Commit Graph

123424 Commits

Author SHA1 Message Date
77c9c402cb Merge remote-tracking branch 'origin/main' into tmp_lib_update_36 2023-04-22 10:22:13 -06:00
68ff37d8dc deps_builder: Add float version of fftw3 2023-04-22 10:21:37 -06:00
a9f02cd8d8 Geometry Nodes: add map from bsocket index to lf socket index
The socket indices in `bNode` and their corresponding `lf::Node`
don't match exactly, because `lf::Node` does not contain the
unavailable sockets. A simple mapping from `bNodeSocket` index
to `lf::Socket` index is required for future work. For now it
only removes the need for various tempory vectors.
2023-04-22 16:14:45 +02:00
1e81e27557 Cleanup: use hash value that fits into int to fix compile error 2023-04-22 15:28:26 +02:00
8523e361e8 BLI: use decay_t to determine type to hash
Goal is to fix a compile error on macos.
2023-04-22 15:01:56 +02:00
8e967cfeaf Mesh: Cache loose vertices
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.

There are two types of loose vertices:
1. Vertices not used by any edges or faces
   `Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
   `Mesh.verts_no_face()`

Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing

Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms

Pull Request: blender/blender#105567
2023-04-22 13:46:11 +02:00
8fbf0a79fc Geometry Nodes: replace more maps with array
This is the same as 8b6777edc2 but for node groups instead
of built-in nodes.
2023-04-22 13:36:58 +02:00
15f9e42c4f Geometry Nodes: new Index of Nearest node
The node outputs the index of the closest element to itself. See #102387
for the original design.

This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
  field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
  consider each other as neighbors and ignore elements with other ids.

Pull Request: blender/blender#104619
2023-04-22 13:11:51 +02:00
8b6777edc2 Geometry Nodes: replace multiple maps with single array
The goal here is to avoid creating to many `Map` which are fairly
large compared to simple arrays. Also, access in arrays is more
efficient.
2023-04-22 13:01:28 +02:00
0e82510ea2 Sculpt: Fix #107068: Crash in multires unsubdivide
A BMesh customdata offset was being pulled from
the base mesh's customdata.
2023-04-21 18:08:42 -07:00
21b51e7b88 Cleanup: Use function ref instead of pointer for transform gizmo
Avoid the need to cast to and from `void *` and use
lambda capture to make things a bit more automatic.

Pull Request: blender/blender#107225
2023-04-21 21:41:35 +02:00
c547ff1ebd Fix VSE thumbnails are displayed from incorrect scene
Add scene to rendering context, so it can be used for cache hashing.
2023-04-21 20:33:52 +02:00
968ecf6f8b Fix #106993: Slowness with Orbiting around select + Mesh Symmetry
The issue happens because the algorithm used to calculate the center of
the selection first needs to create a TransData array. In this array,
the code calculates the "mirrored" elements which can be quite slow in
dense meshes.

The solution is replace this slow algorithm used for calculating the pivot
point with the fast algorithm used to calculate the position of transform
gizmos.

Pull Request: blender/blender#107203
2023-04-21 20:07:05 +02:00
7bf56e5c75 Fix failing lite build
Caused by b21695a507.
2023-04-21 19:29:16 +02:00
271ddc303d Fix Build Warning
Removing unused variable in font_cursor_text_index_from_event
2023-04-21 10:27:24 -07:00
68f8253c71 VFONT: Text Selection Operator
An operator to allow interactive text selection for 3D Text Objects.
This is from the code of Yash Dabhade (yashdabhade) for GSoC 2022
with corrections and simplifications. Also includes double-click for
word selection.

Pull Request: blender/blender#106915
2023-04-21 19:08:44 +02:00
29a4903eb8 Metal: Resolve high memory pressure on EEVEE render
When EEVEE is rendering multiple samples via
eevee_draw_scene, the command submission and in-flight
memory pressure would grow until all samples completed,
due to lack of intermediate flushing of GPU work and memory.

This patch adds a command flush and memory clear for this case
which occurs with high TAA sample counts during saving, similar
to the process in EEVEE_render_draw.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#107221
2023-04-21 18:24:30 +02:00
35a8341d7b UI: Make it possible to add shortcuts to UI operators.
Function `WM_keymap_guess_opname()` skipped `UI_OT` operator types. In
some cases this is detremental to workflow, see #105371.

To exclude operators from getting keyboard shortcut it was suggested by
Campbell to use flag `OPTYPE_INTERNAL` or make new one.

Pull Request: blender/blender#105383
2023-04-21 17:09:41 +02:00
b21695a507 VSE: Add sound strip retiming support
This patch contains changes needed for retiming sound strips.

