A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"
Pull Request: blender/blender#105750
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
C++ doesn't support taking the temporary address of a temporary array,
use inline functions instead.
Also change array joining functions to return the length of the string
instead of returning the pointer (matching BLI_path_join).
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
Add function `SEQ_time_content_end_frame_get` to get content end frame.
New function is shorthand for
`SEQ_time_start_frame_get() + SEQ_time_strip_length_get()`.
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR` is that in the vertex
shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version
uses `vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.
There are 2 layers of control:
Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.
To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.
Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
This patch makes it possible to manipulate strips without need to use
update functions to recalculate effect and meta strips.
Prior to this change function `SEQ_time_update_sequence` had to be used
to update mainly effects and meta strips. This was implemented in a way
that relied on sorted list of strips, which can't always be done and in
rare cases this approach failed.
In case of meta strips, `seqbase` had to be passed and compared with
"active" one to determine whether meta strip should be updated or not.
This is especially weak system that is prone to bugs when functions are
used by python API functions.
Finally, other strip types had startdisp` and `enddisp` fields updated
by this function and a lot of code relied on these fields even if strip
start, length and offsets are available. This is completely
unnecessary.
Implemented changes:
All effects and meta strips are updated when strip handles are moved or
strip is translated, without need to call any update function.
Function `SEQ_time_update_sequence` has been split to
`SEQ_time_update_meta_strip_range` and
`seq_time_update_effects_strip_range`. These functions should be only
used within sequencer module code. Meta update is used for versioning,
which is only reason for it not being declared internally.
Sequence fields `startdisp` and `enddisp` are now only used for
effects to store strip start and end points. These fields should be
used only internally within sequencer module code.
Use function `SEQ_time_*_handle_frame_get` to get strip start and end
points.
To update effects and meta strips with reasonable performance, cache
for "parent" meta strip and attached effects is added to
`SequenceLookup` cache, so it shares invalidation mechanisms.
All caches are populated during single iteration.
There should be no functional changes.
Differential Revision: https://developer.blender.org/D14990
To clarify term still frame: This is portion of strip that displays
static image. This area can exist before or after strip movie content.
Still frames were implemented as strip property, but this was never
displayed in panel. Only way to set still frames was to drag strip
handle with mouse or using python API. This would set either
`seq->*still` or `seq->*ofs` where * stands for `start` or `end`.
When strip had offset, it can't have still frames and vice versa, but
this had to be enforced in RNA functions and everywhere in code where
these fields are set directly. Strip can not have negative offset or
negative number of still frames.
This is not very practical approach and still frames can be simply
implemented as applying negative offset. Merging these offsets would
simplify offset calculations for example in D14962 and could make it
easier to also deprecate usage `seq->*disp` and necessity to call
update functions to recalculate strip boundaries.
For users only functional change is ability to set negative strip offset
using property in side panel.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D14976
Issue was caused by treating such strip as meta and using
`seq->channels` directly, which is not valid for scene strips.
Pointer to channels is now provided by function
`SEQ_get_seqbase_from_sequence`.
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
When viewing meta strip, it had orange color. This was caused by
overflow because of hard-coded offset. Theme got darker, and background
was also set again further in code, but redundant drawing was removed in
f4492629ea.
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
Remove code that very slightly darkened line on bottom of timeline, when
backdrop is enabled. Purpose of the code wasn't dodumented, and 2.79
doesn't seem to produce this darkened line.
Rename drawing functions to appropriate names.
Combined view of timeline and preview causes seemingly unpredictable
behavior after some operators have been allowed to run in preview
region.
Disable new features in this combined view, so behavior should be
consistent with previous versions.
ref: https://developer.blender.org/T92584
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13419
This patch changes the thumbnails' height used for image and movie
strips by choosing the proper size according to the VSE's text overlay
settings: i.e. thumbnails use the whole strip's height when no overlay
text is displayed; otherwise, some space is left for the overlay.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D13043
`v2d->tot` rect was set for backdrop drawing. Set range before drawing
scrollbars.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13099
The VSE grid theme setting is currently used for two things:
* Indicate time intervals (vertical lines)
* As separator between channels (horizontal lines)
This adds visual noise because for the time interval to be visible, the
grid color needs to be bright, resulting in a rectangle-grid backdrop.
Recently, the VSE got a theme setting to customize alternate-row background color.
This should be sufficient to tell the channels apart without the need for a line in between.
Additionally, this patch makes the VSE background use the theme setting as-is,
without hard-coded darkening, to ease the tweaking of themes. This aligns the style
of the VSE backdrop with the rest of Blender (Outliner rows, File Browser, Spreadsheet,
Info and animation editors).
Related reports: T92581
Related task: T92792
#### Before
{F11680317, size=full}
#### After
{F11694981, size=full}
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92581
Differential Revision: https://developer.blender.org/D13072