Commit Graph

89636 Commits

Author SHA1 Message Date
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
d320f3677e Cleanup: make format 2022-01-12 11:29:18 +01:00
1e61b759c7 Fix T94797: crash when playing animation in eevee rendered view
The issue was caused by rBd09b1d2759861aa012ab2e7e4ce2ffa2.
Since this commit, the image users in gpu materials were updated
during depsgraph evaluation as well. However, there was a race
condition when one thread is deleting gpu materials in `BKE_material_eval`
while another thread is updating the image users at the same time.

The solution is to make sure that deleting gpu materials is done before
iterating over all gpu materials, by adding a new depsgraph relation.
2022-01-12 11:15:22 +01:00
145f1d1e0a Fix T94812: render layer sockets are missing after file load
The main issue was the use of `G_MAIN` during file load.
This patch refactors the code so that iterating over `G_MAIN`
is not necessary anymore. See D13800 for more details.

Differential Revision: https://developer.blender.org/D13800
2022-01-12 11:07:31 +01:00
7a2b181591 Fix T94041: Loading a new file gives crash while rendering in viewport
The issue was caused by Cycles display driver not being able to restore
window's OpenGL context after disposing Cycles-side OpenGL context.

This is due to the window OpenGL re-activation needing to access window
manager which gets cleared out form global main during file reading.

Defer clearing window manager from the global main to until after all
screens are "exited". This allows Cycles to properly stop rendering,
dispose its OpenGL context, and restore window's drawable context.

It is unclear why it was required to clear window manager list early
on. Guess is that it comes from an original code in a1c8543f2a where
there was an early return which then got replaced with an actual logic
without changing the order of de-initialization and window manager list
clear.

Differential Revision: https://developer.blender.org/D13799
2022-01-12 10:01:33 +01:00
795cea2cce Revert "Cleanup GPencil strength previous commit"
This reverts commit e339946515.

This broken the tablet pressure and it was impossible to set a proper strength.
2022-01-12 08:45:57 +01:00
7f28084e2a Cleanup: use utility functions 2022-01-12 06:46:12 +01:00
77616082f4 Fix T89542: Crash when loading certain .hdr files
The direct cause of the bug in question was passing in the raw memory
buffer to sscanf. It should be called with a null-terminated buffer;
which isn't guaranteed when blindly trusting the file data.

When attempting to fuzz this code path, a variety of other crashes were
discovered and fixed.

Differential Revision: https://developer.blender.org/D11952
2022-01-11 20:48:32 -08:00
0dc309bef6 Cleanup: remove redundant const qualifiers for POD types 2022-01-12 12:51:11 +11:00
f4492629ea Cleanup: VSE channel drawing
Remove code that very slightly darkened line on bottom of timeline, when
backdrop is enabled. Purpose of the code wasn't dodumented, and 2.79
doesn't seem to produce this darkened line.
Rename drawing functions to appropriate names.
2022-01-12 01:46:27 +01:00
89145341e5 BLF: UI_fontstyle_draw Usage
Add maximum string length argument to UI_fontstyle_draw to reduce usage
of BLF_DRAW_STR_DUMMY_MAX. Reorders arguments to UI_fontstyle_draw_ex

See D13794 for more details.

Differential Revision: https://developer.blender.org/D13794

Reviewed by Campbell Barton
2022-01-11 14:52:39 -08:00
bbe59c6014 BLF: Reduction of use of BLF_DRAW_STR_DUMMY_MAX
Reduction of the number of uses of the define BLF_DRAW_STR_DUMMY_MAX
by using actual sizes of static character arrays.

See D13793 for more details.

Differential Revision: https://developer.blender.org/D13793

Reviewed by Campbell Barton
2022-01-11 14:08:38 -08:00
947dc21979 Cleanup: Fix build warning with MSVC
comparing a bool > 0 make MSVC emit
warning C4804: '>': unsafe use of type 'bool' in operation.

int does the job nicely.
2022-01-11 14:57:54 -07:00
5a6ec0f003 Build: Enable unity build for bf_compositor
Blender's compositor code already makes extensive use of
namespace which makes it very simple to enable unity build.
There was one duplicated function that has since to be moved
to a common header.

