Cleanup: spelling in comments
This commit is contained in:
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ab7379ae62
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@ -40,7 +40,7 @@ struct ReportList;
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struct IDPrincipleProperties *BKE_lib_principleprop_init(struct ID *id);
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#if 0
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/**
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* Shallow or deep copy of a whole princple properties from \a src_id to \a dst_id.
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* Shallow or deep copy of a whole principle properties from \a src_id to \a dst_id.
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*/
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void BKE_lib_principleprop_copy(struct ID *dst_id, const struct ID *src_id, bool do_full_copy);
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#endif
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@ -113,7 +113,7 @@ typedef enum ModifierApplyFlag {
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/** Render time. */
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MOD_APPLY_RENDER = 1 << 0,
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/** Result of evaluation will be cached, so modifier might
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* want to cache data for quick updates (used by subsurf) */
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* want to cache data for quick updates (used by subdivision-surface) */
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MOD_APPLY_USECACHE = 1 << 1,
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/** Modifier evaluated for undeformed texture coordinates */
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MOD_APPLY_ORCO = 1 << 2,
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@ -733,7 +733,7 @@ enum {
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/* paint_vertex.cc */
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/**
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* Fills the object's active color atribute layer with the fill color.
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* Fills the object's active color attribute layer with the fill color.
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*
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* \param[in] ob: The object.
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* \param[in] fill_color: The fill color.
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@ -1564,7 +1564,7 @@ void BKE_blendfile_library_relocate(BlendfileLinkAppendContext *lapp_context,
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}
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if (GS(old_id->name) == ID_KE) {
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/* Shape Keys are handled as part of their owning obdata (see below). This implies thar
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/* Shape Keys are handled as part of their owning obdata (see below). This implies that
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* there is no way to know when the old pointer gets invalid, so just clear it immediately.
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*/
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item->userdata = NULL;
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@ -68,7 +68,7 @@ BLI_INLINE int eevee_cryptomatte_layers_count(const ViewLayer *view_layer)
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}
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/* The number of render result passes are needed to store a single cryptomatte layer. Per
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* renderpass 2 cryptomatte samples can be stored. */
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* render-pass 2 cryptomatte samples can be stored. */
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BLI_INLINE int eevee_cryptomatte_passes_per_layer(const ViewLayer *view_layer)
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{
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const int num_cryptomatte_levels = view_layer->cryptomatte_levels;
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@ -301,7 +301,7 @@ typedef struct EEVEE_PassList {
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struct DRWPass *maxz_copydepth_ps;
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struct DRWPass *maxz_copydepth_layer_ps;
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/* Renderpass Accumulation. */
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/* Render-pass Accumulation. */
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struct DRWPass *material_accum_ps;
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struct DRWPass *background_accum_ps;
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struct DRWPass *cryptomatte_ps;
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@ -1067,7 +1067,7 @@ typedef struct EEVEE_PrivateData {
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GPUTexture *renderpass_col_input;
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GPUTexture *renderpass_light_input;
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GPUTexture *renderpass_transmittance_input;
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/* Renderpass ubo reference used by material pass. */
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/* Render-pass UBO reference used by material pass. */
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struct GPUUniformBuf *renderpass_ubo;
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/** For rendering shadows. */
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struct DRWView *cube_views[6];
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@ -11,9 +11,11 @@
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#pragma once
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/* Number of items in a culling batch. Needs to be Power of 2. Must be <= to 65536. */
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/* Current limiting factor is the sorting phase which is single pass and only sort within a
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* threadgroup which maximum size is 1024. */
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/**
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Number of items in a culling batch. Needs to be Power of 2. Must be <= to 65536.
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* Current limiting factor is the sorting phase which is single pass and only sort within a
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* thread-group which maximum size is 1024.
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*/
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#define CULLING_BATCH_SIZE 1024
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/**
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@ -21,9 +21,9 @@
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namespace blender::eevee {
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/* -------------------------------------------------------------------- */
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/** \name Init
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/** \name Initialization
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*
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* Init funcions need to be called once at the start of a frame.
