Commit Graph

56604 Commits

Author SHA1 Message Date
Dalai Felinto
534916258d Select Grouped: Collection Part I
Use Shift+G > Collection. If there is only one collection, it just selects it,
if there are multiple ones user get to pick which one to select.

This is the same behaviour we have for groups. Note, we only select objects
directly in the collection, not the ones in any nested collection.

Feature suggested by Pablo Vazquez (venomgfx)
2018-03-29 20:03:47 -03:00
Dalai Felinto
024395170c Fix typo in outliner Select Objects tooltip 2018-03-29 20:03:47 -03:00
Dalai Felinto
156b548208 Collections: API to get collection from index 2018-03-29 20:03:47 -03:00
Dalai Felinto
1251043636 Collections: API to check if object is in collection 2018-03-29 20:03:47 -03:00
b882257fbd BLF: Reduce the size of the buffer requested to IMM.
There is no point to not call strlen if the number of char is large.
2018-03-29 21:32:26 +02:00
7144fdf285 BLF: Perf: Divide by 6 the amount of verts sent to the GPU.
This means smaller imm buffer usage.

This does not reduce the number of drawcalls.

This uses geometry shader which is slow for the GPU but given we are really
CPU bound on this case, it should not matter.

A perfect implementation would:
- Set the glyph coord in a bufferTexture and just send the glyph ID to the
  GPU to read the bufferTexture.
- Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the
  glyph ID and color based on gl_VertexID / 6.
- Stream fixed size buffer that the Driver can discard quickly but this is
  the same as improving IMM directly.
2018-03-29 21:32:26 +02:00
Julian Eisel
b3ef5a04d1 Cleanup: Use uppercase UI_ prefix for external functions
Using uppercase prefixes is our convention for external functions.
"External" as in functions exposed to the outside of interface/ directory.
2018-03-29 17:21:02 +02:00
8b45fd8b61 UI: Fix out of bound read catched by asan. 2018-03-29 16:46:28 +02:00
d93e7e6430 UI: Perf: Group fill/border/emboss batches together.
This roughly halves the number of drawcalls from widgetbase_draw.
2018-03-29 16:36:01 +02:00
Dalai Felinto
26b9c502ed Merge remote-tracking branch 'origin/master' into blender2.8
Fix for T54437: Sequencer preview uses last updated scene

The fix started in master, moving EvaluationContext initialization
before we leave `deg_evaluate_on_refresh()`.

Upon merging master we can fix the actual issue which was to set
the EvaluationContext depsgraph even if the depsgraph was already updated.
2018-03-29 10:36:34 -03:00
Dalai Felinto
11130970c6 Merge commit 'origin/master^' into blender2.8 2018-03-29 10:36:01 -03:00
Dalai Felinto
9f60c850f9 Depsgraph: initialize EvaluationContext even if nothing to update
This is required to T54437 (sequencer preview uses last updated scene).
Although the fix itself needs to be in 2.8, for the 2.8 specific
initialization code.
2018-03-29 09:56:09 -03:00
f6ad538040 UI: Perf: widgetbase: Replace imm usage by a batch cache.
Introduce a UI batch cache. For the moment it's only used by widgetbase so
leaving it interface_widgets.c. If it grows, it can have its own file.

Like all preset batches (batches used by UI context), vaos must be refreshed
each time a new window context is binded.

This still does 3 GWN_batch_draw in the worst cases but at least it does
not use the IMM api.

I will continue and batch the 3 calls together since we are really CPU
bound, so shader complexity does not really matters.

I cannot spot any difference on all the widgets I could test. I did not use
any unit tests so I cannot tell if there is really any defects.

This is not a complete rewrite but it adresses the top bottleneck found
after a profilling session.
2018-03-29 14:22:50 +02:00
ba9c2746b6 GPUShader: Add specialized widget base shader.
This vertex shader let us draw widgets with batches instead of imm calls.
2018-03-29 14:22:50 +02:00
8301b26452 EEVEE: Fix bad framebuffer configuration
Was causing black / corrupted scene because of broken downsample

Add a debug check to not run into this problem again.
2018-03-29 13:43:30 +02:00
72b4d444f6 Particles: Fix missing hair dynamics
Only if all the nasty looking bugs had such a simple solution...
2018-03-29 12:43:00 +02:00
44cd24a9ce Particles: Remove dedicated recalc field from ParticleSettings
Use more generic id->recalc flag.

Also sanitize flag flush from settings to particle system.
Need to do such flush before triggering point cache reset, since
point cache reset will do some logic based on what flags are set.

This will solve crash caused by threaded update which will set
some bitflags while point cache reset is in progress.
2018-03-29 12:41:11 +02:00
526719bccb Cleanup, silence compiler warning in release build 2018-03-29 12:40:23 +02:00
95b9680597 Draw manager: Make particle code drawing closer to old viewport
The way how particle state is to be accessed or used did not change
in Blender 2.8, so the drawing code should follow old design.

This code is somewhat duplicated from drawobject.c, but old draw
code is on the way to be removed anyway.

This fixes issue with disappearing particles when tweaking number
of particles.
2018-03-29 12:31:32 +02:00
0cbf747ffa Draw manager: Make evaluation context a part of context state
This way we don't have to re-initialize the full evaluation
context in every area we need it.
2018-03-29 12:18:07 +02:00
3177023104 Draw manager: Use C99 struct initialization
Allows us to easily add fields which we never want to
be initialized, but still keep sane order of fields in
the structure itself.
2018-03-29 12:07:11 +02:00
90e1a5fd27 Draw manager: Use utility functions for dealing with state memset 2018-03-29 11:43:42 +02:00
f42c6960d2 Draw manager: Cleanup, early output
Do early output and reduce level of indentation.
2018-03-29 10:34:42 +02:00
05c76990c8 Depsgraph: Tag datablock with original update flag
Tagging based on components might not be granular enough.