I saw roughly a 3x speedup of bf_compositor using ninja on
linux using i5 8250u (1:34 down to 0:34).

Reviewed By: LazyDodo

Differential Revision: https://developer.blender.org/D13792
2022-01-11 16:55:45 -05:00
48ff9b57f8 Build: Add precompiled headers for bf_compositor
With this change, compilation saw a 2.4x improvement.

This can be combined with unity build to give an overall 4x improvement

Depends on D13797

Reviewed By: LazyDodo

Differential Revision: https://developer.blender.org/D13798
2022-01-11 16:50:35 -05:00
e339946515 Cleanup previous commit
Don't need check minimum constant value, brush value is enough.
2022-01-11 22:48:26 +01:00
ac3d07ad17 Fix T94799: GPencil Strokes drawn at 0.0 Strength still visible
There was a clamp with a value greater than 0.
2022-01-11 22:45:50 +01:00
376e425c02 Fix T93588: some videos loaded flipped over Y axis on macOS Arm
Was not actually flipping in the need_aligned_ffmpeg_buffer case.
2022-01-11 21:43:32 +01:00
e95b4dc2dd Cleanup: Fix build warnings with MSVC
our UNUSED macro is essentially a no-op for MSVC, which lead to
the situation  where this well meant macro was emitting the
following warning:

C4189: 'UNUSED_i': local variable is initialized but not referenced

However since we have been on c++17 for a while now the UNUSED
macro can be replaced with the standard [[maybe_unused]] attribute
in cpp files.

This changes cleans up the use of the UNUSED macro in the
bf_nodes_geometry project.

Differential Revision: https://developer.blender.org/D12915

Reviewed by: JacquesLucke, Severin, Sergey, HooglyBoogly
2022-01-11 12:54:18 -07:00
259a71cd3c Build: use precompiled headers on all platforms
Since CMake 3.16, CMake has native precompiled header (PCH) support.

This change swaps Blender's own PCH implementation with the native implementation.
Previously, PCH was only enabled on Windows however,
this new implementation works on all platforms.

For more information see https://cmake.org/cmake/help/latest/command/target_precompile_headers.html

On my system, Linux with ninja running on an i5 8250U
I saw a 60% reduction in compile times for `bf_freestyle` + linking time.

Reviewed By: LazyDodo, brecht

Differential Revision: https://developer.blender.org/D13797
2022-01-11 14:18:58 -05:00
8cff1ecf9f Fix T94804: GPencil Simplify when strokes are Automerged in Draw Mode
The problem was the points were selected in edit mode and then sampled. Now, in draw mode, the points are always unselected to avoid this effect in the auto merge process.
2022-01-11 19:20:27 +01:00
Henrik Dick
631067e559 Add support for a longest diagonal quad triangulation mode
The new triangulation mode for quads is the opposite of the current default
shortest diagonal mode. It is optimal for cloth simulations using quad meshes.

Differential Revision: http://developer.blender.org/D13777
2022-01-11 18:51:25 +01:00
41ce7807a6 Fix T94299: Object asset set as visible but doesn't show
Differential Revision: https://developer.blender.org/D13738

Reviewed by: Bastien Montagne, Sergey Sharybin
2022-01-11 18:38:05 +01:00
ccac22fec5 Cleanup compiler warning in Windows
`bool` used instead of `int`
2022-01-11 16:48:16 +01:00
6774cae3f2 Fix T94728: Auto Depth problem with Cliping Region
Issue introduced in rB1d49293b80446b89b5b12fa0eeefaf14e5051e48

`drw_manager_init` must be called after `drw_context_state_init` as
`DST.draw_ctx.sh_cfg` (indicating when the view is clipped) must be set
first.

