. In my testcase (30K suzanes with random instancing, 5 materials) it went from 27 to 39 fps (playback performance, no update). |
August 17, 2019, 12:48 (GMT) |
GPU: Fix flush range and uninitialized buffer_id |
August 17, 2019, 12:48 (GMT) |
Object Mode: Add back lightprobe selection outlines |
August 17, 2019, 12:48 (GMT) |
Cleanup: GPUBatch: rename arguments |
August 17, 2019, 12:48 (GMT) |
DRW: Fix Eevee rendering broken due to recent changes |
August 17, 2019, 12:48 (GMT) |
BLI_memblock: Use aligned memory blocks This is because we upload certain chunks directly as UBO data and AMD suggests to use aligned block to speedup memcpy. However, this implies the driver is also doing an aligned allocation which seems not to be the case on linux_x64 + radeon + mesa. |
August 17, 2019, 12:48 (GMT) |
DRW: Add draw call sorting This makes rendering lots of similar objects much faster (with lower CPU overhead). 29 fps -> 38 fps 34 ms -> 26 ms In my test case with 30K instances of 4 different meshes |
MiikaHweb - Blender Git Statistics v1.06