Google Summer of Code 2014 – Viewport FX III
OK, so reworking the graphics code for Blender turned out to be an absolutely huge project, and this is going to be months 7-9 (I hate to say 3 years because I haven’t actually gotten to work on it for 3 man years).
Here is the proposal:
My main goal this summer is to integrate as much as can be integrated into the master branch. This requires a significant amount of code review, profiling, and testing. The profiling and testing is why I’m posting here.
Last year after Viewport FX II was done I had a version of Blender that could draw using both OpenGL ES 2 (Think Android) and OpenGL 3 Core (Think modern graphics cards). It also ran on Direct3D through Google’s ANGLE library. In the coming weeks I’m going to built a system that will let myself and volunteers test this code to make sure it outputs the same pixels as the legacy OpenGL code. In the mean time I’d to get volunteers and test files. I’d also like to see if anybody has suggestions for refining my test plan and making sure this is efficient and not overwhelming.
Besides testing for regressions (misdrawn screens), I’d also like to gather files that demonstrate the problems with viewport performance in Blender so that I can compare the performance of the new and old code and remove any bottlenecks. This will come later, as I’m pretty sure that the new code is actually slower, but it really needs to be correct before it gets optimized.
I’ll add more details to this post as my plan gets revised.