This would lead to sock.default_value pointing to the wrong data type,
possibly causing crashes. Unfortunately, this bug will still exist for
older Blender versions that try to load newer files, which makes
changing the type of a node socket problematic.
Drawing hair weights read before the hair array start.
This code could be improved since it currently copy-pastes,
from do_particle_interpolation, but this would need larger changes.
For now just correct existing logic.
Solves these security issues from T52924:
CVE-2017-12102
CVE-2017-12103
CVE-2017-12104
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
For experimental options, outside the scope of typical preferences.
While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.
Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
Remove the critical OMP sections used to protect mem allocation.
First one can be done in a separate loop before main, parallelized one.
Second one only affect 'private' data, so we only need to ensure
guardedalloc thread safety is enabled.
This is committed as separated step to ease troubleshooting in case
bisecting becomes necesary.
Gives about 40% speedup of object which has simple-ish deformation applied
on top of subdivided mesh.
This might easily happen with single character animation.
Mutex is now local to particular CCGDM, and guarding edge hash which is only
used by a single function only. There is no need to acquire read lock after
edge hash was created.
This reverts change to BKE_brush_add,
callers now remove the extra user.
Note this isn't very convenient for callers but
is consistent with other ID types.
In the future we will probably remove this and have new
ID's created with zero users.
Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
We tried to do as much as possible in a single threaded callback, which
lead to using some nasty tricks like fake atomic-based spinlocks to
perform some operations (like float addition, which has no atomic
intrinsics).
While OK with 'standard' low number of working threads (8-16), because
collision were rather rare and implied memory barrier not *that* much
overhead, this performed poorly with more powerful systems reaching the
100 of threads and beyond (like workstations or render farm hardware).
There, both memory barrier overhead and more frequent collisions would
have significant impact on performances.
This was addressed by splitting further the process, we now have three
loops, one over polys, loops and vertices, and we added an intermediate
storage for weighted loop normals. This allows to avoid completely any
atomic operation in body of threaded loops, which should fix scalability
issues. This costs us slightly higher temp memory usage (something like
50Mb per million of polygons on average), but looks like acceptable
tradeoff.
Further more, tests showed that we could gain an additional ~7% of speed
in computing normals of heavy meshes, by also parallelizing the last two
loops (might be 1 or 2% on overall mesh update at best...).
Note that further tweaking in this code should be possible once Sergey
adds the 'minimum batch size' option to threaded foreach API, since very
light loops like the one on loops (mere v3 addition) require much bigger
batches than heavier code (like the one on polys) to keep optimal
performances.
This is a bit annoying to have per-DM locking, but it's way better (as in, up to
4 times better) for playback speed when having lots of subsurf objects,