Commit Graph

94935 Commits

Author SHA1 Message Date
5d5027db03 Animation: Gaussian Smooth operator for Graph Editor
Add a Gaussian smoothing operator to supersede the current
smoothing operator in the graph editor.

Advantage over the current implementation:
* Supports modal operations
* Is independent of key density
* More options in the redo panel
* More predictable Impulse Response

Option in the redo panel to change

Filter Width: How far out on each side of a key the code checks
to average key values

Sigma: The shape of the bell curve, lower values make a sharper bell curve
reducing the smoothing effect.
Too High values will make the code behave like an average filter as the
curve in the -1/1 range will almost be flat.

On a technical note, the operator needs to store additional data when running in modal
to avoid allocating/deallocating data on every modal run.
For that reason the `tGraphSliderOp` struct has been extended with
`void *operator_data` and `void (*free_operator_data)(void *operator_data)`.
The former is the data and the latter is a function responsible for freeing that data.

Pull Request: blender/blender#105635
2023-03-24 12:11:20 +01:00
8069b01c28 Cleanup: Make drop target creation functions non const
These often want to store a non-const reference to its owner, i.e. the
object that created them. I don't really like removing const here, but
it makes sense to enable this use case.
2023-03-24 11:53:49 +01:00
64f3afb267 Fix UI view drag target not using correct boundaries with panels
Initial idea was to calculate the view boundaries when finishing the
`uiBlock`, after layout code and such ran. But the panel code applies an
offset later, which breaks this. The view boundaries would be off by
something like 100px.
2023-03-24 11:40:09 +01:00
2fba27e6d8 Fix #105325: crash calling asset_generate_preview() in backgound mode
`.asset_generate_preview()` internally calls `UI_icon_render_id` as a
job -- as opposed to `.preview_ensure()` [which internally also calls
`UI_icon_render_id`, but not as a job] leading to crashes in background
mode.

This might be due to the fact that OpenGL context is not set up
correctly (so there might be other ways to fix this), but there seems to
be other places/comments indicating that icon handling is only for main
thread (see e.g. 13beeb5892).
And while this does not fully explain why doing this with jobs works fine
from the UI, the patch certainly fixes the crashes in background mode for
now (by not using jobs).

Pull Request: blender/blender#106046
2023-03-24 09:17:00 +01:00
08a6361b3f Vulkan: Texture Data Conversions
This PR adds basic support for texture update, read back and clearing
for Vulkan. In Vulkan we need to convert each data type ourselves as
vulkan buffers are untyped. Therefore this change mostly is about data
conversions.

Considerations:
- Use a compute shader to do the conversions:
  - Leads to performance regression as compute pipeline can stall
    graphics pipeline
  - Lead to additional memory usage as two staging buffers are needed
    one to hold the CPU data, and one to hold the converted data.
- Do inline conversion when sending the data to Vulkan using `eGPUDataFormat`
  - Additional CPU cycles required and not easy to optimize as it the
    implementation requires many branches.
- Do inline conversion when sending the data to Vulkan (optimized for CPU)

For this solution it was chosen to implement the 3rd option as it is fast
and doesn't require additional memory what the other options do.

**Use Imath/half.h**
This patch uses `Imath/half.h` (dependency of OpenEXR) similar to
alembic. But this makes vulkan dependent of the availability of
OpenEXR. For now this isn't checked, but when we are closer to
a working Vulkan backend we have to make a decision how to cope with
this dependency.

**Missing Features**

*Framebuffer textures*
This doesn't include all possible data transformations. Some of those
transformation can only be tested after the VKFramebuffer has been
implemented. Some texture types are only available when created for a
framebuffer. These include the depth and stencil variations.

*Component format*
Is more relevant when implementing VKVertexBuffer.

*SRGB textures*
SRGB encoded textures aren't natively supported on all platforms, in
all usages and might require workarounds. This should be done in a
separate PR in a later stage when we are required to use SRGB textures.

**Test cases**
The added test cases gives an overview of the missing bits and pieces of
the patch. When the implementation/direction is accepted more test cases
can be enabled/implemented.

Some of these test cases will skip depending on the actual support of
platform the tests are running on. For example OpenGL/NVidia will skip
the next test as it doesn't support the texture format on OpenGL, although
it does support it on Vulkan.

```
[ RUN      ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[  SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN      ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[       OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
```

Pull Request: blender/blender#105762
2023-03-24 08:09:19 +01:00
d5df77199b Vulkan: Resource Submission Tracking
In Vulkan multiple commands can be in flight simultaneously.

These commands can share resources like descriptor sets or push
constants. When between commands these resources are updated
a new version of the resources should be created.

