Commit Graph

22912 Commits

Author SHA1 Message Date
e108d67635 Sculpt: add .sculpt to allow_procedural_attribute_access
Also cleaned up a comment.
2022-09-16 13:05:04 -07:00
8fdaf2bddc Fix: Missing updates for multires sculpting
Caused by ee23f0f3fb, which removed the update tag when entering
sculpt mode, and by b5f7af31d6, which made these layers lazily
created, so they weren't always available at the start of a stroke. Now
update the evaluated mesh/multires CCG as necessary. Some updates
could potentially avoided when switching modes in the future, but for
now do it all the time.

Fixes T101116
Also fixes a crash when painting multires mask for the first time
2022-09-16 14:31:30 -05:00
02575bcbd0 Sculpt: New attribute API
New unified attribute API for sculpt code.

= Basic Design =

The sculpt attribute API can create temporary or permanent attributes (only supported in `PBVH_FACES` mode).  Attributes are created via `BKE_sculpt_attribute_ensure.`

Attributes can be explicit CustomData attributes or simple array-based pseudo-attributes (this is useful for PBVH_GRIDS and PBVH_BMESH).

== `SculptAttributePointers` ==

There is a structure in `SculptSession` for convenience attribute pointers, `ss->attrs`.  Standard attributes should assign these; the attribute API will automatically clear them when the associated attributes are released.  For example, the automasking code stores its factor attribute layer in `ss->attrs.automasking_factor`.

== Naming ==

Temporary attributes should use the SCULPT_ATTRIBUTE_NAME macro for naming, it takes an entry in `SculptAttributePointers` and builds a layer name.

== `SculptAttribute` ==

Attributes are referenced by a special `SculptAttribute` structure, which holds
all the info needed to look up elements of an attribute at run time.

All of these structures live in a preallocated flat array in `SculptSession`, `ss->temp_attributes`.  This is extremely important.  Since any change to the `CustomData` layout can in principle invalidate every extant `SculptAttribute`, having them all in one block of memory whose location doesn't change allows us to update them transparently.

This makes for much simpler code and eliminates bugs.  To see why this is tricky to get right, imagine we want to create three attributes in PBVH_BMESH mode and we provide our own `SculptAttribute` structs for the API to fill in.  Each new layer will invalidate the `CustomData` block offsets in the prior one, leading to memory corruption.

Reviewed by: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D15496
Ref D15496
2022-09-16 12:20:28 -07:00
4d67a995d9 Fix: crash when evaluating geometry nodes after deleting an unlinked node
This was essentially a use-after-free issue. When a geometry nodes
group changes it has to be preprocessed again before it can be evaluated.
This part was working, the issue was that parent node groups have to be
preprocessed as well, which was missing. The lazy-function graph cached
on the parent node group was still referencing data that was freed when
the child group changed.

Now the depsgraph makes sure that all relevant geometry node groups are
preprocessed again after a change.

This issue was found by Simon Thommes.
2022-09-16 16:03:50 +02:00
95f05a6a4b Cleanup: spelling in comments 2022-09-16 18:14:33 +10:00
d5df23d758 Cleanup: Rename attribute required functions
Avoid "customdata" in the name, since that's an implementation detail
in this context.
2022-09-15 13:14:31 -05:00
0945ae338b Fix: Merging mesh and non-empty BMesh creates "flag" attributes
We need to use the custom data copy function that skips mesh-only
attributes like the hide status attributes, the generic material index
attribute, etc. Otherwise the BMesh has those attributes which
conflict with their builtin counterparts.
2022-09-15 12:52:18 -05:00
8b26349d57 BLO: move blenloader to C++
Differential Revision: https://developer.blender.org/D15965
2022-09-15 19:13:13 +02:00
c41249d436 PointCloud: add BKE_pointcloud_nomain_to_pointcloud
This adds a utility function to copy the data from a PointCloud
outside of the main database to one that is in the database. This
is similar to `BKE_mesh_nomain_to_mesh`.

