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MiikaHweb - Blender Git Statistics v1.06
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
Date | Number of Commits | |
---|---|---|
May 26, 2020 | 1 | |
May 25, 2020 | 0 | |
May 24, 2020 | 0 | |
May 23, 2020 | 0 | |
May 22, 2020 | 0 | |
May 21, 2020 | 0 | |
May 20, 2020 | 0 | |
May 19, 2020 | 0 | |
May 18, 2020 | 0 | |
May 17, 2020 | 0 | |
May 16, 2020 | 0 | |
May 15, 2020 | 0 | |
May 14, 2020 | 14 |
Committers
Author | Number of Commits |
---|---|
Clément Foucault | 15 |
Popular Files
Filename | Total Edits |
---|---|
eevee_materials.c | 7 |
eevee_private.h | 5 |
DRW_render.h | 4 |
eevee_lightprobes.c | 3 |
draw_manager_exec.c | 3 |
eevee_subsurface.c | 3 |
draw_manager_data.c | 3 |
eevee_renderpasses.c | 2 |
draw_manager.h | 2 |
draw_manager_shader.c | 2 |
Latest commits
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 |
MiikaHweb - Blender Git Statistics v1.06