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* Initialization functions need to be called once at the start of a frame.
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* Active camera, render extent and enabled render passes are immutable until next init.
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* This takes care of resizing output buffers and view in case a parameter changed.
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* IMPORTANT: xxx.init() functions are NOT meant to acquire and allocate DRW resources.
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@ -104,7 +104,7 @@ static inline eMaterialGeometry to_material_geometry(const Object *ob)
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}
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}
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/** Unique key to identify each material in the hashmap. */
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/** Unique key to identify each material in the hash-map. */
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struct MaterialKey {
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Material *mat;
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uint64_t options;
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@ -169,7 +169,7 @@ struct ShaderKey {
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Default Material Nodetree
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/** \name Default Material Node-Tree
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*
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* In order to support materials without nodetree we reuse and configure a standalone nodetree that
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* we pass for shader generation. The GPUMaterial is still stored inside the Material even if
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@ -254,4 +254,4 @@ class MaterialModule {
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/** \} */
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} // namespace blender::eevee
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} // namespace blender::eevee
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@ -25,7 +25,7 @@ ShaderModule *ShaderModule::g_shader_module = nullptr;
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ShaderModule *ShaderModule::module_get()
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{
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if (g_shader_module == nullptr) {
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/* TODO(fclem) threadsafety. */
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/* TODO(@fclem) thread-safety. */
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g_shader_module = new ShaderModule();
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}
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return g_shader_module;
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@ -34,7 +34,7 @@ ShaderModule *ShaderModule::module_get()
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void ShaderModule::module_free()
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{
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if (g_shader_module != nullptr) {
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/* TODO(fclem) threadsafety. */
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/* TODO(@fclem) thread-safety. */
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delete g_shader_module;
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g_shader_module = nullptr;
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}
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@ -148,7 +148,7 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
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/** Noop. */
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break;
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case MAT_GEOM_CURVES:
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/** Hair attributes comme from sampler buffer. Transfer attributes to sampler. */
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/** Hair attributes come from sampler buffer. Transfer attributes to sampler. */
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for (auto &input : info.vertex_inputs_) {
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if (input.name == "orco") {
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/** NOTE: Orco is generated from strand position for now. */
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@ -163,14 +163,14 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
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case MAT_GEOM_WORLD:
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/**
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* Only orco layer is supported by world and it is procedurally generated. These are here to
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* make the attribs_load function calls valids.
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* make the attribs_load function calls valid.
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*/
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ATTR_FALLTHROUGH;
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case MAT_GEOM_GPENCIL:
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/**
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* Only one uv and one color attribute layer are supported by gpencil objects and they are
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* already declared in another createInfo. These are here to make the attribs_load
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* function calls valids.
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* function calls valid.
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*/
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for (auto &input : info.vertex_inputs_) {
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global_vars << input.type << " " << input.name << ";\n";
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@ -36,7 +36,7 @@ class ShaderModule {
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private:
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std::array<GPUShader *, MAX_SHADER_TYPE> shaders_;
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/** Shared shader module accross all engine instances. */
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/** Shared shader module across all engine instances. */
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static ShaderModule *g_shader_module;
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public:
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@ -26,7 +26,7 @@ using draw::TextureFromPool;
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#define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14
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/* -------------------------------------------------------------------- */
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/** \name Raytracing
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/** \name Ray-Tracing
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* \{ */
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enum eClosureBits : uint32_t {
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@ -27,7 +27,7 @@ class Instance;
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/* -------------------------------------------------------------------- */
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/** \name ObjectKey
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*
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* Unique key to identify each object in the hashmap.
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* Unique key to identify each object in the hash-map.
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* \{ */
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struct ObjectKey {
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@ -9,7 +9,7 @@
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* - The entire main view.
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* - A fragment of the main view (for panoramic projections).
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* - A shadow map view.
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* - A lightprobe view (either planar, cubemap, irradiance grid).