Ref D11592
2022-09-15 15:21:25 +02:00
2c53970bbf Cleanup: use doxy sections, remove outdated comment 2022-09-15 15:27:21 +10:00
4bbb043bc5 Cleanup: spelling in comments, comment blocks 2022-09-15 10:03:46 +10:00
6d4d74172b Cleanup: Remove unused argument from modifier data mask callback
This isn't likely to be helpful in the future with the move to generic
attributes
2022-09-14 14:49:40 -05:00
ee23f0f3fb Sculpt: Separate hide status from face sets, use generic attribute
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.

On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.

This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
 - We don't need to allocate either array quite as much.
 - The hide status can be read from 1/4 the memory as face sets.
 - Updates when entering or exiting sculpt mode can be removed.
 - More opportunities for early-outs when nothing is hidden.
 - Separating concerns makes sculpt code more obvious.
 - It will be easier to convert face sets into a generic int attribute.

 Differential Revision: https://developer.blender.org/D15950
2022-09-14 14:37:18 -05:00
Monique Dewanchand
68589a31eb ViewLayer: Lazy sync of scene data.
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.

`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.

Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.

This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.

Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.

**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).

**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.

**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:34:38 +02:00
Monique Dewanchand
23276bcc37 Adding const Scene* parameter in many areas.
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15930
2022-09-14 21:30:56 +02:00
818c9e524d Fix: Mesh SoA format conversion skips versioning
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.

Differential Revision: https://developer.blender.org/D15919
2022-09-14 11:33:35 -05:00
56fb2a5ed0 Cleanup: use proper bool variables in Main, instead of char. 2022-09-14 15:48:49 +02:00
Erik Abrahamsson
609171d8b7 Optimization: Exit early when resizing material slots.
When assigning a huge number of materials, like when importing thousands of
objects, the function `BKE_objects_materials_test_all` uses quite a lot of
resources because of the way it loops through all objects to resize the
mat-array.

By counting the amount of processed objects and comparing to the number
of users of the obdata ID, we can exit early and avoid looping through
all objects every time.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15740
2022-09-14 11:00:37 +02:00
d26220d97a Fix reports printing twice when called from Python in background-mode
Calling operators in background-mode always printed with the
assumption that output should never be hidden.
However operators called from `bpy.ops` were also printing reports to
the `stdout` (needed for the Python console and generally useful).

Resolve by adding a flag to signal that the owner of the ReportList
is responsible for printing to the `stdout`.
2022-09-14 14:06:44 +10:00
08a8de739d Fix: Resolve deprecation warning when copying polygon struct
`MPoly` is used and copied in many places. To avoid the need to use a
special function for copying MPoly, or the need to add a copy
constructor, just rename the `mat_nr` field to include "legacy" in the
name. This keeps the original purpose of notifying developers that
the field shouldn't be used without any further complexity.
Apply the same fix to `bweight`.

Differential Revision: https://developer.blender.org/D15841
2022-09-13 11:43:34 -05:00
Mattias Fredriksson
eaf416693d Geometry Nodes: Port the trim curve node to the new data-block
The trim functionality is implemented in the geometry module, and
generalized a bit to be potentially useful for bisecting in the future.
The implementation is based on a helper type called `IndexRangeCyclic`
which allows iteration over all control points between two points on a
curve.

Catmull Rom curves are now supported-- trimmed without resampling first.
However, maintaining the exact shape is not possible. NURBS splines are
still converted to polylines using the evaluated curve concept.

Performance is equivalent or faster then a 3.1 build with regards to
node timings. Compared to 3.3 and 3.2, it's easy to observe test cases
where the node is at least 3 or 4 times faster.

Differential Revision: https://developer.blender.org/D14481
2022-09-13 11:36:14 -05:00
8442b0ffc1 Fix T101027: Sculpt tools don't respect visibility after recent commit
Caused by b5f7af31d6, which exposed the fact that the PBVH wasn't
retrieving the updated hide status attributes if they were allocated in
sculpt mode. Previously the attributes were always allocated when
entering sculpt mode.
2022-09-13 08:35:58 -05:00
Jeroen Bakker
8068b89a68 EEVEE-Next: Cryptomatte render passes.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.

{F13482749}

A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.

During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.

NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.

Reviewed By: fclem

Maniphest Tasks: T99390

Differential Revision: https://developer.blender.org/D15753
2022-09-13 11:07:38 +02:00
4130f1e674 Geometry Nodes: new evaluation system
This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.

For more details see T98492.

