Code is simpler when the uiBlocks used during drawing are simply
stored in an array. Additionally, looping can be simpler when we use
an vector to hold a temporary copy of the tree's linked list of nodes.
This patch also slightly changes how uiBlocks are "named" in
`node_uiblocks_init`. Now it uses the node name instead of the
pointer, which is helpful so we rely less on the node's address.
Differential Revision: https://developer.blender.org/D13540
This commit refactors the way the socket lists for group nodes,
and group input/output nodes are verified to match the group's
interface.
Previously the `bNodeSocket.new_sock` pointer was used to
temporarily mark the new sockets. This made the code confusing
and more complicated than necessary.
Now the old socket list is saved, and sockets are moved directly from
the old list to a new list if they match, or a new socket is created
directly in the new list.
This change is split from D13518, which aims to remove the `new_node`
and `new_sock` pointers. In the future this code might be removed
entirely in favor of using node socket declarations.
Differential Revision: https://developer.blender.org/D13543
This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
realized geometry. If the same attribute exists on the geometry and on an
instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
output points. This is necessary to make e.g. the Random Value node work
as expected afterwards.
Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.
This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.
```
1,000,000 x mesh vertex: 530 ms -> 130 ms
1,000,000 x simple cube: 1290 ms -> 190 ms
1,000,000 x point: 1000 ms -> 150 ms
1,000,000 x curve spiral: 1740 ms -> 330 ms
1,000,000 x curve line: 1110 ms -> 210 ms
10,000 x subdivided cylinder: 170 ms -> 40 ms
10 x subdivided spiral: 180 ms -> 180 ms
```
Differential Revision: https://developer.blender.org/D13446
We often had to use two `FieldEvaluator` instances to first evaluate
the selection and then the remaining fields. Now both can be done
with a single `FieldEvaluator`. This results in less boilerplate code in
many cases.
Performance is not affected by this change. In a separate patch we
could improve performance by reusing evaluated sub-fields that are
used by the selection and the other fields.
Differential Revision: https://developer.blender.org/D13571
Dead-lock when VR viewport drawing and depsgraph updates would fight for
the draw-manager GL lock. This didn't usually cause issues because the
depsgraph would be evaluated at this point already, except in rare
exceptions like after file writing.
Fix this by ensuring the XR surface gets its depsgraph updated after
handling notifiers, which is where regular windows also do the depsgraph
updating.
- Nest compositor pages under the compositor module
- Nest GUI, DNA/RNA & externformats modules under Blender.
- Remove modules from intern which no longer exist.
- Add intern modules (atomic, eigen, glew-mx, libc_compat, locale,
numaapi, rigidbody, sky, utfconv).
- Use 'intern_' prefix for intern modules since some of the modules
use generic terms such as locale & atomic.
Audio PTS was reset for each new file. This caused misalignment of video
and audio streams. In Blender, these files can't be loaded, other
players will fail to align audio and video.
Since timestamps are reset intentionally, reset also video stream
timestamps.
There were other bugs:
After timestamp was reset for audio, write_audio_frames started
encoding from timeline start until target frame, so each split video
had more audio than it should.
Also audio for last frame before splitting was written into new file.
Differential Revision: https://developer.blender.org/D13280
Since 88c02bf826 FFmpeg handles are freed if image is not displayed.
This change did not work correctly if strips are inside meta strip,
because overlap did not consider meta strip boundary, only strips inside
of meta strip.
Pass frame range to `sequencer_all_free_anim_ibufs`, if strip is inside
of meta strip, frame range is reduced to fit meta strip boundary, but if
meta strip is being edited, range must be set to +/-`MAXFRAME`,
otherwise playback performance would be too bad.
The difference between G.save_over and G.relbase_valid was minor.
There is one change in functionality. When saving the default-startup
file from an already loaded blend file - future save actions will
continue to write to the originally loaded file instead of prompting
the user to select a location to save the file.
This change makes saving the startup file behave the same way
"Save a Copy" does.
Reviewed By: brecht
Ref D13556
This fixes crash T94022 when selecting live viewport render with both GPU & CPU devices selected. It is caused by incorrect `KernelBVHLayout` assignment. Similar to `BVH_LAYOUT_MULTI_OPTIX` for Optix, this patch adds a `BVH_LAYOUT_MULTI_METAL` to correctly redirect to the correct Metal BVH layout type.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13561
There were a few unused enum values: `CU_CARDINAL` and `CU_BSPLINE`
This commit cleans them up from code as they were not used for
anything meaningful.
Differential Revision: https://developer.blender.org/D13554
This builds off of rBf951aa063f7, adding a weight parameter which can
be used to change the order of items when they have the same match
score. In the future, if string searching gets a C++ API, we could
use an optional parameter for the weight, since it is not used yet.
