This avoids accidents using user-preferences in the main BLF API,
which could cause preferences to be used unintentionally
(such as stamping into renders or creating generated images).
As well as uses of BLF when preferences aren't loaded
such as animation playback.
Fixes error in determining 3DView Overlay Line Height. Do not base on current default font height.
Differential Revision: https://developer.blender.org/D9288
Reviewed by Campbell Barton
Default text output routines (which do not specify a size) will now use Text Style point size.
Differential Revision: https://developer.blender.org/D9107
Reviewed by Brecht Van Lommel
- Move gpuPush/Pop from GPU_draw.h into GPU_state.h
as this is for pushing/popping state.
- Add 'GPU_STANDALONE' define, to bypass use of user-preferences
for theme colors and pixelsize, as well as pbvh init/free functions.
Needed to get GHOST tests working again.
The current code allocates and transfers a lot of memory to the GPU,
but only a small portion of this memory is actually used.
In addition, the code calls many costly gl operations during the
caching process.
This commit significantly reduce the amount of memory by allocating
and transferring a flat array without pads to the GPU.
It also calls as little as possible the gl operations during the cache.
This code also simulate a billinear filter `GL_LINEAR` using a 1D texture.
**Average drawing time:**
|before:|0.00003184 sec
|now:|0.00001943 sec
|fac:|1.6385156675048407
**5 worst times:**
|before:|[0.001075, 0.001433, 0.002143, 0.002915, 0.003242]
|now:|[0.00094, 0.000993, 0.001502, 0.002284, 0.002328]
Differential Revision: https://developer.blender.org/D6886
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
Functions that utilize glyph cache should lock and unlock cache by
calling `blf_glyph_cache_acquire()` and `blf_glyph_cache_release()`.
Function `blf_glyph_cache_acquire()` will create glyph cache, if it doesn't exist.
Locking mutex is global and shared by all fonts.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5701
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.
Allows users to select a font for text strips in the video sequence editor.
Related: 3610f1fc43 Sequencer: refactor clipboard copy to no longer increase user count.
Reviewed by: Brecht
Differential Revision: https://developer.blender.org/D3621
- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
This adds less than a megabyte of mem usage.
FT_Get_Kerning was the 2nd hotspot when profilling. This commit completly
remove this cost.
One concern though: I don't know if the kerning data is constant for every
sizes but it seems to be the case. I tested different fonts at different
dpi scalling and saw no differences.
You can now use BLF_batching_start and BLF_batching_end to batch every
drawcall to BLF together minimizing the overhead introduced by BLF and the
opengl driver.
These calls cannot be nested (for now).
If the modelview matrix changes, previously batched calls are issued and a
the process resume with the new matrix.
However the projection matrix MUST not change and gl scissors as well.
This is not a perfect win just yet. It's now calling glBufferSubData for
every call (instead of using glMapBufferRange which is almost faster), but
with this system we will be able to batch drawcalls together.
See next commit.
This means smaller imm buffer usage.
This does not reduce the number of drawcalls.
This uses geometry shader which is slow for the GPU but given we are really
CPU bound on this case, it should not matter.
A perfect implementation would:
- Set the glyph coord in a bufferTexture and just send the glyph ID to the
GPU to read the bufferTexture.
- Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the
glyph ID and color based on gl_VertexID / 6.
- Stream fixed size buffer that the Driver can discard quickly but this is
the same as improving IMM directly.
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API.
- remove unused functions, defines, enums, comments
- remove "3D" from function names
- init to Identity transform (otherwise empty stack)
- gpuMatrixReset lets outside code return to initial state
Part of T49450
Follow up to D2626 and 49fc9cff3b
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Take advantage of 2D functions, rotation about the X Y or Z axis, uniform scale factors.
We no longer need to call gpuMatrixBegin_legacy() before using the new API locally in functions.
related to T49450
Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c.
This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left.
glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon.
Part of T49450