Differential Revision: https://developer.blender.org/D13795
2022-01-11 10:39:39 -03:00
fc0f315106 Cleanup: remove unnecessary 'use_opengl_context' parameter
The argument passed is always false.
2022-01-11 10:28:32 -03:00
Aleksi Juvani
0c94e5d166 Fix PSYS_GLOBAL_HAIR stripped even if connecting the hair fails
After disconnecting hair on an object, if you then hide the particle system, and try connecting the hair again, the operator is cancelled due to `remap_hair_emitter` returning `false` because `target_psmd->mesh_final` is NULL, but `connect_hair` will still strip the `PSYS_GLOBAL_HAIR` flag, which will cause the hair in the hidden particle system to be positioned incorrectly. The correct behavior is to strip the flag only if `remap_hair_emitter` succeeds.

Differential Revision: https://developer.blender.org/D13703
2022-01-11 13:08:13 +01:00
9dc9692b09 Select Similar: hide 'threshold' from UI when not used
When the 'threshold' is not used in the type we are comparing, just hide
it. This was obvious for some types (e.g. Materials), but maybe not so
on others (e.g. Polygon Sides) and potentionally confusing.

Reported by @hitrpr in chat.

Differential Revision: https://developer.blender.org/D13760
2022-01-11 11:47:57 +01:00
255727b752 GPU: Utility function to bind UBO to batches. 2022-01-11 09:57:22 +01:00
Evan Wilson
1949aece21 Explicit Color OCIO role comment fix.
This is an update to the correct OCIO role.

It changes `SceneReference` to `scene_linear`

See https://opencolorio.readthedocs.io/en/latest/guides/authoring/overview.html#config-roles

>     - reference - the color space against which the other color spaces are defined
>NOTE: The reference role has sometimes been misinterpreted as being the space in which “reference art” is stored in.
>
>    - scene_linear - the scene-referred linear-to-light color space, often the same as the reference space

The current OCIO UX working group doc says:

>reference: This role has had multiple interpreted meanings over the years and is a common point of confusion. It is kept in OCIO for backwards compatibility, but the recommendation is that it is not used by apps.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11398
2022-01-11 09:55:22 +01:00
4e8a883bcc Cleanup: use unity build for composite nodes
GIves about a 2.1x improvement in compilation times.
2022-01-11 02:57:14 -05:00
bc02ede98b Cleanup: Deduplicate finv_test function 2022-01-11 02:16:47 -05:00
d608b98145 Cleanup: quite missing-variable-declarations warnings 2022-01-11 18:16:00 +11:00
9af81c2b74 Cleanup: correct exception message 2022-01-11 18:16:00 +11:00
fd922f5940 Cleanup: Composite nodes: add namespace for every file
This puts all static functions in composite node files into a new
namespace. This allows using unity build which can improve
compile times significantly.

This is a follow up on rB1df8abff257030ba79bc23dc321f35494f4d91c5
but for compositor nodes.

The namespace name is derived from the file name.
That makes it possible to write some tooling that checks the names later on.
The filename extension (`cc`) is added to the namespace name as well.
his also possibly simplifies tooling but also makes it more obvious that this namespace is specific to a file.

Reviewed By: JacquesLucke, HooglyBoogly, jbakker

Differential Revision: https://developer.blender.org/D13466
2022-01-11 02:11:14 -05:00
f2fb9a0c59 Fix T94768: Crash in VSE prefetching
If timeline contains scene strip outside of edited meta strip, this will
cause crash. This is because prefetchin ignored meta strips being edited
when rendering, but did check for scene strips only inside edited meta
strip.

Change active seqbase pointer when entering meta strip. This makes it
possible to prefetch only content that is being presented to user.
2022-01-11 06:12:15 +01:00
f134341e03 Fix T94671: performance regression with subsurf modifier
rBeed45d2a239a introduced a GPU backend for OpenSubDiv which lets us do
the subdivision at render time. However, some tools might still need to
have the subdivision data available on the CPU side. For this a
subdivision mesh wrapper was also introduced, and is computed whenever a
CPU side mesh is needed. The subdivision settings for this wrapper are
stored during modifier evaluation if GPU subdivision can be done.