This will be used for the node link drag search menu (D8286).
Differential Revision: https://developer.blender.org/D13559
This patch adds a randomize factor for the start/end lengths in the Length modifier.
Reviewed By: #grease_pencil, antoniov, pepeland, HooglyBoogly
Differential Revision: https://developer.blender.org/D12928
his new modifier is equals to the existing mesh modifier but adapted to grease pencil.
The underlying functions used to calculate the shrink are the same used in meshes.
{F11794101}
Reviewed By: pepeland, HooglyBoogly
Differential Revision: https://developer.blender.org/D13192
This adds the remaining bits to enable Metal on macOS. There are still
performance optimizations and other improvements planned, but it should
now be ready for early testing.
This is currently only enabled on in Arm builds for M1 GPUs. It is not
yet working on AMD or Intel GPUs.
Ref T92212
Differential Revision: https://developer.blender.org/D13503
Resolving the path to a missing pose-bone (for example),
was not raising an error as it should have.
Regression introduced in f9ccd26b03,
which didn't update collection lookup logic to fail in the case the
key of a collection wasn't found.
This implements an optimization pass for multi-function procedures.
It optimizes memory reuse by moving destruct instructions up.
For more details see the in-code comment.
In very large fields with many short lived intermediate values, this change
can improve performance 3-4x. Furthermore, in such cases, peak memory
consumption is reduced significantly (e.g. 100x lower peak memory usage).
Differential Revision: https://developer.blender.org/D13548
This came with {rBf8a0e102cf5e}.
The panel was meant specifically for the gradient tool, but since it was
given the ".weighpaint" context, it would also draw as part of generic
header toolsettings drawing.
Now remove this context on purpose and only draw this specifically from
the gradient tools ToolDef.
Maniphest Tasks: T93169
Differential Revision: https://developer.blender.org/D13268
Use "filepath" which is the current convention for naming full paths.
- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
used for the name component of a path (without the directory).
These arguments must be non-null for useful functionality,
there is no need for paranoid checks.
The return value in case of invalid input for BPY_run_string_as_number
was also wrong (casting -1 to a bool, when false was expected).
Point cloud is two separate words, this just changes comments in
a few places where we were inconsistent. A small wording change
to another comment is also included.
This reduces the number of separate memory allocations done
by the multi-function procedure executor (which is used by the
field evaluation).
Now a linear memory allocator is used to allocate all intermediate
values. Furthermore, more buffers are reused when possible. This
reduces the total amount of allocated memory and improves
cache efficiency because the values are more likely to be in cache
already.
The performance improvement of this patch are most noticable
when few elements are processed by many functions. The situation
will improve even more with D13548, because then buffers can actually
be reused in practice. I measured up to 20% faster field evaluation
in extreme cases with this change.
This patch exposes the vector handle options as buttons
and aligns the UI between CurveMap and CurveProfile more closely.
- CurveMap point editing is on a single row like CurveProfile
- Tools menu is moved to the right hand side on both widgets
- Emboss curve map buttons
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10980
Replaces `HOME` environment variable usage for user
directories like in D12802.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13212
Early return in some places also.
De-duplicate getSystemDir and getUserDir also.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13211
Calling `foreach_field_input` on a highly nested field (we do that
often) has an exponential running time in the number of nodes.
That is because the same node may be visited many times.
This made Blender freeze on some setups that should work just fine.
Now every field keeps track of its inputs all the time. That replaces
the exponential algorithm with constant time access.
This allows to use fewer evaluations (30 msec down to 23 for me) while giving more accurate results (3x-10x less relative absolute error) compared to classic ray marching.
Not a massive difference, but meh, it's better. For Cycles the speedup doesn't really matter much, but I also have a patch for Eevee support.
I've also tried Gauss-Legendre and Gauss-Lobatto - the latter was always worse, while the former was slightly better at 2deg elevation but notably worse on 15deg.
Unfortunately the same approach can't be used for the integration along the primary ray, since there we also need the accumulated transmission so far at every integration point, not just the total result.
Differential Revision: https://developer.blender.org/D13521
The const argument makes sense because these are the "source"
sockets, even though a const cast is necessary at one point.
The name "interface_socket" is an improvement over "stemp"
because the latter sounds like "temporary", or it confuses
the old socket template system with a node group's interface.
I assume this `butr` rectangle was used more in the past,
but currently its value is set and used less than 10 lines apart,
so it's trivial to remove 16 bytes from every node. The other
rectangles are also runtime data and could be removed, but
they are more difficult.
This reverts commit 943aed0de3 and f76e04bf4d
The latter caused a test failure: `sequencer_render_transform`
Reverting since the fix is not obvious (to me), and people are
away for the weekend.