Remove the critical OMP sections used to protect mem allocation.
First one can be done in a separate loop before main, parallelized one.
Second one only affect 'private' data, so we only need to ensure
guardedalloc thread safety is enabled.
This is committed as separated step to ease troubleshooting in case
bisecting becomes necesary.
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
GPU_buffer no longer has a fallback to client vertex arrays, so remove
comments about it.
Changed a few internal structs/function interfaces to use bool where
appropriate.
Use for-loop scope and flexible declaration placement. PBVH does the
same thing but needs ~150 fewer lines to do it!
The change to BLI_ghashIterator_init is admittedly hackish but makes
GHASH_ITER_INDEX nicer to use.
Notes:
* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.
* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.
This should fix T45491 as well
Since it was not ensuring dest has valid mdisp data matching new multires modifier subdiv level...
Also, fixed a bug in `multires_subdivide()`, which would crash when trying to
increase from level 0 (aka no subdiv) to > 1 (wrong check, trying to interpolate
when it should not). And added a few sanity checks.
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
On file save the mesh gets loads from the editmesh but the derived mesh caches
wer not cleared. This usually happens through the depsgraph but it needs to be
done manually here. Most changes are some refactoring to deduplicate derived
mesh freeing code.
now blenlib/BLI doesn't depend on any blenkern/BKE functions,
there are still some bad level includes but these are only to access G.background and the blender version define.