Caused by {rB31365c6b9e4c}.
The new API `CustomDataAttributeProvider` just did not support
`CD_MASK_PROP_STRING`.
While strings dont perform nicely in their current form, still add
support back for the API.
Adding Strings to the supported types seems to survive just
fine, see attached example file.
Maniphest Tasks: T100747
Differential Revision: https://developer.blender.org/D15851
Otherwise we disable this feature. This is because some driver
does not support any vertex storage buffers but still support
8 ssbo in fragment shader.
Enables a feature flag during OpenGL device initialisation on macOS, which increases the available number of texture samplers available for use within shaders. Enabling this flag removes purple rendering artifacts present in certain EEVEE materials, when the existing limit of 16 is exceeded.
This feature flag is supported on Apple Silicon and AMD GPUs, for devices supporting macOS 11.0+. Device initialisation first tests whether GL device creation with the flag is supported, if not, we fall back to standard initialisation.
Other solutions would not be trivial or incur additional performance overhead or feature limitations. Other workarounds, such as texture atlas's, could already be created by artists.
{F13245498}
{F13245497}
Reviewed By: jbakker
Maniphest Tasks: T57759, T63935
Differential Revision: https://developer.blender.org/D15336
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR` is that in the vertex
shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version
uses `vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_IMAGE` and
`GPU_SHADER_3D_IMAGE` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_IMAGE' and '3D_IMAGE'
is 'IMAGE', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836
Minimum horizontal area size should be scaled by UI resolution.
See D15865 for more details.
Differential Revision: https://developer.blender.org/D15865
Reviewed by Brecht Van Lommel
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7, 410a6efb74). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
This reverts commit 32d4a67017 thus fixing T81002 again.
And in order not to break T81212 (again) a different fix was implemented.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15840
Add a dedicated `owner_id` pointer to ID types that can be embedded
(Collections and NodeTrees), and modify slightly come code to make
handling those more safe and consistent.
This implements first part of T69169.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15838
The per-keymap user preferences messages were not extracted. This goes
through the keymap preferences RNA, as well as Python files for UI.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15871
When saving, the default file name is "untitled" regardless of
selected language. This can be translated, like many graphical
applications do.
This applies to:
- blend file
- alembic file
- collada file
- obj file
- usd file
- rendered image
- grease pencil export
- subtitles export
- other Python exports through ExportHelper
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15868
- Use the proper context (Operator, since that is what the cursor
keymap status uses)
- Add a few missing message extraction tags
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15867
This function allows to set the start point for cyclic strokes.
The function is required by a new modifier and operator
that are currently under development.
The new code was not using the correct default attribute. Add access to
`g_data.P` through `node_tex_coord_position()` to replace the old
`GPU_builtin(GPU_VIEW_POSITION)` which was used before.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15862
It was using normalized vector instead of `viewCameraVec` which account for
orthographic views.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15861