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Blender Git Statistics -> Branches -> tmp-eevee-material-refactor

"Tmp-eevee-material-refactor" branch

Total commits : 15
Total committers : 1
First Commit : May 14, 2020
Latest Commit : May 26, 2020


Commits by Date

DateNumber of Commits
May 26, 20201
May 25, 20200
May 24, 20200
May 23, 20200
May 22, 20200
May 21, 20200
May 20, 20200
May 19, 20200
May 18, 20200
May 17, 20200
May 16, 20200
May 15, 20200
May 14, 202014

Committers

AuthorNumber of Commits
Clément Foucault15

Popular Files

FilenameTotal Edits
eevee_materials.c7
eevee_private.h5
DRW_render.h4
eevee_subsurface.c3
draw_manager_data.c3
eevee_lightprobes.c3
draw_manager_exec.c3
draw_manager_shader.c2
eevee_volumes.c2
eevee_shaders.c2

Latest commits Feed

May 26, 2020, 11:04 (GMT)
Fix subpass iteration
May 14, 2020, 14:55 (GMT)
Cleanup: EEVEE: Remove EEVEE_material_default_render_pass_ubo_get
May 14, 2020, 14:55 (GMT)
Cleanup: EEVEE: Remove Unused variable after refactor.
May 14, 2020, 14:55 (GMT)
Cleanup: EEVEE: Split LUT generation code from eevee_material.c
May 14, 2020, 14:55 (GMT)
EEVEE: Fix assert during default shader compilation

The default shader could have been requested as deferred and then as non
defered. This could make the shader compilation assert.
May 14, 2020, 14:55 (GMT)
Cleanup: DRW: Remove unused DRW_shgroup_hair_create/DRW_shgroup_material_hair_create
May 14, 2020, 14:55 (GMT)
Cleanup: EEVEE: Move shader related function to eevee_shaders.c
May 14, 2020, 14:53 (GMT)
EEVEE: Rewrite Passes and Material handling

Passes of the same type are now chained together and reusing the same
shgroup when possible.

Materials are now always handled as a nodetree compiled shader (GPUMaterial)
even for default materials.

Render passes use a ubo reference to change output pass type instead of
creating a lot of DRWPasses.

# Conflicts:
# source/blender/draw/engines/eevee/eevee_materials.c
May 14, 2020, 14:46 (GMT)
DRW: Expose DRW_shgroup_add_material_resources for better flexibility
May 14, 2020, 14:46 (GMT)
DRW: Add pass chaining and instances

Instancing will draw the same shgroups but with the instancer pass' state.

Chaining (linking) will render multiple passes by just calling DRW_draw_pass
on the first one.
May 14, 2020, 14:46 (GMT)
DRW: Add texture ref persist, block ref and block ref persist uniforms
May 14, 2020, 14:46 (GMT)
EEVEE: Use alpha hash shader for alpha clip material

This reduces the number of shader combination. We use the nodetree material
output node shader code to do the alpha comparison.
May 14, 2020, 14:46 (GMT)
EEVEE: Rename / merge passes using new DRWPass chaining/instancing

Now calling DRW_pass_draw on material_ps will draw all opaque passes.
Same for depth_ps for opaque prepass.
May 14, 2020, 14:46 (GMT)
EEVEE: Make lit_surface_vert.glsl usable for depth pass
May 14, 2020, 14:46 (GMT)
GPUMaterial: Expose shader getter

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Tehnyt: Miika HämäläinenViimeksi p?ivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2020