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* - A light-probe view (either planar, cube-map, irradiance grid).
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*
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* A pass is a container for scene data. It is view agnostic but has specific logic depending on
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* its type. Passes are shared between views.
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@ -40,7 +40,7 @@ void ShadingView::sync(int2 render_extent_)
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int64_t render_pixel_count = render_extent_.x * (int64_t)render_extent_.y;
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/* Divide pixel count between the 6 views. Rendering to a square target. */
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extent_[0] = extent_[1] = ceilf(sqrtf(1 + (render_pixel_count / 6)));
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/* TODO(fclem) Clip unused views heres. */
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/* TODO(@fclem): Clip unused views here. */
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is_enabled_ = true;
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}
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else {
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@ -60,8 +60,8 @@ void ShadingView::sync(int2 render_extent_)
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const float(*viewmat_p)[4] = viewmat.ptr(), (*winmat_p)[4] = winmat.ptr();
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#if 0
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if (false /* inst_.camera.is_panoramic() */) {
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/* TODO(fclem) Overscans. */
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/* For now a mandatory 5% overscan for DoF. */
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/* TODO(@fclem) Over-scans. */
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/* For now a mandatory 5% over-scan for DoF. */
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float side = data.clip_near * 1.05f;
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float near = data.clip_near;
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float far = data.clip_far;
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@ -204,4 +204,4 @@ void ShadingView::update_view(void)
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/** \} */
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} // namespace blender::eevee
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} // namespace blender::eevee
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@ -8,7 +8,7 @@
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* A view is either:
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* - The entire main view.
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* - A portion of the main view (for panoramic projections).
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* - A lightprobe view (either planar, cubemap, irradiance grid).
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* - A light-probe view (either planar, cube-map, irradiance grid).
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*
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* A pass is a container for scene data. It is view agnostic but has specific logic depending on
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* its type. Passes are shared between views.
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@ -154,4 +154,4 @@ class MainView {
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/** \} */
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} // namespace blender::eevee
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} // namespace blender::eevee
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@ -18,7 +18,7 @@ namespace blender::eevee {
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class Instance;
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/* -------------------------------------------------------------------- */
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/** \name Default World Nodetree
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/** \name Default World Node-Tree
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*
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* In order to support worlds without nodetree we reuse and configure a standalone nodetree that
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* we pass for shader generation. The GPUMaterial is still stored inside the World even if
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@ -93,7 +93,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
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.fragment_source("eevee_surf_forward_frag.glsl")
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// .additional_info("eevee_sampling_data",
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// "eevee_lightprobe_data",
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/* Optionnally added depending on the material. */
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/* Optionally added depending on the material. */
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// "eevee_raytrace_data",
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// "eevee_transmittance_data",
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// "eevee_utility_texture",
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@ -284,7 +284,7 @@ GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalCol
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GPU_SHADER_CREATE_INFO(overlay_particle)
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.sampler(0, ImageType::FLOAT_1D, "weightTex")
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.push_constant(Type::VEC4, "color") /* Drawsize packed in alpha */
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.push_constant(Type::VEC4, "color") /* Draw-size packed in alpha. */
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.vertex_in(0, Type::VEC3, "part_pos")
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.vertex_in(1, Type::VEC4, "part_rot")
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.vertex_in(2, Type::FLOAT, "part_val")
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@ -48,7 +48,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_velocity_needle)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Volume Gridlines
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/** \name Volume Grid-Lines
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface, "").flat(Type::VEC4, "finalColor");
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@ -21,7 +21,7 @@ GPU_SHADER_CREATE_INFO(overlay_wireframe)
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.sampler(0, ImageType::DEPTH_2D, "depthTex")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC3, "nor")
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.vertex_in(2, Type::FLOAT, "wd") /* wiredata */
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.vertex_in(2, Type::FLOAT, "wd") /* wire-data. */
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.vertex_out(overlay_wireframe_iface)
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.vertex_source("wireframe_vert.glsl")
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.fragment_source("wireframe_frag.glsl")
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@ -3,7 +3,7 @@
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#include "gpu_shader_create_info.hh"
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/* -------------------------------------------------------------------- */
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/** \name Select ID fo Edit Mesh selection
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/** \name Select ID for Edit Mesh Selection
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* \{ */
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GPU_SHADER_INTERFACE_INFO(select_id_iface, "").flat(Type::INT, "id");
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@ -146,7 +146,7 @@ typedef struct tGP_BrushEditData {
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float inv_mat[4][4];
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RNG *rng;
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/* Automasking strokes. */
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/* Auto-masking strokes. */
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struct GHash *automasking_strokes;
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bool automasking_ready;
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@ -4145,7 +4145,7 @@ static bool vertex_color_set(Object *ob, ColorPaint4f paintcol_in, Color *color_
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}
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/**
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* Fills the object's active color atribute layer with the fill color.
