--- tags: Eevee/Viewport module, Minutes --- # 2022-12-12 Eevee/Viewport Module Meeting # **Practical Info** 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](https://meet.google.com/pdh-qwfv-dwf) * Next Meeting: **December 19, 2022, 11:30 AM to 12:00 PM Amsterdam Time** (Your local time: [date=2022-12-19 time=11:30:00 timezone="Europe/Berlin"] → [date=2022-12-19 time=12:00:00 timezone="Europe/Berlin"]) *Attendees*: * Clement * Jeroen * Michael * Miguel * Omar ## Viewport Compositor * Implement Simple Star Glare node. (https://developer.blender.org/rB5ee116d4). * Implement Ghost Glare node. (https://developer.blender.org/rBfa27a5d0). * Started with user manual. * Still to do is to crop compositing to camera bounds. ## Workbench-next * Mainly worked on Shadows. * Some question about changes considering Metal and SSBOs. We might want to a different API to address this issue. * Fix a bug for 3.4 release, where incorrect type cast was made. ## Vector/matrix data structures * CPP data structure patch; some discussion about the design process. During the design process the Core module wasn't included. Patch description has been updated to include more context of the patch. ## Image Engine * Image engine now uses a set of tiles that make up the area to be drawn. This improves the smoothness when panning. When the user moves the tiles are used, only re-cycling tiles that went off-screen. [c20e456ee04f](http://developer.blender.org/rBc20e456ee04f) * Currently has some floating point precision issues when zoomed on large textures. Precision issues can be solved by using double matrices when calculating the bounds of the tiles. ## Metal backend * Most patches to support Eevee landed in master. Some shaders are still failing. * Some outstanding tweaks are still needed. Expect to be up and running by the end of the year. * Some issues on older hardware/macOS. * Compute shader would be a next target (for early January) ## Vulkan backend * GLSL to Spir-V is still a target for this year. Currently fails as it hasn't been adapted for the new Eevee create info shaders. * Detected a macro issue which has been reported up-stream. Multiple work-arounds exists. Issue is that macros used as parameter of another macros are evaluated twice. [Issue on github](https://github.com/google/shaderc/issues/1288).