For example, for particles we would want to know what part
of particles was changed exactly. For the flushing we wouldn't
worry too much, because we will want less granular updates
there anyway.
2018-03-29 10:08:56 +02:00
Dalai Felinto
6456d59b6b Move to Collection - Add new collection
Include option to create new collection and move objects to this
collection.

Based on suggestion by Pablo Vazquez (venomgfx) and my own feedback.
2018-03-28 17:15:33 -03:00
Dalai Felinto
ba90597f22 Move to Collection - Skip Master Collection nested level
Have the Master Collection always opened. This removes one level of nesting.
As suggested by Pablo Vazquez (venomgfx).
2018-03-28 17:15:01 -03:00
Dalai Felinto
f167226b79 Move to Collection - initial operator
How to use: Select a few objects, and press "M" in the viewport.

If you hold ctrl the objects will be added to the selected collection.
Otherwise they are removed from all their original collections and moved
to the selected one instead.

Development Notes
=================
The ideal solution would be to implement an elegant generic multi-level
menu system similar to toolbox_generic() in 2.49.

Instead I used `uiItemMenuF` to acchieve the required nesting of the menus.

The downside is that `uiItemMenuF` requires the data its callback uses to be
always valid until the menu is discarded. But since there is no callback we
can call when the menu is discarded for operators that exited with
`OPERATOR_INTERFACE`.

That means we are using static allocated data, that is only freed next time
the operator is called. Which also means there will always be some
memory leakage.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D3117
2018-03-28 17:14:51 -03:00
1953de335e Cleanup: Tooltip spelling 2018-03-28 13:09:00 -04:00
8afc9c1e7d Fix Collada: broken tangents with Camera Animation import for xfov
When importing an xfov curve, we must transformed the data to
Lens opening angles in degrees. While the curve value itself is
correctly transformed, the transformation of the tangents has been
forgotten. this is fixed now.
2018-03-28 18:01:32 +02:00
205fe8afd7 Clay: Remove warning. 2018-03-28 11:33:23 +02:00
e49d66f22c Cleanup: typo in function name 2018-03-28 11:23:38 +02:00
a970ac5d55 BLI_array: utility to check memory is zerod 2018-03-28 11:13:54 +02:00
873c23456b UI: Perf: Don't use implicit Attrib.
Implicit attrib is doing memcpy which seems to be slower compared to
individual immAttrib*.

Only fixed the ones who appeared in my profilling logs.
2018-03-28 00:05:57 +02:00
0acf655f9d UI: Perf: Group drawcalls inside ui_draw_panel_dragwidget
16 Drawcalls > 1 Drawcall

Do I need to say more?
2018-03-28 00:05:57 +02:00
637993fafe UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and
and icon select (via uvs) is done inside the vertex shader.
2018-03-28 00:05:51 +02:00
3bb720a7de GPUShader: Cleanup: Remove unused uniform_interface. 2018-03-27 23:51:23 +02:00
7a94d4362a DRW: Opti: Make cursor use batch instead of immediate API.
This is also much cleaner and taking 1 drawcall instead of 2.
2018-03-27 23:50:26 +02:00
2117680094 UI: Fix assert cause by vertex count being too small. 2018-03-27 17:58:05 +02:00
2cbd7cc269 UI: Perf: Optimize widgetbase_draw.
Drawcall per window redraw on default layout:
- 4100+ without patch
- 1270 with patch

Theses drawcalls meant a lot of driver overhead since they each correspond
to one glMapBuffer which is slow.
2018-03-27 17:03:42 +02:00
e4d82c0dcf Fix T54435: Quit prompt fails w/ fractional scale 2018-03-27 16:46:10 +02:00
90b7bcb48d Merge branch 'master' into blender2.8 2018-03-27 15:09:00 +02:00
e22b870b4a Cleanup: global undo (minor changes to internals)
- Get memory usage from MemFile instead of MEM API
  avoids possible invalid when threads alloc memory.
- Use size_t instead of uint and uintptr_t to store size.
- Rename UndoElem.str -> filename
- Rename MemFileChunk.ident -> is_identical
2018-03-27 14:56:54 +02:00
ddecf23711 Merge branch 'master' into blender2.8 2018-03-27 07:08:58 +02:00
3bca1ef26b Cleanup: move paint curve undo into own file 2018-03-27 07:06:14 +02:00
17a4a5a553 Eevee Shaders: Fix "No matching overloaded function"
invert -> inverse
2018-03-26 19:11:02 -03:00
dff7f55cd0 GPUFramebuffer: Fix compiler warning about return value. 2018-03-26 17:54:46 +02:00
21aca14e43 Merge branch 'master' into blender2.8 2018-03-26 14:56:00 +02:00
64e5f83133 BLF: Don't use user preferences
BLF is a low level module, which might (and is) used without Blender.

Thanks Campbell for review!
2018-03-26 14:49:23 +02:00
0476f8277a BLF: Cleanup, indentation inside of preprocessor 2018-03-26 14:07:19 +02:00
13f80a152a Fix T53800: Bad data editing during DEG evaluation?
Remain convinced that it should not be possible for undo code to run in
parallel with DEG eval... But for now, this whould prevent static
override code to dive into this collection.
2018-03-26 10:41:31 +02:00