Commit Graph

181 Commits

Author SHA1 Message Date
Jeroen Bakker
a21bca0e20 Performance: Remap multiple items in UI
During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.

If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.

Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.

It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).

After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.

Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}

Reviewed By: mont29

Maniphest Tasks: T94185

Differential Revision: https://developer.blender.org/D13615
2022-01-26 11:12:35 +01:00
460e0a1347 Revert "Performance: Remap multiple items in UI"
This reverts commit 948211679f.
This commit introduced some regressions in the test suite.
As this change is a core part of blender Bastien and I decided to revert
it as the solution isn't clear and needs more investigation.

The following tests FAILED:
	 62 - blendfile_liblink (SEGFAULT)
	 63 - blendfile_library_overrides (SEGFAULT)

It fails in (id_us_ensure_real)
2022-01-25 15:31:46 +01:00
Jeroen Bakker
948211679f Performance: Remap multiple items in UI
During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.

If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.

Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.

It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).

After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.

Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}

Reviewed By: mont29

Maniphest Tasks: T94185

Differential Revision: https://developer.blender.org/D13615
2022-01-25 14:51:44 +01:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
20b438d523 Cleanup: Use array for BKE cursor functions
Missed this function in rB67525b88d2e
2021-12-26 15:08:41 -05:00
5cf993f951 Cleanup: Fix compile warning
Own mistake in rB67525b88d2e
2021-12-26 15:08:41 -05:00
67525b88d2 Cleanup: Use array for BKE cursor functions
Differential Revision: https://developer.blender.org/D12962
2021-12-24 23:59:33 -05:00
1e7ef83e46 Cleanup: clarify source/destination args for BKE_spacedata_copylist 2021-12-07 18:26:35 +11:00
ffc4c126f5 Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.

Ref T92709
2021-12-07 17:38:48 +11:00
93544b641b UI: Visual style update to panels
Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)

During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.

In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.

This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.

Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).

{F10953929, size=full}

Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.

There is technically no need to update the themes for them to work, so no theme changes are included in this patch.

{F10953931, size=full}

{F10953933, size=full}

{F10953934, size=full}

{F10954003, size=full}

----

A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D12814
2021-10-17 18:31:24 +02:00
cea24b4b4a Cleanup: use "free_data" suffix when the argument isn't freed
Avoid API misuse that caused leaks in T90791 &
2788b0261c.
2021-08-20 16:37:50 +10:00
8925d3b7bf UI/Assets: Initial Asset View UI template
The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.

The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.

References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport

Notes:
* Important limitation: Due to the early & WIP implementation of the
  asset list, all asset views showing the same library will show the
  same assets. That is despite the ID type filter option the template
  provides. The first asset view created will determine what's visible.
  Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
  The former is called when an asset is clicked on (e.g. to apply the
  asset) the latter when dragging (e.g. to .blend a pose asset). If no
  drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
  below).
* The argument list for using the template is quite long, but we can't
  avoid that currently. The UI list design requires that we pass a
  number of RNA or custom properties to work with, that for the Pose
  Libraries should be registered at the Pose Library add-on level, not
  in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
  can register custom properties, to hold data like the list of assets,
  and the active asset index. Maybe that will change in future and we
  can manage these internally.

As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
    "pose_assets",
    workspace,
    "active_asset_library",
    wm,
    "pose_assets",
    workspace,
    "active_pose_asset_index",
    filter_id_types={"filter_action"},
    activate_operator="poselib.apply_pose_asset",
    drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
2021-07-15 16:12:36 +02:00
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
7cb55a79d8 Cleanup: use boolean arguments 2021-02-26 16:55:58 +11:00
8971018eb6 UI: Add support for bl_description for panels
This commit adds support for `bl_description` and python docstrings for panels.
This is useful for pop-over panel types so they can have a label and description.

This commit also includes an example use case.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D10429
2021-02-16 09:51:37 -05:00
c7d75a6616 Merge branch 'blender-v2.92-release' 2021-01-29 16:06:11 +01:00
2fa7e81d9c Cleanup: use 'const' argument for parameter argument 2021-01-19 12:59:00 +11:00
09c7c63890 UI Code Quality: Use "params" struct for area and region callbacks
These functions with many arguments can be unwieldy. Aside from the obvious issues
with rewriting the list of arguments and the opportunities for error and frustration
that presents, the long list of arguments make these systems hard to change. So when
an argument should be added, someone might skip that and add some hack instead.

