This is a weekly video chat meeting for planning and discussion of Blender Eevee/viewport module development. Any contributor (developer, UI/UX designer, writer, …) working on Eevee/viewport in Blender is welcome to join.
For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.
- Google Meet
- Next Meeting: July 11, 2022, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2022-07-11T09:30:00Z → 2022-07-11T10:00:00Z)
- Clement Foucault
- Omar Emara
- Jeroen Bakker
- Michael Parkin-White
- Omar and Clement are on the same page with the patch review. Small issue that should be settled is to define the interface for code generation.
- Implementation of simple compositor nodes are mainly there. There will be some work done to add filtering/blur nodes.
- Omar will propose an alternative way to use AOV buffers.
- First patch for [buffer management] is committed this provides render passes and pixel filtering. No temporal sampling has been implemented yet this would be the next target to look at.
- Review comments of [[⚙ D15046 GPU: Share textures between mutliple image data-blocks.] should be addressed.
- This week the [command buffer] and [memory manager] for Metal has been reviewed and landed in master. There were some issues with missing license headers, but that will be taken care of.
- Next target will be to add Vertex Buffers, Uniform Buffers and Index Buffers. These are fairly straight forward.
- After that Batch and Shader precompilation will be added. This would eventually be the first time we should see pixels drawn by the Metal backend.
- Hans completed the patch for Curve selection overlay. This needs to be reviewed. [(⚙ D15219 Curves: Vizualize sculpt selection in overlay)]
- Object mode curve outline has been send for review to get feedback on the hair tips. They still have limited aliasing artifacts. Question for Clement to look at it how we could improve the drawing. [ (⚙ D15308 Draw: Curve outline drawing in object mode.)]
- Eevee viewport playback testing has been committed [T99136]. This allows keeping track of performance regressions over time. Currently developers should run them on their own machine, but eventually dedicated infrastructure will be added to buildbot that will run it every hour and send the results to a data store that can be accessed via a dashboard.
- Test files are located in the Blender Library repository under benchmarks/eevee
- Additional test files can be added to our liking. For example:
- many instances
- huge meshes
- highlighting specific shading
- During the meeting there was a small discussion how to handle VSync. This needs some further discussion as how this should be added in the test results and when we should change this option.