This commit affects `id_sort_by_name()` and `check_for_dupid()` helper:
* Add a new parameter, `ID *id_sorting_hint`, to `id_sort_by_name()`,
and when non-NULL, check if we can insert `id` immediately before or
after it. This can dramatically reduce time spent in that function.
* Use loop over whole list in `check_for_dupid()` to also define the
likely ID pointer that will be neighbor with our new one.
This gives another decent speedup to all massive addition cases:
| Number and type of names of IDs | old code | new code | speed improvement |
| -------------------------------- | -------- | -------- | ----------------- |
| 40K, mixed (14k rand, 26k const) | 39s | 33s | 18% |
| 40K, fully random | 51s | 42s | 21% |
| 40K, fully constant | 40s | 34s | 18% |
Combined with the previous commits, this makes massive addition of IDs more
than twice as fast as previously.
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
Add smooth scrolling support for vertical scrolling.
This is only active while scrolling so we don't need to support
pixel-level offsets for operators, interactions.
Diffing on undo steps is a critical performance point of override
system, although not required for override itself, it gives user
immediate feedback ove what is overridden.
Profiling showed that rna path text search over overrides operations was
by far the most costly thing here, so now using a runtime temp ghash
mapping for this search instead.
Seems to give at least 5 times speedup on big production rig.
Custom profiles in bevel allows the profile curve to be controlled by
manually placed control points. Orientation is regularized along
groups of edges, and the 'pipe case' is updated. This commit includes
many updates to comments and changed variable names as well.
A 'cutoff' vertex mesh method is added to bevel in addition to the
existing grid fill option for replacing vertices.
The UI of the bevel modifier and tool are updated and unified.
Also, a 'CurveProfile' widget is added to BKE for defining the profile
in the interface, which may be useful in other situations.
Many thanks to Howard, my mentor for this GSoC project.
Reviewers: howardt, campbellbarton
Differential Revision: https://developer.blender.org/D5516
Very stupid mistake in own new generic ID lib_link function, that would try
to link ID pointers for all data-blocks, not only those actually needing it.
This introduces object mode tagging for data which hasn't yet been
written back to the ID data.
Now when selecting other sculpt objects, the original objects data is
flushed back to the ID before writing a memfile undo step.
This is not actually fixing the real issue here, PackedFile structs are
never supposed to have a NULL pointer - and in that monster .blend file,
the pointer is not NULL, but the actual data chunk has been lost
somehow, so it gets NULL during read process.
Very unlikely we ever know how such corrupted .blend was created though
(there's probably a fair chance that this is not even due to a bug in
Blender, but rather a glitch in filesystem or something).
So for now, ensure at read time that we get a coherent state (i.e.
remove any read PackedFile that would have a NULL data field), and add a
few asserts in relevant code to check we never get NULL data pointer
here.
This mostly happens automatically anyway since there is usually not enough
time left over for it. But when it does it happen it breaks partial redraw,
and may also have a negative impact on responsiveness.
Ref T70295
Previously the cache for the modifier would not be invalidated if
modifier settings were changed with drivers or keyframes.
Now we compare the current setting with the ones used to generate the
cache and invalidate the cache if they differ.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D5694
These were only strictly valid for texture space calculation, don't store them
since they should not be used after that. Only store a flag to indicate if the
auto texture space has been evaluated.
In the future it might make sense to store bounding boxes at the mesh level to
speed up bounding box computation for multiple objects using the same mesh, but
then it will need to be implemented differently.
The problem was that the object and collection pointers in Base and
LayerCollection would get lost of file read. Normally such ID pointers would
be resolved by pointing to an ID_ID placeholder which has the datablock name,
and then replacing it will the real datablock. However ID_ID is only written
for directly linked datablocks.
This adds the concept of an indirectly linked datablock with a weak reference
to it. For this we write an ID_ID_WEAK_REF code, which is a reference that
will only be resolved if the datablock was read for another reason.
Differential Revision: https://developer.blender.org/D4416
When enabled prefetching(preview panel>view settings), a pernament running job
is created, that will render frames in the background until the cache is full.
If the cache is not filled fast enough, prefetch job suspends itself
at the last moment and will wait until it has chance to "catch up".
Effectively this will decouple rendering to separate thread, so rendering
itself is a bit faster.