`BKE_sound_set_scene_sound_pitch()` is replaced by
`BKE_sound_set_scene_sound_pitch_constant_range()` which uses new
Audaspace interface to set pitch in bulk.
This is done in `SEQ_retiming_sound_animation_data_set()` where retimed
sections are created for each strip. When strip is inside of meta
strip(s), the retimed sections of meta and actual strip are split where
they intersect and pitch is multiplied where they overlap. Each section
will have pitch value that is provided to audaspace.

Waveform overlay now represents retimed audio accurately.

Ref: #100337

Pull Request: blender/blender#105072
2023-04-21 16:53:27 +02:00
b44dace9d8 Build: remove smatch, sparse & splint checking scripts
These checkers were all C-only making them increasingly less useful.
2023-04-21 23:32:55 +10:00
5e76622f47 Cleanup: remove redundant code 2023-04-21 23:27:21 +10:00
bc338aac74 Cleanup: Avoid switch fallthrough, avoid copying bit span
Duplicating a few function calls makes this section easier to follow.
2023-04-21 08:43:18 -04:00
0dd16758f0 Core: libquery: change Collection's parent pointer to master collection to 'not owned'. 2023-04-21 14:24:54 +02:00
3ee21d1098 Cleanup: rename anonymous attribute id pointer type 2023-04-21 14:14:27 +02:00
88f6d584ca Fix: wrong field inferencing in Sample Curve node
Whether the outputs are fields only depends on whether at least one of the
last three inputs is a field. It does not matter whether the `Value` input is
a field.

Pull Request: blender/blender#106007
2023-04-21 13:27:09 +02:00
e6ec1e4baf Vulkan: Attach debug utils to GPU_debug_group.
Also removes some unneeded CPP keywords.

Pull Request: blender/blender#107217
2023-04-21 12:49:36 +02:00
09a2b5c70f Docs: note that renaming data-blocks sorted them which impacts iteration
Address issue raised in #107027.
2023-04-21 20:36:29 +10:00
3650b36141 Metal: TF more optimal for hair refinement
Patch prefers usage of Transform Feedback for hair refinement
as opposed to compute, as vertex work can be pipelined with
existing rendering work which is in-flight.

This approach is ~20% faster depending on the scene. Note that
the current implementation only uses TF, as storage buffer support
is disabled. Though once storage buffer support is added, we should
still use the TF path.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#107166
2023-04-21 12:35:21 +02:00
bebb17a973 Vulkan: Provide Debug Utilities
This PR uses the VK_EXT_debug_utils extension, but it's only for labeling, so it doesn't rely on the VK_LAYER_KHRONOS_validation functionality.

The functions that do these things are loaded into the runtime as vulkan extensions.

Declare the function pointers in a struct and make them members of vk_context.

Pull Request: blender/blender#106098
2023-04-21 12:32:40 +02:00
fc288ec856 Fix: missing variable initialization 2023-04-21 11:44:56 +02:00
99f5e60b86 RNA: ignore some large arrays in override code
This speeds up saving `070_0100.anim.blend` from the Heist project
from ~3s to ~300ms by adding PROPOVERRIDE_IGNORE in a few
places. It's not completely obvious to me when `PROPOVERRIDE_IGNORE`
should be used and when it shouldn't. Given that the same is done for
meshes already, it seems correct.

Pull Request: blender/blender#107196
2023-04-21 10:15:51 +02:00
680a54c7d0 EEVEE Next: Ensure correct texture usage for views
Add texture usage flags for textures which are used as texture views
or require texture views for backing implementation.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#107163
2023-04-21 10:06:55 +02:00
25138fd6e0 EEVEE Next: GLSL Metal shader type compatibility
Apply compilation fixes for Metal compatibility.
This includes explicit type casts, packed data types
where vec3 alignment is inconsistent, constructor replacement
with factory function.

The Metal shader generator also needs knowledge of when bound
resources are fundamental data types, so
SHADOWS_TILE_DATA_PACKED must be described as uint in
ShaderCreateInfo.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#107178
2023-04-21 09:55:37 +02:00
4134682ec2 Fix #107156: UV Cylinder/Sphere Projection fails after other operators
Caused by 6b8cdd5979.

Above commit introduced element tagging for boundary calculations but
only cleared them properly on all faces if the new `Preserve Seams`
option was chosen. We cannot be sure about the state of element tags
from prior operators though, so correct the culprit check to also only
be in effect if the new `Preserve Seams` option was chosen.

Pull Request: blender/blender#107161
2023-04-21 08:28:03 +02:00
c18351f670 Metal: Increase concurrent shader compilation threads
Leverage new API call in Metal to increase the number of threads
dedicated to concurrent shader compilation. First step to improve
parallel compilation times when multiple engines are active.

