Fix T52977: Parent bone name disappeared in the UI in pose mode.
Regression caused by own rBc57636f060018. So instead of changing widget
type, just flag it as disabled.
Note that core of the issue is elsewhere though - there is absolutely no
reasons to have a search widget for pointers we cannot change nor
search! But fixing this is not really top priority, one of the many
glitches of our UI code, so think we can live with current code.
To be backported to 2.79a.
We tried to do as much as possible in a single threaded callback, which
lead to using some nasty tricks like fake atomic-based spinlocks to
perform some operations (like float addition, which has no atomic
intrinsics).
While OK with 'standard' low number of working threads (8-16), because
collision were rather rare and implied memory barrier not *that* much
overhead, this performed poorly with more powerful systems reaching the
100 of threads and beyond (like workstations or render farm hardware).
There, both memory barrier overhead and more frequent collisions would
have significant impact on performances.
This was addressed by splitting further the process, we now have three
loops, one over polys, loops and vertices, and we added an intermediate
storage for weighted loop normals. This allows to avoid completely any
atomic operation in body of threaded loops, which should fix scalability
issues. This costs us slightly higher temp memory usage (something like
50Mb per million of polygons on average), but looks like acceptable
tradeoff.
Further more, tests showed that we could gain an additional ~7% of speed
in computing normals of heavy meshes, by also parallelizing the last two
loops (might be 1 or 2% on overall mesh update at best...).
Note that further tweaking in this code should be possible once Sergey
adds the 'minimum batch size' option to threaded foreach API, since very
light loops like the one on loops (mere v3 addition) require much bigger
batches than heavier code (like the one on polys) to keep optimal
performances.
This is a bit annoying to have per-DM locking, but it's way better (as in, up to
4 times better) for playback speed when having lots of subsurf objects,
The idea is to avoid any threading overhead when we start pushing tasks in a
loop. Similarly to how we do it from the new dependency graph. Gives couple of
percent of speedup here, but also improves scalability.
This statistics is only collected when debug_value is different from 0.
Stored in depsgraph node itself, so we can always have access to average data
and other stats which requires persistent storage. This way we also don't waste
time trying to find stats from a separately stored hash map.
This is something deliver form node type, there is no reason to try cache it
anywhere, especially since it's not used in any performance critical code.
Lighter weight dependency graph is what we want.
Since in Alembic the loop order seems to be reversed when exporting and
importing, and this was the only place where it was not, I was thinking
to match this to the convention of reversing the loop order as well.
Reviewers: sybren, kevindietrich
Tags: #alembic
Differential Revision: https://developer.blender.org/D2968
Annoyingly, need to convert vfont to nurbs, do minmax and toss nurbs away.
This is likely to be fine, since this function is not intended to be used
a lot, and this is the only way to get more meaningful result.
However, it's not very clear what to do with font on curve.
This fixes rendering of font object with auto texture space in Cycles
introduced in c34f3c7.
It is probably possible to introduce new mode to vfont_to_curve which
will do boundbox without extra allocations, but that's more like an
optimization.
Reviewers: campbellbarton, mano-wii
Reviewed By: campbellbarton
Subscribers: zeauro
Differential Revision: https://developer.blender.org/D2971
The issue actually goes a bit deeper, converting curve to mesh will
change texture space just because font and bezier curves are using CV
to calculate texture space.
So now when those objects are converted to mesh, we disable auto
texture space and copy evaluated space over.
Original fix was assuming that particle init operation is updated on every
frame, which is wrong behavior and that was fixed in previous commit to the
original bugfix.