The performance regression is due to the fact that although the
subdivision mesh was already computed on the CPU, and no subdivision
wrapper is generated, some checks for creating subdivision data in
`BKE_mesh_wrapper_ensure_subdivision` where still run, one of which is
very expensive.

To fix this we first check the runtime settings of the mesh to see if
subdivision is needed at all.
2022-01-11 03:34:16 +01:00
922ae55a16 Spreadsheet: Add mesh topology information with a debug value
This commit adds topology information from mesh data structs to the
spreadsheet when the debug value `4001` is set. Eventually we could
expose these. For now it can be a useful tool for developers when
working on mesh algorithms.

Differential Revision: https://developer.blender.org/D13735
2022-01-10 16:45:53 -06:00
37b336a8af Cleanup: Remove unused "active ID" node flag
The value of this flag was only retrieved in `nodeGetActiveID`, which
wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and
related functions seem to come from the Blender internal renderer.

Differential Revision: https://developer.blender.org/D13770
2022-01-10 16:42:50 -06:00
f4af21038d Geometry Nodes: Move normal field input to be usable elsewhere
This commit moves the normal field input to `BKE_geometry_set.hh`
from the node file so that normals can be used as an implicit input to
other nodes.

Differential Revision: https://developer.blender.org/D13779
2022-01-10 16:41:05 -06:00
a4a95c8d36 Docs: Add comments to node socket struct header 2022-01-10 12:29:09 -06:00
ccf06fffbc UI: Allow AltGr Key + C,V,X Text Input
Slight change to our processing of Ctrl-C, Ctrl-V, and Ctrl-X so that
they will not be triggered if Alt is also pressed. This allows entry
of AltGr-C, -V, -X when using International keyboard layouts.

See D13781 for more details

Differential Revision: https://developer.blender.org/D13781

Reviewed by Brecht Van Lommel
2022-01-10 09:52:19 -08:00
39ba82f25d Fix T94111: nurb normal calculation does not work
The normals were computed with an uninitialized tilt.
2022-01-10 17:25:42 +01:00
af6a30ebf1 Fix compilation error after recent fix
For some reason GCC accepted C++-style of unused variable marking.
2022-01-10 17:17:31 +01:00
b0a83a6ed4 Fix compile error with msvc 2022-01-10 17:10:07 +01:00
292c2cefe3 Fix T93727: Tiled render error in Cycles after changing temp directory
Consider temporary directory to be variant part of session configuration
which gets communicated to the tile manager on render reset.

This allows to be able to render with one temp directory, change the
directory, render again and have proper render result even with enabled
persistent data.

For the ease of access to the temp directory expose it via the render
engine API (engine.temp_directory).

Differential Revision: https://developer.blender.org/D13790
2022-01-10 16:54:12 +01:00
d9dd8c287f Fix T94661: Out-of-bounds memory access due to malformed DDS image file
Harden bounds check in the stream reader avoiding integer overflow.
2022-01-10 14:27:54 +01:00
8dd163160e Fix T94766: texture coordinates from other object do not refresh
The core issue is that flushing dependencies are created from an object
to a node tree when it contains e.g. a Texture Coordinate node.
That is an issue because the evaluation of the node tree itself does not
depend on the object (node tree evaluation is essentially a no-op).

Only other systems that parse and evaluate the node tree in a specific
context actually depend on e.g. the position of the referenced object.
It can even be the case that the node tree depends on objects that
the actual evaluator (geometry nodes modifier/material) does not depend
on, because a node is not connected to the output.

Geometry nodes makes the distinction between dependencies to the
node tree and to the evaluator already. Shader nodes do not.
Therefore, shader nodes need a flushing relation from node groups
to their parent node groups.

This brings back some unnecessary updates from rB7e712b2d6a0d
(e.g. when creating a node group from nodes that are not connected
to the output). This is a bit unfortunate, but refactoring how
dependencies work with shader nodes is a out of scope for this fix.
2022-01-10 13:02:57 +01:00
f5e90a943f Remove GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
8a772645e2 Remove GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00