So, as proposed in T73586#1037210, this patch instead uses a "params" struct for
each of these callbacks.

- Use param argument for `ARegionType.listener`
    - Remove unused window field in region listener
- Use param argument for `SpaceType.listener`
- Use params struct for `ARegionType.message_subscribe`

Differential Revision: https://developer.blender.org/D9750
2021-01-18 17:28:47 -06:00
b347c4e9ca Cleanup: remove redundant struct declarations 2020-12-16 16:25:56 +11:00
3d0c5455ed Cleanup: Store "is_active" instead of pointer property in panel type
This is consistent with the way other panel type fields are stored.
2020-12-02 16:44:40 +01:00
600fb28b62 Geometry Nodes: active modifier + geometry nodes editor
This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.

Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.

* Shortcuts performed while there is an active modifier will affect
  only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.

These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.

Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.

Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
2020-12-02 15:38:47 +01:00
d952d1792a Merge branch 'blender-v2.91-release' 2020-11-17 10:17:00 -05:00
9d28353b52 Cleanup: Make panel type flag names more clear
The overlap with the `Panel` flags that start with "PNL" was quite
confusing because wasn't clear which enum a flag was from. The
new names are a bit longer, but the clarity is worth it.
2020-11-13 13:57:20 -05:00
4c193f731e Cleanup: Move PanelType flag from DNA to BKE header
Since this flag isn't saved in files and PanelType itself is defined in
BKE, the flag makes more sense there.
2020-11-13 13:15:41 -05:00
b0dcabdf65 Cleanup: fix naming and remove unnecessary code 2020-11-06 18:41:03 +01:00
992b8f6f5f Refactor: move Screen .blend data read to blenkernel
Ref T76372.
2020-11-06 18:37:52 +01:00
262eeb3e95 Cleanup: sort structs, files 2020-11-06 12:32:54 +11:00
9cfcc27319 Cleanup: Mark arguments as const 2020-11-02 16:25:59 -06:00
fc9ec1b9d8 Refactor: move Area .blend I/O to blenkernel
There should be no functional changes.
Eventually, it would be good to handle the different space types
using callbacks.

Ref T76372.
2020-10-30 15:28:17 +01:00
bcb612e361 Refactor: move view3dshading .blend I/O to blenkernel
Ref T76372.
2020-10-30 14:44:03 +01:00
90a27d5aa9 Cleanup: Use enum for return values in context callbacks
Define enum `eContextResult` and use its values for returns, instead of
just returning 1, 0, or -1 (and always having some comment that explains
what -1 means).

This also cleans up the mixup between returning `0` and `false`, and `1`
and `true`. An inconsistency was discovered during this cleanup, and
marked with `TODO(sybren)`. It's not fixed here, as it would consititute
a functional change.

The enum isn't used everywhere, as enums in C and C++ can have different
storage sizes. To prevent issues, callback functions are still declared
as returning`int`. To at least make things easier to understand for
humans, I marked those with `int /*eContextResult*/`.

This is a followup of D9090, and is intended to unify how context
callbacks return values. This will make it easier to extend the approach
in D9090 to those functions.

No functional changes.

Differential Revision: https://developer.blender.org/D9095
2020-10-02 18:56:25 +02:00
7d8a252c17 Cleanup: Add const to BKE screen function 2020-09-05 18:16:50 +02:00
afb43b881c Sculpt: Face Set Extract Operator
This implements a Face Set Extract operator, which is similar to mask
extract. This operator uses a picker to select and Face Set in the mesh
and extract the geometry directly to a new object.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8599
2020-09-03 17:26:12 +02:00
0df28e8c20 View2D: Inform region type on current view changes
Allows to hook per-space code which is to be run on view navigation.
This is required to have zoom-to-fit implemented in the sequencer.

