Merge branch 'blender-v2.82-release'

This commit is contained in:
Antonio Vazquez 2020-01-24 09:43:42 +01:00
commit d6bd359545
3 changed files with 40 additions and 30 deletions

View File

@ -144,7 +144,12 @@ template<> int fromPy<int>(PyObject *obj)
template<> string fromPy<string>(PyObject *obj)
{
if (PyUnicode_Check(obj))
#ifdef BLENDER
// Blender is completely UTF-8 based
return PyBytes_AsString(PyUnicode_AsUTF8String(obj));
#else
return PyBytes_AsString(PyUnicode_AsLatin1String(obj));
#endif
#if PY_MAJOR_VERSION <= 2
else if (PyString_Check(obj))
return PyString_AsString(obj);
@ -155,7 +160,12 @@ template<> string fromPy<string>(PyObject *obj)
template<> const char *fromPy<const char *>(PyObject *obj)
{
if (PyUnicode_Check(obj))
#ifdef BLENDER
// Blender is completely UTF-8 based
return PyBytes_AsString(PyUnicode_AsUTF8String(obj));
#else
return PyBytes_AsString(PyUnicode_AsLatin1String(obj));
#endif
#if PY_MAJOR_VERSION <= 2
else if (PyString_Check(obj))
return PyString_AsString(obj);

View File

@ -82,13 +82,13 @@ typedef struct EXTERNAL_Data {
static struct {
/* Depth Pre Pass */
struct GPUShader *depth_sh;
bool draw_depth;
} e_data = {NULL}; /* Engine data */
typedef struct EXTERNAL_PrivateData {
DRWShadingGroup *depth_shgrp;
/* Do we need to update the depth or can we reuse the last calculated texture. */
bool need_depth;
bool update_depth;
float last_persmat[4][4];
@ -110,13 +110,15 @@ static void external_engine_init(void *vedata)
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
stl->g_data->update_depth = true;
stl->g_data->need_depth = true;
}
stl->g_data->update_depth = true;
/* Progressive render samples are tagged with no rebuild, in that case we
* can skip updating the depth buffer */
if (!(ar && (ar->do_draw & RGN_DRAW_NO_REBUILD))) {
stl->g_data->update_depth = true;
if (ar && (ar->do_draw & RGN_DRAW_NO_REBUILD)) {
stl->g_data->update_depth = false;
}
}
@ -126,6 +128,8 @@ static void external_cache_init(void *vedata)
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
EXTERNAL_TextureList *txl = ((EXTERNAL_Data *)vedata)->txl;
EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
{
DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0);
@ -144,14 +148,7 @@ static void external_cache_init(void *vedata)
}
/* Do not draw depth pass when overlays are turned off. */
e_data.draw_depth = false;
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
/* mark `update_depth` for when overlays are turned on again. */
stl->g_data->update_depth = true;
return;
}
stl->g_data->need_depth = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
}
static void external_cache_populate(void *vedata, Object *ob)
@ -163,20 +160,16 @@ static void external_cache_populate(void *vedata, Object *ob)
return;
}
/* Do not draw depth pass when overlays are turned off. */
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
if (ob->type == OB_GPENCIL) {
/* Grease Pencil objects need correct depth to do the blending. */
stl->g_data->need_depth = true;
return;
}
if (stl->g_data->update_depth) {
e_data.draw_depth = true;
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
/* Depth Prepass */
DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob);
}
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
/* Depth Prepass */
DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob);
}
}
@ -246,16 +239,14 @@ static void external_draw_scene(void *vedata)
external_draw_scene_do(vedata);
}
if (e_data.draw_depth) {
if (stl->g_data->update_depth && stl->g_data->need_depth) {
DRW_draw_pass(psl->depth_pass);
// copy result to tmp buffer
/* Copy main depth buffer to cached framebuffer. */
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->depth_buffer_fb, 0, GPU_DEPTH_BIT);
stl->g_data->update_depth = false;
}
else {
// copy tmp buffer to default
GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT);
}
/* Copy cached depth buffer to main framebuffer. */
GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT);
}
static void external_engine_free(void)

View File

@ -332,7 +332,16 @@ static void ntree_shader_groups_expand_inputs(bNodeTree *localtree)
bNodeSocket *group_socket = group_node->inputs.first;
for (; group_socket; group_socket = group_socket->next) {
if (group_socket->link != NULL) {
bNodeLink *link = group_socket->link;
/* Fix the case where the socket is actually converting the data. (see T71374)
* We only do the case of lossy conversion to float.*/
if ((group_socket->type == SOCK_FLOAT) && (link->fromsock->type != link->tosock->type)) {
bNode *node = nodeAddStaticNode(NULL, localtree, SH_NODE_RGBTOBW);
nodeAddLink(localtree, link->fromnode, link->fromsock, node, node->inputs.first);
nodeAddLink(localtree, node, node->outputs.first, group_node, group_socket);
}
continue;
}