When a resource is updated it should check the submission id of the
command buffer. If this is different than last known by the resources,
the previous resources should be freed.
If the submission id is the same than previously it has to create a
new version of the resource to not intervene with other commands that
uses the resource before the update.
When the resource wasn't updated between multiple usages in the same
submission id it could reuse the previous resource.

This PR introduces a `ResourceTracker` and a `SubmissionTracker`.
A submission tracker can check if the command buffer is submitted.
In this case all resources of the resource tracker should be freed.
Unmodified resources in the same submission can be shared.

A resource tracker will keep track of all resources that are in
flight. After the resources are used (submission + execution) have
finished the resources can be cleared.

Pull Request: blender/blender#105183
2023-03-24 07:47:50 +01:00
1588f57602 Fix: Targa with Palette Shows Grayscale in Viewport.
Viewport assumes that when the number of planes of the image
buffer is less or equal to 8 it is a gray scale image. In that
case it will optimize the texture to be stored as a grayscale
image on the GPU.

When using a targa file with a palette, the bitplanes were not
extracted from the actual colors, but from the number of colors
that were present in the palette.

Image buffers don't support palettes so that doesn't make sense.
This PR uses the bitdepth of the actual colors inside the palette
to identify the number of planes to use in the image buffer.

Pull Request: blender/blender#106047
2023-03-24 07:46:33 +01:00
3dcd4df70c UI: support the primary clipboard for console & 3D text selection
Only the text editor supported the primary clipboard & only for modal
selection. Now selecting text in the console & 3D text editing also
sets the primary clipboard under X11 & Wayland.

Notes:

- Pasting from the primary clipboard isn't yet exposed in the key-map
  so in practice it's only useful for pasting text outside of Blender.
- Use skip-save option when pasting from the primary selection
  so this is never used by the regular paste shortcut.
- This commit adds a primary-clipboard flag to WM_capabilities_flag() so
  creating the the copy-buffer is only performed when necessary.
2023-03-24 17:09:39 +11:00
c971adfeef Separate ColorRamp node name into Color Ramp
Node names should be properly separated for easy searching and reading
and for consistency with other (color) nodes.

This commit should only touch UI names which do not need versioning and does not break node setups or py scripts.
2023-03-24 05:00:02 +01:00
058a0187f8 Fix #106029: Crash sculpting with dynamic topology
The pbvh->mesh pointer isn't set when dyntopo is enabled.
2023-03-23 21:57:55 -04:00
f7946b486b Fix #106041: fix uv packing performance on aligned quads
AABB aligned quads would defeat the "witness" accelerator when
using the xatlas packing strategy.

This change reorders the search to allow use of the "witness" technique.
2023-03-24 12:11:00 +13:00
8a5c9f1f6e Fix #105058: fix UV ABF++ bounds check on large angles
Previous code had a faulty do-while-loop which only checked
bounds on one angle instead of all three.
2023-03-24 11:47:15 +13:00
b57b22388c BLI: Fix drawdata leak on Scene IDs
A call to `DRW_drawdata_free` must be present for all ids that can hold
draw data. The Scene ID was missing one and was leaking data on
EEVEE-Next.
2023-03-23 16:43:50 +01:00
fda65ad5ca GPU: Renderdoc Frame Capturing
This PR uses renderdoc for frame capturing when enabled.
It enabled an easier workflow for frame capturing.

- Capture GPU API calls from test cases
- Capture GPU API calls from background threads
- Capture GPU API calls from background rendering.

Renderdoc is an important GPU debugger used by the Eevee/
Viewport module. Previously we needed to change code in
order to record background rendering, that could on its own
lead to other side-effects.

The integration with renderdoc can be enabled using
`WITH_RENDERDOC=On` compiler option. `GPU_debug_capture_begin`
and `GPU_debug_capture_end` can be added to the section
of the code you want to debug. When running Blender inside
renderdoc this part will automatically be captured.

All GPU test cases are now guarded by these calls. In order
to capture the test cases you need to start the test cases
from renderdoc and the captured GPU API calls will appear
where each capture is a single test case.

Pull Request: blender/blender#105921
2023-03-23 16:37:52 +01:00
0efb7a202e Fix #105954: RIGIDBODY_REBUILD failure on rendering
Happens if a scene has a PointerProperty of type collection which
is set to a collection containing rigid bodies.

The error is printed by the builder of the render pipeline graph,
which contains very minimal subset of the view layer: it includes
custom properties (which gets recursed into), but not the rigid
body simulation.

This fix is mainly suppressing the error print, without changing
the apparent behavior of the graph.

