- The argument with named with an `r_` prefix when it was in fact
also read from.
- The argument passed in had to be 'psys->clmd->hairdata',
if it was not - the function would not worked.
Scanline processor did its own heurestic what didn't scale well when
having a multiple cores. In stead of using our own code this patch will
leave it to TBB to determine how to split the scanlines over the
available threads.
Performance of the IMB_transform before this change was 0.002123s, with
this change 0.001601s. This change increases performance in other areas
as well including color management conversions.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11578
This change was prompted by D6408 which moves thumbnail extraction into
a shared function that happens use these endian defines but only links
blenlib.
There is no need for these defines to be associated with globals
so move into their own header.
Allows to define properties which will have proper units displayed
in the interface. The internal storage is expected to be seconds
(which matches how other times are stored in Blender).
Is not immediately used in Blender, but is required for the upcoming
feature in Cycles X (D11526)
The naming does not sound very exciting, but can't think of anything
better either.
For test it probably easiest to define FloatProperty with subdtype
of TIME_ABSOLUTE.
Differential Revision: https://developer.blender.org/D11532
Previously, a vertex from destination mesh would always be added to all
transferred vgroup (with a 0.0 weight), even if none of its matching
sources in source mesh belonged to the matching source vgroups.
Now a destination vertex is only added to a given destination vgroup if
at least one of its source vertices belong to the matching source
vgroup.
Issue found and initial investigation by @pls in D11524, thanks!
First, expand on the interpolation to evaluated points with a templated
helper function, and a function that takes a GSPan. Next, add a set of
functions to `Spline` for interpolating at arbitrary intervals between
the evaluated points. The code for doing that isn't that complicated
anyway, but it's nice to avoid repeating, and it might make it easier
to unroll the special cases for the first and last points if we require
the index factors to be sorted.
This commit adds a node to output the convex hull of any input geometry
as a mesh, which is an enclosing geometry around a set of points.
All geometry types are supported, besides volumes.
The code supports operating on instances to avoid copying all input
geometry before the operation. The implementation uses the same backend
as the operation in edit mode, but uses Mesh directly instead of BMesh.
Attribute transfer is not supported currently, but would be a point of
improvement for the future if it can work in a predictable way on
different geometry input types.
Differential Revision: https://developer.blender.org/D10925
Note that these changes are limited simple cases as these kinds of
changes could allow for errors when refactoring code when the known
state is not so obvious.
Support thread local storage for BLI_task_parallel_mempool,
as well as support for the reduce and free callbacks.
mempool_iter_threadsafe_* functions have been moved into a private
header thats only shared between task_iterator.c and BLI_mempool.c
so the TLS can be made part of the iterator array without having to
rely on passing in struct offsets.
Add test task.MempoolIterTLS that ensures reduce and free
are working as expected.
Reviewed By: mont29
Ref D11548
Also modified existing utility functions to take
care of the new surface normal interpolation and so on.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11543
While this should not be allowed in general, there are some cases
(library overrides at least) where supporting this is mandatory.
Further more, comment stating that this could crash is from 2011, could
not reproduce any issue with current code. Commit comment was referring
to undo/redo, but in use cases here those should not affect things.
Note that in general, such relatively high-level checks should be
handled by high-level, close to user code (like in ED area e.g.), not in
low-level BKE code anyway.
This node creates a boolean face attribute that is "true" for
every face that has the given material.
Differential Revision: https://developer.blender.org/D11324
Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
Added a new api function to stich multires grids
on specific faces in a mesh,
subdiv_ccg_average_faces_boundaries_and_corners,
and changed multires normal calc to use it.
VTune profiling showed that this was a major
performance hit once you get above 10,000 or so
base mesh faces and/or have a high number of
subdivision levels.
Here's a video comparing the difference. Note the
bpy.app_debug switch is not in the final commit.
{F10145323}
And the .blend file:
{F10145346}
Reviewed By: Sergey Sharybin (sergey)
Differential Revision:
https://developer.blender.org/D11334
Added a new api function to stich multires grids
on specific faces in a mesh,
subdiv_ccg_average_faces_boundaries_and_corners,
and changed multires normal calc to use it.
VTune profiling showed that this was a major
performance hit once you get above 10,000 or so
base mesh faces and/or have a high number of
subdivision levels.
Here's a video comparing the difference. Note the
bpy.app_debug switch is not in the final commit.
{F10145323}
And the .blend file:
{F10145346}
Reviewed By: Sergey Sharybin (sergey)
Differential Revision:
https://developer.blender.org/D11334
Also use Curve as an argument instead of Object, since the object was
only used to retrieve the curve, and the calling code is already working
with curve data.
Some of the comments referenced code that was no longer there, or even
defines that were removed. Other comments were more confusing and
vague than helpful. Also adjust formatting in a few cases.
Add a call to orthogonalize the matrix before processing for the
same reasons as D8915, and an early exit in case no limits are
enabled for a bit of extra efficiency.
Since the constraint goes through Euler decomposition, it would
in fact remove shear even before this change, but the resulting
rotation won't make much sense.
This change allows using the constraint without any enabled limits
purely for the purpose of efficiently removing shear.
Differential Revision: https://developer.blender.org/D9626
Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.
Ref D9626
This patch exposes functionality for performing partial mesh updates
for normal calculation and face tessellation while transforming a mesh.
The partial update data only needs to be generated once,
afterwards the cached connectivity information can be reused
(with the exception of changing proportional editing radius).
Currently this is only used for transform, in the future it could be
used for other operators as well as the transform panel.
The best-case overall speedup while transforming geometry is about
1.45x since the time to update a small number of normals and faces is
negligible.
For an additional speedup partial face tessellation is multi-threaded,
this gives ~15x speedup on my system (timing tessellation alone).
Exact results depend on the number of CPU cores available.
Ref D11494
Reviewed By: mano-wii
When changing to another texture paint slot, the texture displayed in
the viewport should change accordingly (as well as the image displayed
in the Image Editor).
The procedure to find the texture to display in the viewport
(BKE_texpaint_slot_material_find_node) could fail
though because it assumed iterating nodes would always happen in the
same order (it was index based). This is not the case though, nodes can
get sorted differently based on selection (see ED_node_sort).
Now check the actual image being referenced in the paint slot for
comparison.
ref T88788 (probably enough to call this a fix, the other issue(s)
mentioned in the report are more likely a feature request)
Reviewed By: mano-wii
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11496
So far, linked IDs were not properly sorted at all, only the ones
explicitely linked from WM code would be, but any indirectly linked
data-blocks would end up in some random order in their lists.
While not ideal, this is not a huge issue in itself, but it had bad
side-effects, e.g. causing (recursive) resync of overrides to happen in
random order, leading to mismatches between name indices of newly-generated
override IDs and the one existings e.g.
And in general, it is much better to be consistent here.
Note that the file sub-version is bumped for this commit, since some
sorting (the directly linked IDs which we keep a reference to) should
never need to be re-done after relevant doversion process.
This commit adds a node that outputs the total length of all
evalauted curve splines in a geometry set as a float value.
Differential Revision: https://developer.blender.org/D11459
In some cases e.g. only objects would actually need resync, so
collections on the override character would not be resynced, and if some
objects were sharing relationships with others those could be
lost/destroyed.