Commit Graph

38 Commits

Author SHA1 Message Date
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
94f0230230 Fix T95666: Crash when attempting multires linear subdivide
The crash was happening when the mesh had loose edges.

Loose edges are not part of OpenSubdiv topology and hence should not be
communicated to the refiner. Pass ta boolean flag indicating whether an
edge is loose or not in the mesh foreach routines, which seems to be
the easiest way.
2022-02-10 15:51:19 +01:00
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
1813a99447 UI: Fix typo "subdivion" -> subdivision
In the Multires panel, use singular Subdivision instead of Subdivisions.
2020-08-12 17:23:56 +02:00
b134434224 Cleanup: declare arrays arrays where possible 2020-08-07 22:37:39 +10:00
1b272a649b Cleanup: Blenkernel, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenkernel` module.

No functional changes.
2020-08-07 13:38:06 +02:00
af835ee6f8 Cleanup: use doxy sections for multires & subdiv sources 2020-04-29 12:21:12 +10:00
d923fb784f Task: Separate Finalize into Reduce And Free
In preparation of TBB we need to split the finalize function into reduce
and free. Reduce is used to combine results and free for freeing any
allocated memory.

The reduce function is called to join user data chunk into another, to reduce the
result to the original userdata_chunk memory. These functions should have no side
effects so that they can be run on any thread.
The free functions should free data created during execution (TaskParallelRangeFunc).

Original patch by Brecht van Lommel
{rB61f49db843cf5095203112226ae386f301be1e1a}.

Reviewed By: Brecht van Lommel, Bastien Montagne

Differential Revision: https://developer.blender.org/D7394
2020-04-17 16:06:54 +02:00
d52326bab3 Cleanup: spelling 2020-04-03 12:38:04 +11:00
3351a2655d Subdiv: Extend some comments 2020-03-30 12:26:45 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
f36d98bb1d Subdiv: Fix loose geometry callbacks in certain conditions
Loose vertices and vertices of loose edges callback was not working
correct if some of other callbacks were set to NULL.

Was caused by missing bitmask set in the callbacks which were set
to NULL.
2020-03-13 14:07:44 +01:00
9a855f94fc Cleanup: Spelling 2020-02-28 10:12:08 +01:00
4c4d36c25e Subdiv: Correct corner passed to foreach_loop callback
Was affecting quad faces. where 0 was always passed for inner
loops and a wrong one for boundary ones.

In the current code this change shouldn't cause any difference
since the corner index is ignored in the actual callback, but
it is required to have his fixed for an upcoming changes.
2020-02-28 10:12:08 +01:00
83e8765562 Subdiv: Tweak threading settings
Ensure that all threads on a multi-core system are used.

The issue was that BLI_task module was trying to be smart and
used heuristic to find optimal number of iterations per thread.
This heuristic assumes that tasks are light-weight, which is
not a case for subdivision surface.

On a higher subdivision level with a file from T70826 the
evaluation time goes down from 0.25 to 0.17 seconds per modifier
evaluation.

When D6189 is finalized we can being some extra performance
improvement.
2019-11-19 16:58:58 +01:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
5f405728bb BLI_task: Cleanup: rename some structs to make them more generic.
TLS and Settings can be used by other types of parallel 'for loops', so
removing 'Range' from their names.

No functional changes expected here.
2019-07-30 14:56:47 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
ab0bc65c24 Refactor CDData masks, to have one mask per mesh elem type.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.

Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!

As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).

Reviewers: brecht, campbellbarton, sergey

Differential Revision: https://developer.blender.org/D4407
2019-03-07 11:29:50 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
1e4aab36c2 Cleanup: remove redundant BKE/BLI/BIF headers 2019-01-26 21:20:25 +11:00
45cf6f1cfc Subdiv: Fix wrong corner passed to a callback 2019-01-18 12:29:53 +01:00
b207f4e4a2 Subdiv: Fix memory leak
Was visible when mesh had n-gons.
2019-01-10 17:09:48 +01:00
8e35a968c5 Subdiv: Use defined order of corner/edge vertices
This switches evaluation of vertices which are on the boundaries
of PTex faces to a single threaded one. While this introduces
some slowdown it fixes ambiguity of PTex index used to evaluate
particular vertex.

Possible alternative solutions would be:
- Do some pre-calculation of index, then do evaluation in threads.
- Try using Gregory patches and see if that makes any affect.

Fix T60235: Flickering of object instances
2019-01-07 17:14:19 +01:00
e637e8dcc6 Subdiv: Move single threaded code to a single function
Allows to more easily add more passes which are supposed to be run
from a single thread.
2019-01-07 17:14:19 +01:00
1b15eb7e71 Subdiv: Cleanup, de-duplicate code 2019-01-07 17:14:19 +01:00
d211c9aa0a BLI_bitmap: add functions operating on the whole bitmask.
There is no point having operations that iterate over the whole
bit array as macros, so convert BLI_BITMAP_SET_ALL to a function.
Also, add more utilities for copying and manipulating masks.

Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D4101
2018-12-19 15:53:12 +03:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
d495916547 Multires: Fix memory leak on reshape
Was happening when number of vertices didn't match.
2018-09-11 17:37:14 +02:00
dfeff72af7 Subdiv: Add ptex offsets to a subdiv structure
This is something what we need to know quite often from various places.
Added it as a cached value in Subdiv itself, so it can be queried easily
from any area.

Shouldn't be a problem from memory usage point of view, it's 4MB per
1M faces coarse mesh. This is very low percentage of mesh itself, and
even lower percentage of highres subdivided mesh.
2018-09-07 11:54:20 +02:00
c9707a408f Subdiv: Move mesh creation functionality to own header 2018-09-04 15:34:52 +02:00
f1508cc8d5 Subdiv: Move FOREACH functionality to own header 2018-09-04 15:34:52 +02:00
0cf12dfc14 Cleanup: indentation, style 2018-08-24 10:32:57 +10:00
922ca68e17 Cleanup: trailing space 2018-08-23 16:22:32 +10:00
6b6c27694e Subsurf: Implement foreach traversal for subdivsion topology
This makes it more generic process to perform actions which
depend on ptex face + (u, v) and on subdivided vertex index.

Currently it is still just a subdivision calculation process,
but same foreach callbacks can easily be used to propagate
displacement from known vertex locations back to displacement
grids.
2018-08-22 10:21:45 +02:00