Pull Request: blender/blender#106045
2023-03-23 15:51:29 +01:00
a2827af0aa Cleanup: NLA, remove FIXME and other unnecessary comment 2023-03-23 15:08:26 +01:00
831060a2c5 Cleanup: remove no-longer-relevant FIXME
"double check whether ANIMFILTER_LIST_VISIBLE is needed" above code that
doesn't actually use that flag.

No functional changes.
2023-03-23 13:02:16 +01:00
e84ae56621 Refactor: remove enum eAnimFilterFlags
Remove `enum eAnimFilterFlags` from `ED_keyframing.h`, the function
parameters that pass them around, and the code that uses them to filter
things.

Only one of the enum values was actually used, `ANIMFILTER_KEYS_LOCAL`.
It indicates whether to only consider keys on the datablock itself (when
set), or in the case of objects, also consider keys on its materials or
shapekeys (when cleared). However, this flag was *always* set, making it
possible to remove the code that handled it.

Finally there was only one function that received a `filters` parameter
that could be different across calls: it would either have value
`ANIMFILTER_KEYS_LOCAL` or `0`. However, the only flag it actually tested
for was `ANIMFILTER_KEYS_MUTED`, which was never actually set. So all of
that could be removed as well.

Just for grepping-through-history sake, these are the flags that were
removed:

- `ANIMFILTER_KEYS_LOCAL`
- `ANIMFILTER_KEYS_MUTED`
- `ANIMFILTER_KEYS_ACTIVE`
- `ANIMFILTER_KEYS_NOMAT`
- `ANIMFILTER_KEYS_NOSKEY`

Note: this is NOT about the flags defined in `ED_anim_api.h`, in `enum
eAnimFilter_Flags`. Note the different names, the one that's removed
doesn't have an `_`.

No functional changes.

Pull Request: blender/blender#106028
2023-03-23 13:00:56 +01:00
e38ef6aca1 Refactor: Move static functions to the top
No functional changes.
A set of functions to get the bounds of a channel was created
for the `ANIM_OT_channels_view_selected` operator.
Theses functions will be used by other functions in this file,
so they need to move to the top.
2023-03-23 11:55:21 +01:00
84e170c563 Animation: Add duration display to frame range settings
This patch adds an option to the Status Bar: `Scene Duration`

This shows the duration of the current scene in frames and timecode
`Duration: <timecode> (Frame <current frame>/<total frames>)`
The timecode follows the formatting defined in the user preferences.

Pull Request: blender/blender#104882
2023-03-23 10:18:38 +01:00
e203e858ec Python: Limit BGL deprecation messages.
This PR change the number of displayed BGL deprecation messages
from 100 to 10.

Fix: 105997

Pull Request: blender/blender#106018
2023-03-23 07:53:16 +01:00
80dfb885d7 License headers: add missing license identifiers 2023-03-23 15:12:09 +11:00
da0a832f74 Cleanup: remove confusingly named variable OperatorType::srna
This was assigned a variable named `func`, remove and follow the
convention used by other operators to access this from the operator-type.
2023-03-23 14:35:37 +11:00
684570ce57 Cleanup: use function style casts 2023-03-23 14:29:46 +11:00
d7de8bcf0d Cleanup: format 2023-03-23 14:28:50 +11:00
eeb21fc8c3 CustomData: validate layer indices, assert assigned values are valid
Mesh.validate(..) now corrects invalid layer indices.
Add assertion to prevent invalid values being set #105860.
2023-03-23 13:55:51 +11:00
eaec2175ad Fix #105860: Out of bounds active layer index caused crashes elsewhere
Setting a negative active layer index was possible, causing a crash
when adding new layers (for example).

Clamp the active index when assigning from RNA.
2023-03-23 13:37:34 +11:00
2de2db0f79 Cleanup: BLI_array_store comments, use const variables 2023-03-23 10:52:40 +11:00
274c554f4c BLI_array_store: avoid unnecessary memcmp when detecting duplicates
Memory chunks that were in the same hashed bucket but had different keys
were comparing memory unnecessary.

In practice this didn't happen all that often in my tests so the
performance improvement isn't significant.

Follow up to 4f10800094.
2023-03-23 10:52:38 +11:00
6addd195fa Fix: Unused variables mistake from previous commit 2023-03-22 17:58:06 -04:00
73d0531f50 Cleanup: Remove mesh poly macros, simplify loops
These `ME_POLY_LOOP_PREV` are redundant, since they're similar to
the `poly_corner_prev` inline functions. They were also confusing,
since they took an index into the poly and returned an index into
the entire corner range. Instead structure code to use the function
version, and simplify some loops in the process.
2023-03-22 17:48:07 -04:00
ce140c1b15 Cleanup: Remove unused polys variable 2023-03-22 17:15:30 -04:00
5c3f4195b6 Cleanup: Move poly topology lookup functions to C++ header
Standardize naming, use spans and references for input parameters,
and improve documentation. Now the functions expect the lookups to
succeed as well, they will fail and assert otherwise.