There might be more cases where the clalback is to be called from,
but it could be easier to address those on the case-by-case basis
when its needed.
2020-08-13 15:24:21 +02:00
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
675fa2ee13 Refactor: rename SpaceType->new to SpaceType->create
The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D8459
2020-08-04 14:40:15 +02:00
69d14c0ddb Fix T78959: Show current frame indicator when interface is locked
When the playhead drawing moved to an overlay, a check was added to keep
it from drawing with a locked interface. This is necessary for some overlays,
but not this one, so this removes the check, making it the responsibility of
the editor.

A context function is added to make that check easier in the future.

Differential Revision: https://developer.blender.org/D8313
2020-07-17 15:18:54 -04:00
fd5c185beb Cleanup: spelling 2020-06-25 23:14:36 +10:00
Jeroen Bakker
bbb2e0614f Performance: Draw play head as an overlay
When playing back animations a playhead is updated in all the animation editors.
The drawing of the playhead is part of the drawing of the main region
`RGN_TYPE_WINDOW` that redraws the whole region.

This change will draw the play head and window scrollers when updating the
screen. This affects the Action editor, Timeline, Graph editor, NLA editor and
Sequence editor. There is noticeable speedup when using complex animation files.

Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline
and a action editor on a Ryzen 1700.

* When playing back animation the markers don't jump up/down when near the
  frame. This could be added back.

Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D8066
2020-06-23 12:03:17 +02:00
d1f4adab24 Cleanup: spelling, correct reference to 'Mesh.mcol' 2020-05-29 12:58:29 +10:00
a739dc67ef Cleanup: sort file, structs 2020-05-27 10:52:07 +10:00
5171d86806 UI: List Panel System
This implements a general system to implement drag and drop, subpanels,
and UI animation for the stack UIs in Blender. There are NO functional
changes in this patch, but it makes it relatively trivial to implement
these features for stacks.

The biggest complication to using panels to implement the UI for lists
is that there can be multiple modifiers of the same type. Currently there
is an assumed 1 to 1 relationship between every panel and its type, but
there can be multiple list items of the same type, so we have to break
this relationship. The mapping between panels and their data is stored
with an index in the panel's runtime struct.

To make use the system for a list like modifiers, four components
must be added:
1. A panel type defined and registered for each list data type, with a
    known mapping between list data types and panel idnames.
1. A function called by interface code to build the add the panel
    layouts with the provided helper functions.
    - UI_panel_list_matches_data will check if the panel list needs to
      be rebuilt.
    - UI_panels_free_instanced will remove the existing list panels
    - UI_panel_add_instanced adds a list panel of a given type.
3. An expand flag for the list data and implementations of
    get_list_data_expand_flag and set_list_data_expand_flag.
4. For reordering, the panel type's reorder callback. This is called
   when the instanced panels are drag-dropped. This requires
   implementing a "move to index" operator for the list data.

Reviewed By: Severin, brecht

Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
8f10f9d5dc Refactor: Move WindowManager and Screen foreach_id to new IDTypeInfo structure.
That one was a bit more complicated, and is still only partial refactor
(ultimately we want to have a foreach_id callback in SpaceType itself I
think...).
2020-05-18 18:51:06 +02:00
6fa904765a Cleanup: Rename Panel * variables from pa to panel 2020-04-03 22:20:25 -05:00
63922c5056 Cleanup: Rename ExtensionRNA variables from ext to rna_ext
Makes it more clear that code using this is related to the RNA
integration of a type.
Part of T74432.

Also ran clang-format on affected files.
2020-04-03 18:25:52 +02:00
ad85989a3f Cleanup: Rename bScreen variables from sc/scr to screen
Part of T74432.

Mostly a careful batch rename but had to do few smaller fixes.

Also ran clang-format on affected files.
2020-04-03 14:42:24 +02:00
905c0269f3 Cleanup: Rename ScrArea variables from sa to area
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.

Mostly a careful batch rename but had to do few smaller fixes.

Also ran clang-format on affected files.
2020-04-03 13:34:50 +02:00
5929dd7129 Fix T73212: Gizmo's are still interactive when behind nodes 2020-03-13 01:29:06 +11:00
b2ee1770d4 Cleanup: Rename ARegion variables from ar to region
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.

This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.

Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.

Also ran clan clang format on affected files.
2020-03-06 17:19:23 +01:00