There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
  system but with different goals. Instead of optimizing throughput for highly
  parallelizable work, this system is designed to compute only the data that is actually
  necessary. What data is necessary can be determined dynamically during evaluation.
  Many lazy-functions can be composed in a graph to form a new lazy-function, which can
  again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
  To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
  no longer inlined into their parents.

Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.

Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:32 +02:00
90fb212a93 Docs: improve BKE_object_defgroup_flip_map doc-string 2022-09-13 13:24:45 +10:00
1a08a26388 Cleanup: spelling in comments 2022-09-13 13:24:44 +10:00
c05ff54795 Cleanup: remove unused function 2022-09-13 13:24:42 +10:00
50913d719c Cleanup: Use attribute API for curves functions 2022-09-12 21:47:01 -05:00
2c73175100 Cleanup: missing declaration warning 2022-09-13 10:41:36 +10:00
ad245f1970 Fix T101013: Reordering materials broken with only one assigned
When there was only a single material assigned to the mesh, the material
index attribute didn't necessarily exist. Changing the oder of the slots
wouldn't change the first material index as necessary.
2022-09-12 17:17:11 -05:00
8f6a07bc75 Cleanup: Comment formatting
Also include a small cleanup to the previous commit missed from review.
2022-09-12 12:54:44 -05:00
b5f7af31d6 When these features aren't used, there is no sense in storing the
corresponding data layers and using their values for computations.
Avoiding that should increase performance in many operations that
would otherwise have to read, write, or propagate these values.
It also means decreased memory usage-- not just for sculpt mode
but for any mesh that was in sculpt mode. Previously the mask, face set,
and hide status layers were *always* allocated by sculpt mode.

Here are a few basic tests when masking and face sets are not used:

| Test | Before | After |
| Subsurf Modifier | 148 ms | 126 ms |
| Sculpt Overlay Extraction | 24 ms every redraw | 0 ms |
| Memory usage | 252 MB | 236 MB |

I wouldn't expect any difference when they are used though.

The code changes are mostly just making sculpt features safe for when
the layers aren't stored, and some changes to the conversion to and
from the hide layers. Use of the ".hide_poly" attribute replaces testing
whether face sets are negative in many places.

Differential Revision: https://developer.blender.org/D15937
2022-09-12 12:48:42 -05:00
3d3c34f345 Sculpt: Fix T101008: Missing CD_MDISPS layer
sculpt_update_object now auto-creates a CD_MDISPS layer
if missing.  Note that it is possible for the depsgraph
to provide a multires ccg context without a CD_MDISPS.
This causes a PBVH_GRIDS pbvh to be built instead of
falling back to PBVH_FACES, which is why this bug happens
(of course falling back to PBVH_FACES would still be a bug).
2022-09-12 10:33:47 -07:00
9088a1f476 Geometry: Avoid unnecessary initialization when resizing data arrays
When resizing mesh and curves attribute storage, avoid initializing the
new memory for basic types. Also, avoid skipping "no free" layers; all
layers should be reallocated to the new size since they may be accessed.

The semantics introduced in 25237d2625 are essential for this
change, because otherwise we don't have a way to construct non-trivial
types in the new memory.

In a basic test of the extrude node, I observed a performance
improvement of about 30%, from 55ms to 42ms.

Differential Revision: https://developer.blender.org/D15818
2022-09-12 11:35:33 -05:00
e37f3388b1 Attributes: Add function to retrieve span without adding attribute
Previously, the only versions of attribute access that gave a span would
also add the attribute when it doesn't exist, which isn't always wanted.
2022-09-12 11:04:52 -05:00
ce07bc3628 Merge remote-tracking branch 'origin/blender-v3.3-release' 2022-09-12 17:13:25 +02:00
Thibault de Villèle
7c33d7b4b5 Fix T100918: change min value for NLAStrip start
The bug was contained in BKE/intern/nla.c, where the wrong macro was
used as the minimum frame value. Instead of `MINAFRAMEF`, `MINFRAMEF`
was used (the former is around -10k, the latter is 0, both fp32).