Cache recycling behavior will be changed to "free furthest frame to the left
of playhead if possible, otherwise rightmost frame".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5386
This change allows the user to select a renderpass in the 3d viewport.
Added support for external renderers to extend the `View3DShading` struct.
This way Blender doesn't need to know the features an external render engine wants to support.
Note that the View3DShading is also available in the scene->display.shading; although this is
supported, it does not make sense for render engines to put something here as it is really
scene/workbench related.
Currently cycles assumes that it always needs to calculate the combined pass; it ignores the
`pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5689
Before there were two options: Paste to original layer called "Paste" and Paste to active layer called "Paste & Merge"
Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste".
For old "Paste", now is called "Paste by Layer" and it's not the default value anymore.
Note: Minor edits to add icons not present in Differential revision.
Differential Revision: https://developer.blender.org/D5591
The specifc bug here came fro; some IDProperties ID pointer storing
references to workspaces.
But that was actually a main loophole in that 'unndoing data while
keeping same UI' process, as we never know who might store a pointer to
one of those datablocks that we want to keep the 'old' version off.
It might actually be ever more needed when we start undoing (changing)
only the IDs actually modified in an undo step...
Notes:
* While not ideal, I think we can afford an extra looping over the whole
Main DB here... Remapping process in itself is fairly cheap, thanks to
the hashes.
* This commit is considered rather risky (especially thanks to 'private'
IDs), think it should work fine for now, unless some IDPointers start
storing references to private IDs...
Once D5559 is in, we shall do another pass here, probably also forbids
assigning private IDs to IDProperties, etc.
This reverts commits 54fd8176d7, 4c5becb6b1 and 8f578150e.
Those kind of commits must be reviewed and approved by project owners.
That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.
And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.
Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
This commit also provide a compatibility code that will convert old
materials using Additive or Multiply Blend mode to their node equivalent.
This conversion is only done on outputs that are enabled for eevee.
Not even in append case. If those objects are already part of a
collection, we can now leave them fully un-instantiated in any scene,
since user can easily do it themselves as they need to.
This fixes inconsistencies in materials between objects and obdata
due to placeholders generation for missing libdata.
Note that we cannot do that when generating the obdata placeholder,
as not all objects using it might be already loaded...
So this has to be done near the end of the reading/linking process.
Reported here by Blender Studio.
Reviewers: brecht
Subscribers: jbakker, zeddb
Tags: #datablocks_and_libraries
Differential Revision: https://developer.blender.org/D5428
There was a fixed limit to the number of points available in a buffer stroke.
Now, the array is expanded as needed using a predefined number of points for each expansion, instead to add one by one. This is done to reduce the number of times the memory allocation is required.
As part of the fix, some variables have been renamed to reflect better their use.
Some ugly very low-level collection code was using the generic
LIB_TAG_DOIT tag... should never happen, that one is for rather
high-level code to use, core process shall use own tags.
The issue was caused by dependency graph always ignoring animation
update when it is first time constructed. This was a way to make it
preserve unkeyed changes on undo/redo. This, however, made it so
changes of animation data itself (such as deleting/moving keyframes)
did not trigger animation update by the dependency graph.
This worked prior to copy-on-write because animation recalc flags
were stored in the DNA and never re-set on file/undo load. This was
giving dependency graph a clue that animation is to be re-evaluated
when operator explicitly asked to (more precisely, when such operator
was undone/redone).
This change makes it so original ID's recalc flags are storing
recalc flags when ID is tagged for update as an response to user
input. This way re-building dependency graph can force animation
to be updated on redo.
Tricky part here is that ID's recalc flag is no longer to be zeroed
when loading undo step (which is the same as reading .blend file).
This is something what works differently comparing to legacy
dependency graph, which was zeroing object's recalc flags there but
not animation data's recalc flags.
Shouldn't be causing issues, since unkeyed changes are not preserved
upon opening a file anyway, at least to my knowledge.
Related reports which are to be taken into account and verified
they are not re-introduced when making changes in the area:
- T63111: Auto-Bake stuck at constant re-rendering
- T54296: Cycles viewport render stuck on constant re-render
Reviewers: campbellbarton, brecht
Reviewed By: campbellbarton, brecht
Maniphest Tasks: T66325
Differential Revision: https://developer.blender.org/D5316