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* Fills the object's active color attribute layer with the fill color.
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*
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* \param[in] ob: The object.
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* \param[in] fill_color: The fill color.
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@ -240,7 +240,7 @@ class MTLTexture : public Texture {
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id<MTLBuffer> vert_buffer_mtl_;
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int vert_buffer_offset_;
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/* Core parameters and subresources. */
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/* Core parameters and sub-resources. */
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eGPUTextureUsage gpu_image_usage_flags_;
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/* Whether the texture's properties or state has changed (e.g. mipmap range), and re-baking of
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@ -1767,8 +1767,8 @@ void gpu::MTLTexture::ensure_baked()
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/* CUBE TEXTURES */
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case GPU_TEXTURE_CUBE:
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case GPU_TEXTURE_CUBE_ARRAY: {
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/* Note: For a cubemap 'Texture::d_' refers to total number of faces, not just array slices
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*/
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/* NOTE: For a cube-map 'Texture::d_' refers to total number of faces,
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* not just array slices. */
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BLI_assert(this->w_ > 0 && this->h_ > 0);
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this->texture_descriptor_ = [[MTLTextureDescriptor alloc] init];
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this->texture_descriptor_.pixelFormat = mtl_format;
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@ -28,7 +28,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color)
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.fragment_out(0, Type::VEC4, "fragColor")
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.push_constant(Type::VEC4, "color")
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/* TODO(fclem): Put thoses two to one UBO. */
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/* TODO(@fclem): Put those two to one UBO. */
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.push_constant(Type::MAT4, "ModelMatrix")
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.push_constant(Type::VEC4, "ClipPlane")
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.vertex_source("gpu_shader_3D_clipped_uniform_color_vert.glsl")
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@ -320,8 +320,8 @@ static bool parse_keyword(StringRef &line, StringRef keyword)
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if (!line.startswith(keyword)) {
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return false;
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}
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/* Treat any ASCII control character as whitespace; don't use isspace() for performance reasons.
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*/
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/* Treat any ASCII control character as white-space;
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* don't use `isspace()` for performance reasons. */
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if (line[keyword_len] > ' ') {
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return false;
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}
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@ -125,7 +125,7 @@ typedef struct ViewLayerAOV {
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int type;
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} ViewLayerAOV;
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/* Lightgroup Renderpass definition. */
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/** Light-group Render-pass definition. */
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typedef struct ViewLayerLightgroup {
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struct ViewLayerLightgroup *next, *prev;
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@ -1193,8 +1193,9 @@ typedef struct wmDropBox {
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struct wmDrag *drag,
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const int xy[2]);
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/** Called with the draw buffer (#GPUViewport) set up for drawing into the region's view.
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* \note Only setups the drawing buffer for drawing in view, not the GPU transform matricies.
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/**
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* Called with the draw buffer (#GPUViewport) set up for drawing into the region's view.
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* \note Only setups the drawing buffer for drawing in view, not the GPU transform matrices.
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* The callback has to do that itself, with for example #UI_view2d_view_ortho.
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* \param xy: Cursor location in window coordinates (#wmEvent.xy compatible).
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*/
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