Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
Porting conservative depth rendering to use non-geometry shader path for
Metal.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16424
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
Detect when the operator adds its own undo step and clear the panel.
An alternative fix for [0] which caused T101743.
Needed to prevent changing values in the last operator panel from
destructively undoing brush steps.
[0]: 11bdc321a2.
Reviewed By: mont29, joeedh
Ref D16523
With the asset identifier introduced in the previous commit, we can now
locate an asset just from its `AssetRepresentation`, without requiring
information from the asset library and the file browser storage. With
this we can remove some hacks and function parameters. A RNA/BPY
function is also affected, but I didn't remove the paramter to keep
compatibility. It's simply ignored and not required anymore, noted this
in the parameter description (noted for T102877).
With stereoscopy enabled, sseq->multiview_eye is set to left and
right eye during drawing, but this value is not reset, even if
stereoscopy is disabled.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16639
Swapping some ID lists between Mains must invalidate the name_map cache.
Note that in theory, at least WM type could be ignored by name_map
cache, since it is a singleton. However, don't think it's worth adding
extra complication here, for really marginal benefits. The overhead of
rebuilding the name cache here is extremly small.
For some reason, this issue did not show so far in master, only appeared
in some branch work on improving (in)direct status of linked IDs... Go
figure.
This adds a vulkan backend to GHOST. The code was extracted from the
tmp-vulkan branch. The main difference with the original code is that
GHOST isn't responsible for fallback. For Metal backend there is already
an idea that the GPU module is responsible for the fallback, not the system.
For Blender we target Vulkan 1.2 at the time of this patch.
MoltenVK (needed to convert Vulkan calls to Metal) has been added as
a separate package.
This patch isn't useful for end-users, currently when starting blender with
`--gpu-backend vulkan` it would crash as the `VBBackend` doesn't initialize
the expected global structs in the GPU module.
Validated to be working on Windows and Apple. Linux still needs to be tested.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13155
Steps to reproduce were:
- Open an asset browser
- Open an asset library with assets in it
- Load a different file (e.g. File -> New -> General)
Didn't see a nice way to fix this with the current pre file load handler
callback we use for freeing asset libraries. Using this is cleaner, but
for now, the relationship between UI and asset system is too close
still, so better do explicit freeing at the right point in time.
The draw locking was implemented for project Heist and moved behind an experimental
feature after it became clear there were issues with it. Nowadays it isn't used,
and the idea is to replace it with a different solution after all draw engines have
been ported to the new draw manager API. {T102180}
This patch will remove the experimental feature as it isn't used, or useful.
Asset library data is destructed on file load. Asset lists (weak and
hopefully temporary design) contain pointers into it that would dangle
then. Make sure the asset lists are destructed before the asset library
data.
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.
Motivation:
- Makes the asset system design more present (term wasn't even used in
code before).
- An `asset_system` directory is quite descriptive (trivial to identify
core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
`Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
map quite nicely to the `asset_system` directory.
Checked with some other core devs, consensus seems that this makes
sense.
Implement a new topology-based copy and paste solution for UVs.
Usage notes:
* Open the UV Editor
* Use the selection tools to select a Quad joined to a Triangle joined to another Quad.
* From the menu, choose UV > UV Copy
* The UV co-ordinates for your quad<=>tri<=>quad are now stored internally
* Use the selection tools to select a different Quad joined to a Triangle joined to a Quad.
* (Optional) From the menu, choose UV > Split > Selection
* From the menu, choose UV > UV Paste
* The UV co-ordinates for the new selection will be moved to match the stored UVs.
Repeat selection / UV Paste steps as many times as desired.
For performance considerations, see https://en.wikipedia.org/wiki/Graph_isomorphism_problem
In theory, UV Copy and Paste should work with all UV selection modes.
Please report any problems.
A copy has been made of the Graph Isomorphism code from https://github.com/stefanoquer/graphISO
Copyright (c) 2019 Stefano Quer stefano.quer@polito.it GPL v3 or later.
Additional integration code Copyright (c) 2022 by Blender Foundation, GPL v2 or later.
Maniphest Tasks: T77911
Differential Revision: https://developer.blender.org/D16278
Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.
Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.
By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.
As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.
This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16338
Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
Add command line argument to switch gpu backend. Add `--gpu-backend` option to
override the gpu backend selected by Blender.
Values for this option that will be available in releases for now are:
* opengl: Force blender to select OpenGL backend.
During development and depending on compile options additional values can exist:
* metal: Force Blender to select Metal backend.
When this option isn't provided the internal logic for GPU backend selection will be used.
Note that this is at the time of writing the same as always selecting the opengl backend.
Reviewed By: fclem, brecht, MichaelPW
Differential Revision: https://developer.blender.org/D16297
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
Using varargs had the disadvantages, replace with a macro which has
some advantages.
- Arguments are type checked.
- Less verbose.
- Unintended NULL arguments would silently terminate joining paths.
- Passing in a NULL argument warns with GCC.
There were quite a few issues here:
* Bad usage of nagic number leading to confusing code
* Forgetting to take into accoun final `NULL` char
* RNA code thinkin `bl_idname` is python version, when it is actually
BL/C version.
Show the windowing environment on non MS-Windows/Apple systems,
since X11/WAYLAND are selected startup there was no convenient way
for users to know which back-end was being used.
Include the windowing environment in the About splash & system-info.txt
since it will be useful for handling bug reports.
This commit adds a private API call not intended for general use
as I would like to be able to remove this later and it's only needed
in the specific case of testing if Blender is using WAYLAND or X11
(which maybe be used via XWayland).
Python scripts can already inspect the system to check which windowing
environment used, the API call is mainly useful for troubleshooting.
When app-templates are enabled, support resetting defaults only for the
app-templates.
Without this, it's not possible to reset app-template preferences
without also resetting the default preferences for all settings the
app-template does not override (used when there is no application
template loaded, and other app-templates).
These additional menu items are shown in menus when an app-template has
been loaded.
Address issue raised by T96427.
Reviewed By: mont29, brecht
Ref D16150
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
When the GHOST back-end Blender was built with isn't supported,
Blender would crash on startup without any useful information.
This could happen when building X11 only, then running on Wayland.
Now show a list of the GHOST back-ends that were attempted and exit
with an error code instead of crashing.
Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.
Ref T97925
Differential Revision: https://developer.blender.org/D16005
Thumbnails of fonts that better show design, shapes, contents, intent,
and intended language. Previews almost every known language - living
and dead - and symbol, specialty fonts, etc.
See D12032 for more details and samples.
Differential Revision: https://developer.blender.org/D12032
Reviewed by Campbell Barton