Would also enable an increase in worker threads for shader
compilation jobs within the DRWManager.

Note that this is only available in the latest
version of macOS Ventura (13.3).

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106625
2023-04-21 07:52:17 +02:00
fdf920bf5d Metal: Add textureGrad support
Fixes compilation errors in viewport compositor.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106805
2023-04-21 07:45:30 +02:00
19dbe049db Fix #106469: unstable tessellation with quad-flipping detection
The result of detecting if a quad should flip the default 0-2 split
when tessellated only used a pre-calculated normal when available,
since the method of detecting the flip was different, the check for a
concave face could change depending on the existence of polygon-normals.

In practice this meant cycles render preview could use a different
tessellation than the GPU display.

While [0] exposed the bug, it's an inherent problem with having 2
methods of detecting concave quads.

Remove is_quad_flip_v3_first_third_fast_with_normal(..) and always
use is_quad_flip_v3_first_third_fast(..), because having to calculate
the normal inline has significant overhead.

Note that "bow-tie" quads may now render with a subdivision in a
different direction although they must be very distorted with both
triangles along the 0-2 split pointing away from each other.

Thanks to @HooglyBoogly for investigating the issue.

[0]: 16fbadde36.
2023-04-21 15:02:47 +10:00
5721b34e53 Cleanup: add win32 suffix to BLI_path_is_abs
Naming made it seem this might be the opposite of BLI_path_is_rel,
when it checks for WIN32 specific path prefixes.
2023-04-21 09:46:06 +10:00
417b62522d Cleanup: code-comments in path_util.c
- Remove duplicate doc-string.
- Use full sentences.
- Use back-ticks for path literals
  (to avoid confusion with doxy-slash commands).
2023-04-21 09:34:30 +10:00
fc749d9d25 Cleanup: replace binary '&' with '&&' check
As the intention is to check both statements are true, avoid bitwise
operations on boolean results.
2023-04-21 09:13:09 +10:00
54ce0ac922 Cleanup: use const variables when reading X11 events 2023-04-21 09:12:31 +10:00
62806012ed Cleanup: resolve uninitialized members in GHOST Window & SystemX11
While this didn't cause bugs, initialize members to avoid problems
in the future.

GHOST::SystemX11
- m_keyboard_vector
- m_keycode_last_repeat_key

GHOST::Window
- m_cursorGrabInitPos
- m_userData
2023-04-21 09:06:25 +10:00
ae24fe56a3 Cleanup: quiet shadowed variable warning 2023-04-21 08:42:10 +10:00
04faf12bd8 Cleanup: use BLI_listbase_is_single to avoid unnecessary counting 2023-04-21 08:35:09 +10:00
8e69b41bdf Cleanup: use const for implicit sharing info
Generally, one does not know if the sharing info is currently shared
and should therefore be const. Better keep it const almost all the
time and only remove the constness when absolutely necessary
and the code has checked that it is valid.
2023-04-20 23:32:33 +02:00
491f098edf Cleanup: Fix custom data memcpy call null argument
The data was only null if the size was also zero, but it's simple
to avoid the ASAN warning anyway.
2023-04-20 17:31:29 -04:00
f6ec11741c Fix #106208: data-block socket defaults not used for node group
The main challenge is to avoid dangling pointers. Currently, the lifetime of socket
declarations is somewhat unbounded (at least we didn't restrict it explicitly yet).
Therefore, storing non-owning pointers in it tricky. For ID pointers one could
potentially use the foreach-id iterator to update pointers in declarations as well,
but that's a bit out of scope and might not be the right solution anyway, since it's
not obvious that all node declarations are reachable from IDs stored in `bmain`.

The solution now is to use a callback that retrieves the right ID pointer when it
is used. The important thing is that the callback does not capture any potentially
dangling pointer either.

Pull Request: blender/blender#107179
2023-04-20 22:27:45 +02:00
4babb7c02e Cycles: oneAPI: Fix volume intersection for Embree GPU execution 2023-04-20 21:20:33 +02:00
0d9fa73b42 Cycles: oneAPI: Fix motion blur rendering for Embree GPU execution
CPU non-unified shared memory was used for shared geometry buffers.
For the Embree GPU case, we now create new geometry buffers on GPU instead.
2023-04-20 21:20:33 +02:00
7e92fb92ec Cycles: oneAPI: Fix kernels preloading in case of incompatible AoT binaries
When running oneAPI with AoT binaries, on hardware that's not compatible with
these, recompilation could have been missing from the kernels loading phase and
happen during execution instead.

These changes fixes it, any kernel compilation will now happen during the
kernels loading phase.
2023-04-20 21:20:33 +02:00