The functions are also simple enough that it likely makes sense to keep
them all inlined
2023-03-22 17:11:41 -04:00
59050f3fdd Cleanup: Make SculptSession a C++ only type
This allows adding spans, arrays, etc. directly to SculptSession, which
simplifies accessing mesh data, especially in #105938. A few files
aren't moved to C++ yes, so I had to add three C accessor functions.
2023-03-22 17:11:41 -04:00
a2d0f7049a UI: Generalize drop target API, support drop targets for UI views
Previously UI view items would support custom drop controllers (so they
could react to data being dragged over them and dropped). This is now
more generalized so the views themselves can do this as well.

Main changes:
- Support calculating a bounding box for the view, so this can be used
  for recognizing mouse hovering.
- Rename "drop controller" to "drop target", this is more clear, less
  abstract naming.
- Generalize drop controllers/targets. There is a new
  `ui::DropTargetInterface` now.
- Add support for drop targets in the `ui::AbstractView` base class, so
  custom views can use this.

Pull Request: blender/blender#105963
2023-03-22 18:45:35 +01:00
15c673175d Merge branch 'blender-v3.5-release' 2023-03-22 18:20:40 +01:00
b0045cc797 Fix #106002: crash when passing field into Switch node when it doesn't support it
Pull Request: blender/blender#106006
2023-03-22 17:54:27 +01:00
8b2d959344 Cleanup: Remove references to Blender 3.7.
Blender 3.7 is skipped. Update references to this release
to Blender 4.0.

Pull Request: blender/blender#106003
2023-03-22 16:24:26 +01:00
35b69c578c Merge branch 'blender-v3.5-release' 2023-03-23 01:12:18 +11:00
4f10800094 Mesh: optimize edit-mesh undo with selection (address #105205)
BLI_array_store still performed poorly for boolean arrays or any arrays
where many memory chunks had identical contents since the temporary hash
had many collisions, making lookups slow.

Resolve by ensuring duplicate chunks aren't added to the hash table.

Also increase the memory chunk size for edit-mesh undo to 64kb
which performs well with high poly meshes as it reduces the overhead of
having to manage many small memory chunks.

Notes:

- Before this change performance was quite bad (10-20x worse than v3.3).
- Performance from the test in #105046 is roughly the same as before.
- Performance of #105205 compared with v3.3 is close, even faster at
  times but varies much more (likely caused by threading).
2023-03-23 01:09:35 +11:00
40bd35c9c4 BLI: Add dirty and cached checks to shared cache
While these aren't needed that often, it can be helpful to avoid
using a cache if it isn't necessary and it doesn't already exist.
2023-03-22 08:50:27 -04:00
95a4049633 Cleanup: Unused private fields
Pull Request: blender/blender#105988
2023-03-22 12:44:11 +01:00
7c952d6d15 Cleanup: Avoid unused includes in EnumerableThreadSpecific header 2023-03-22 07:43:26 -04:00
ad96939a66 Fix warning in points to volume node
Strict compiler was generating possible-uninitialized warning.

Added an explicit initialization and asserts to solve the noisy
output and catch possible errors early on.

Pull Request: blender/blender#105990
2023-03-22 12:35:19 +01:00
69ba34fa21 Merge branch 'blender-v3.5-release' 2023-03-22 10:55:46 +01:00
f73d1ddce4 Fix #104266: Metal AMD refractions
Workaround for compiler issue on AMD
platforms resulting in the erroneous
discarding of valid rays in fragment
raytracing.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105967
2023-03-22 09:57:30 +01:00
466cad8bfb Python API: Add deprecation warning to MeshUVLoop
Add ui_text to the MeshUVLoop python struct definition containing a
deprecation warning.

Pull Request: blender/blender#105970
2023-03-22 09:11:44 +01:00
e4300bbf2d Cleanup: quiet warnings by using system-includes for ./extern/
extern/json & extern/fmtlib reported warnings with GCC 12.2.1.
As these libraries aren't maintained as part of Blender, treat them as
system-includes.
2023-03-22 14:18:14 +11:00
3afe88b6c7 Cleanup: cmake indentation 2023-03-22 14:14:15 +11:00
ca08de5de4 PyAPI: raise an exception when removing an AOV which is not found
This is in keeping with how other remove functions behave.
2023-03-22 14:08:09 +11:00