Re: [Bf-committers] Blender 2.80-beta is out!

2018-12-04 Thread Kurt Weiss
2.80: Impressing! - Excellent work! Am 29.11.18 um 18:43 schrieb Ton Roosendaal: Hi, The beta is official now! Congrats to everyone :) Feature landing page: https://www.blender.org/2.8/ Code blog announcement: https://code.blender.org Daily builds https://builder.blender.org As a tester

[Bf-committers] V2.8

2018-12-04 Thread kike gomicia
Congratulations for the 2.8 release to all developers. The big efforts at work are recognized, I followed all the development and I know the well done how to commanded for the Cherokee Chieff Tom :) . Looks very good!. Really this software is amazing, and free! Thanks to all, you are a fantastic

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
Ray: Thank you for the reply. It sounds like there is an interest in supporting multiple back-ends, which is exciting. With regards to the cleanup, it sounds like the current goal is to replace any GL calls with GPU_* calls outside the GPU folders. I'd be happy to contribute to that cleanup. Is

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Ray Molenkamp
I'm going to assume RA was build with multiple back-ends in mind, the blender code-base however is an old old code-base, and wasn't really designed to use anything other than openGL. Although we have cleaned it up quite a bit, there are still loads of openGL calls and opengl-isms sprinkled all

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Ray Molenkamp
It's up for debate really, I'd prefer not having to maintain 5 different versions of all shaders , also there is a fair amount of dynamic glsl being generated by blender. so having something that'll take glsl and outputs 'whatever we want' would be nice. glslang[1] with spirvcross[2] looked

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
I'd agree, it would be much easier to use unified shaders. I've had a really good experience with using glslang and SPIRV-cross in RetroArch to generate Metal shaders dynamically. Both of these projects are well maintained. Worth noting that some of the glsl shaders are quite complex and translate

[Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
Hi Blender 3D developers: Given the deprecation and poor support of OpenGL on Apple platforms, I am curious if there is any interest in my desire to develop Metal GPU support for Blender 3D? I recently implemented Metal support for RetroArch (a cross-platform emulator front end). Some of the

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Clément FOUCAULT
Well given the amount of shader we use, we *need* to only maintain one version of each. The biggest showstopper I see for porting to metal is the lack of geometry shader that we use in some places (not that many actually but important ones like the edit mesh cage and outlines wireframes). It

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
*Stuart Carnie* On Tue, Dec 4, 2018 at 7:56 PM Clément FOUCAULT wrote: > Well given the amount of shader we use, we *need* to only maintain one > version of each. > A very reasonable requirement. > > The biggest showstopper I see for porting to metal is the lack of geometry > shader that we