Differential Revision: https://developer.blender.org/D15940
2022-09-12 17:08:06 +02:00
ebc385de5f Cleanup: Remove unused DerivedMesh functions 2022-09-11 21:42:41 -05:00
f884a34cae Cleanup: replace BLI_snprintf with BLI_path_join
Also use a larger buffer to account for the unlikely case of the
buffer not being big enough for the appended directories.
2022-09-12 11:02:25 +10:00
1f4dc51d09 Fix T100974: Remesh operators reset mesh properties
Caused by 21f2bacad9 which copies a few more values to
the original meshes from the "nomain" meshes. The "nomain" meshes
created from the originals need to copy some values as well.
2022-09-10 18:06:54 -05:00
66fab6828c BKE_appdir: add function attributes 2022-09-10 15:50:49 +10:00
ef3c49de81 Cleanup: early return when directories can't be found
Also reduce variable scope and assert when an invalid argument
is passed to BKE_appdir_folder_id_create.
2022-09-10 14:13:07 +10:00
352d55b1c8 Mesh: Avoid saving redundant generic material index attribute
This attribute is still read and written in the legacy format which
puts it inside of `MPoly`. Missed in f1c0249f34.
2022-09-09 17:58:13 -05:00
291c313f80 Mesh: Move bevel weight out of MVert and MEdge
As described in T95966, the goal is to move to a "struct of arrays"
approach rather than gathering an arbitrary set of data in hard-coded
structs. This has performance benefits, but also code complexity
benefits (this patch removes plenty of code, though the boilerplate
for the new operators outweighs that here).

To mirror the internal change, the options for storing mesh bevel
weights are converted into operators that add or remove the layer,
like for some other layers.

The most complex change is to the solidify modifier, where bevel
weights had special handling. Other than that, most changes are
removing clearing of the weights, boilerplate for the add/remove
operators, and removing the manual transfer of bevel weights
in bmesh - mesh conversion.

Eventually bevel weights can become a fully generic attribute,
but for now this patch aims to avoid most functional changes.

Bevel weights are still written and read from the mesh in the old way,
so neither forward nor backward compatibility are affected. As described
in T95965, writing in the old format will be done until 4.0.

Differential Revision: https://developer.blender.org/D14077
2022-09-09 08:29:47 -05:00
21f2bacad9 Cleanup: Simplify BKE_mesh_nomain_to_mesh
- Remove "take ownership" argument which was confusing and always true
  - The argument made ownership very confusing
  - Better to avoid boolean arguments that switch a function's purpose
- Remove "mask" argument which was basically wrong and not used properly
  - "EVERYTHING" was used because developers are wary of removing data
  - Instead use `CD_MASK_MESH` for its purpose of original mesh data
- Remove use of shallow copied temporary mesh, which is unnecessary now
- Split shape key processing into separate functions and use C++ types
- Copy fields explicitly rather than using memcpy for the whole struct
- Use higher level functions and avoid redundant code
  - The whole idea is pretty simple and can be built from standard logic
- Adjust `CustomData` logic to be consistent with "assign" expectations
  - Clear the layer data from the source, and moves the anonymous ID

Differential Revision: https://developer.blender.org/D15857
2022-09-09 08:29:46 -05:00
12c235a1c5 Subdiv: Avoid quadratic runtime for loose edges
Currently, when subdividing every single vertex on every loose edge,
Blender iterates over all other edges to find neighbors. This has
quadratic runtime and can be very slow. Instead, first create a
map of edges connected to each vertex.

With about 10000 edges, the performance goes from very slow to very
smooth in my tests. Because of the nature of quadratic runtime, the
improvement will depend massively on the number of elements.

The only downside to this is that the map will still be built when
there are only a couple loose edges, but that case is probably not
so common.

Differential Revision: https://developer.blender.org/D15923
2022-09-09 08:29:46 -05:00
436f1b4dbe Correct error building on WIN32
Mistake in f7a4ede79f.
2022-09-09 23:21:00 +10:00
0fd39da3a9 Realtime Compositor: Implement scale node
This patch implements the Scale node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15758

Reviewed By: Clement Foucault
2022-09-09 14:11:43 +02:00
1339fec22a Nodes: fix memory leak 2022-09-09 13:35:21 +02:00
1e6a003860 Cleanup: move return arguments last, use r_ prefix
Also use '_num' suffix instead of '_tot'.
2022-09-09 16:20:32 +10:00