This commit basically implements frames prefetching for
movie clip datablock.
Number of frames to be prefetched is controlled in User
Preferences, System tab, Prefetch Frames option.
Currently prefetching is destructive-less for movie cache,
meaning mo frames will be removed from the cache when while
prefetching. This is because it's half of simplier to
implement, but it also makes sense from tracking point of
view -- we could want to playback in both directions and
removing frames from behind time cursor is not always a
good idea.
Anyway, smarter prefetching strategy could be developed
later.
Some implementation notes:
- Added MEM_CacheLimiter_get_memory_in_use function to get
memory usage of specified memory limiter.
- Fixed prototype of MEM_CacheLimiter_get_maximum which
was simply wrong (used wrong data type for output).
- Added some utility functions to movie clip and movie
cache for direct cache interaction and obtaining cache
statistics.
- Prefetching is implemented using general jobs system.
which is invoking from clip draw function.
- Prefetcing will stop as soon other job or playback starts.
This is done from performance point of view. Jobs will
likely require lots of CPU power and better to provide
whole CPU to it.
Playback is a bit more complicated case. For jpeg sequence
playback prefetching while paying back is nice. But trying
to prefetch heavy exr images and doing color space
conversion slows down both playback and prefetching.
TODO:
- Think of better policy of dealing with already cached frames
(like when cached frames from other clips prevents frames
from current clip to be prefetched)
- Currently a bit funky redraw notification happens from
prefetch job. Perhaps own ND_ is better to have here.
- Hiding clip while prefetch is active in theory shall stop
prefetching job.
- Having multiple clips opened on file load will prefetch
frames for only one of them.
showing pixels. Issue was it also blurred image at zoom level 1... maybe subpixel
issue. Anyway - for inspecting exact composite results, zooming in showing pixels
is nicer anyway.
- when running knife project, disable vertex selection since it may select areas between the newly cut regions.
add EDBM_selectmode_disable() function since loopcut does this too.
- (optimization) avoid looping over all geometry when flushing and no selection exists.
Without this, bezier curves at 12 resolution are very high detail for many tasks when converted from freehand strokes.
so add the option to convert 1:1 grease pencil points to curve polygons.
also add use_handles option to curve conversion which is used when converting beziers to poly lines.
Issue is that the real default context is NULL, however, in python and RNA, this value can't be used easily. So we use a specific string instead ("*"), defined as BLF_I18NCONTEXT_DEFAULT_BPYRNA.
From now on, all bpy/rna code should only use the BLF_I18NCONTEXT_DEFAULT_BPYRNA value, while all "usual" C code should use the BLF_I18NCONTEXT_DEFAULT value (BLF_pgettext is still able to "understand" both, anyway).
Also added BLF_is_default_context helper func, so that we can keep that check in a single place!
Finally, we should no need anymore to understand the void string "" as default context too - two values for a same thing are more than enough!
When nodes are loaded from a .blend file they can potentially have undefined types. This can happen if a type has been deprecated and removed, or if node types were defined in a python script that has not been loaded correctly. Previously all such nodes would automatically be removed from a node tree, assuming that their types were deprecated and no longer in use (more commonly caused by loading new nodes in an older Blender version). Due to the possibility of dynamic registration it is no longer feasible to simply delete such nodes.
Display and handling of node trees was simply disabled before this patch, so that a node tree where any node or socket type was undefined would not be displayed at all. To give more information and avoid problems caused by necessary checks for the typeinfo pointer, there is now a 'Undefined' fallback type for trees, nodes and sockets. These types are used as placeholders in case the real type is not registered and can provide useful visual feedback on undefined nodes.
Was caused by recent changes to automatically switch between
glaDrawPixelsTex and glaDrawPixelsSafe depending on resolution.
glaDrawPixelsSafe could not be sued for viewport because it'll
miss alpha transparency.
* If the node tree can be updated from context (tree has get_from_context callback defined), reset the pointers first to clear the editor path if no tree can be found.
* Stupid mistake: snode->from != snode->from is always false.
* Shader nodes context update: set the 'from' pointer to the active object, even if it doesn't have a material or node tree.
The old 2.5 code was just drawing a blended rect over buttons, which looks bad
in cases the backdrop is undefined.
Now widget drawing code just draws everything half transparent. Much nicer!
Time for textured backdrops? ;)
* Add, Move and Remove Socket operators missed a notifier for UI redraw.
Note: ND_DISPLAY seems to be for the Text editor only, according to WM_types.h, but seems to be used in quite a few places.
Time to cleanup notifiers again.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Curves widget error: after deleting a point, and click to add a new point, on dragging
it the point flipped up 20 pixels. Was caused by changed layout and region view matrix.
Solved by storing actual mousecoords instead of mapped ones.
This makes it so sample line (for all image editor, sequencer and compositor)
displaying managed color for byte buffers as well. It was simply not implemented
before.
alpha, added option when drawing depth to disable alpha clip override.
We use that in texture paint cursor now. Not too common but may be
useful for people dealing with cloning plugins.
Reported by kgeogeo on irc, thanks.
paint. Was own regression when optimizing colour operations. I will not
use an alpha bit mask since it may run into portability issues with byte
order.
Zooming in on images in Image window now shows pixels again (was filtered).
Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to
define if images should zoom in with linear filter, or draw pixels.
Image Editor and 3D view background image now use new automatic switching for
drawing GPU texture or OpenGL DrawPixels too. For large zoomed images
it gives massive speedup.
Automatic switching for drawing pixel buffers via glDrawPixels or using GPU textures
It works with a User Preference limit, in megapixels, to define whether to use
GPU or direct pixel drawing. Default is now initialized to 10 MP (4k buffers).
Especially for zooming out (draw smaller) texture drawing is much smaller. Also
Nvidia cards typically draw much faster with textures in general.
Added to node backdrop first now, the other editors follow in a next commit.
For coders: added new DNA function to initialize new struct variables, so you
don't have to sub-version files anymore.
DNA_struct_elem_find(fd->filesdna, "structname", "typename", "varname")
"filesdna" is the sdna description of the current file being versioned.
too nice but it frees the Ctrl-LClick shortcut and allows us to set
invert mode for other paint tools, such as sharpen vs blur or invert
colour for draw brush. This conflict has existed on GSOC branch, better
resolve now before merging invert functionality.
- without python builds without warnings.
- replace MAXFLOAT -> FLT_MAX in some areas, MAXFLOAT overflows (lager then float range).
- add cmake option WITH_GCC_MUDFLAP to enable libmudflap use.