[Soc-2014-dev] Weekly Report #7 Viewport FX III

Jason Wilkins jason.a.wilkins at gmail.com
Sat Jul 12 00:49:04 CEST 2014


Ok, I can combine everything into a single working patch against head and
submit it later tonight.
On Jul 11, 2014 5:43 PM, "Thomas Dinges" <blender at dingto.org> wrote:

>  Create a patch, and upload it on https://developer.blender.org/ via
> "Submit Code".
>
> Am 12.07.2014 00:19, schrieb Jason Wilkins:
>
> This is probably where I'm confused.  I'm not totally sure what I need to
> do to officially start a review.  I had Campbell review some code I just
> committed a couple of weeks ago, so I thought that would be enough.
>
> Do I need to make a separate patch and then point you guys at it?  If so
> I'll do that asap.
>
> The X11 code has gotten to a point that it works, at least for me, but I'm
> not sure if there are situations where it might fail.
> On Jul 11, 2014 4:42 PM, "Sergey Sharybin" <sergey.vfx at gmail.com> wrote:
>
>> Even so GLX might take some time still, i don't see any reason why not to
>> send current patch (which as i understand works on OSX?) to the code review
>> system? Sooner all involved developers starts giving a feedback on the
>> changes sooner you'll be able to commit stuff to master branch. Doubt
>> reviewing such a larger changes would be reviewed sooner than week or so.
>>
>>
>> On Wed, Jul 9, 2014 at 10:52 PM, Antony Riakiotakis <kalast at gmail.com>
>> wrote:
>>
>>> Great, I will make sure to check it out on my linux box too when ready.
>>>
>>>
>>> On 9 July 2014 17:12, Jason Wilkins <jason.a.wilkins at gmail.com> wrote:
>>>
>>>> It took a bit more time than I expected but I have a GLX implementation
>>>> now.  I actually got it to work on OSX, so no need for me to setup a Linux
>>>> box. (It didn't take much work to use x11 on osx actually)
>>>>
>>>>  I'll be committing it later today after cleaning it up.
>>>>
>>>> This is a heads up for Antony since he indicated he wanted to look at
>>>> the GLX context class.  It actually works on OSX but there may be a
>>>> surprise on Linux so that would be a good idea.
>>>>
>>>> On Sunday, July 6, 2014, Jason Wilkins <jason.a.wilkins at gmail.com>
>>>> wrote:
>>>>
>>>>> Beside GLX support I just need to get feedback.
>>>>>
>>>>> On Sunday, July 6, 2014, Antony Riakiotakis <kalast at gmail.com> wrote:
>>>>>
>>>>>>  Hi,
>>>>>>
>>>>>>  It's not entirely clear to us what the state of the project is. We
>>>>>> had agreed before GSOC to have GHOST initialization reviewed and merged as
>>>>>> soon as possible, so that we could at least have the basis on which to port
>>>>>> the new vertex streaming code.
>>>>>>
>>>>>> As far as I know this is not achieved yet.
>>>>>>
>>>>>>  I would really rather one target is finished, reviewed and merged
>>>>>> first, then move on to other targets.
>>>>>>  Not doing concentrated work will surely result again in unfinished
>>>>>> work and the code in an uncertain state.
>>>>>>  Let's avoid that this time.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 5 July 2014 16:36, Jason Wilkins <jason.a.wilkins at gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> I set a few modest goals last week and I was a little disappointed
>>>>>>> that that is about all I was able to do.  Then I realized I lost a couple
>>>>>>> of days due to having to go home early one day (a pipe burst) and of
>>>>>>> course, the July 4th holiday.
>>>>>>>
>>>>>>>  This week:
>>>>>>>
>>>>>>>  * Extension Shims - This is just a way of reducing the amount of
>>>>>>> conditional compilation and branches that can happen due to the different
>>>>>>> possible OpenGL APIs that may be available.
>>>>>>>
>>>>>>>  * State Policy - Reducing the number of OpenGL API calls by
>>>>>>> choosing a "policy" for each state that results in the fewest calls.  For
>>>>>>> example I eliminated a few dozen calls to glBlendFunc by just assuming that
>>>>>>> the state is GL_ALPHA/GL_ONE_MINUS_SRC_ALPHA.
>>>>>>>
>>>>>>>  At this point I regretted that I ignored the Game Engine last year
>>>>>>> because I'm not completely sure that all my state policies can hold across
>>>>>>> all of Blender, BlenderPlayer, and the embedded Game Engine without more
>>>>>>> testing.
>>>>>>>
>>>>>>>  Next Week:
>>>>>>>
>>>>>>>  One reason I was conservative about goals last week was that I
>>>>>>> wanted to think about my next move, since it wasn't completely clear to be
>>>>>>> at the time, but I think I figured it out.
>>>>>>>
>>>>>>>  There is a module called "gpu_immediate" that is meant as a
>>>>>>> replacement for immediate mode.  Not a great name since it is more like a
>>>>>>> vertex buffer builder and is capable of saving vertex buffers for reuse.
>>>>>>>  My goal for this week is to get that module into a reviewable state.
>>>>>>>
>>>>>>>  There is some overlap between it and gpu_buffers and some of the
>>>>>>> cases where Blender uses vertex arrays instead of immediate mode that
>>>>>>> should be combined to remove the redundancy.  Also I've been meaning to use
>>>>>>> vertex array objects for over a year now and I want to get to that.
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> Soc-2014-dev mailing list
>>>>>>> Soc-2014-dev at blender.org
>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2014-dev
>>>>>>>
>>>>>>>
>>>>>>
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>>>
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>>
>>
>>  --
>> With best regards, Sergey Sharybin
>>
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