This reverts change to BKE_brush_add,
callers now remove the extra user.
Note this isn't very convenient for callers but
is consistent with other ID types.
In the future we will probably remove this and have new
ID's created with zero users.
When using a tablet, detecting absolute motion only worked
when activating a tool with the tablet.
Pressing Enter to run a tool for e.g. would use relative motion.
Now store is_motion_absolute in the event,
set for new events based on the most recent motion events.
The idea is to support following: allow doing parallel for on a small range,
each iteration of which takes lots of compute power, but limit such range to
a subset of threads.
For example, on a machine with 44 threads we can occupy 4 threads to handle
range of 64 elements, 16 elements per thread, where each block of 16 elements
is very complex to compute.
The idea should be to use this setting instead of global use_threading flag,
which is only based on size of array. Proper use of the new flag will improve
threadability.
This commit only contains internal task scheduler changes, this setting is not
used yet by any areas.
Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
This a small cleanup of something which I think is just a typo anyway.
With all the recent talks of harrassment and groping, I think we better avoid
that within our source code! :)
Reviewers: sergey
Reviewed By: sergey
Tags: #motion_tracking
Differential Revision: https://developer.blender.org/D2979
Fix T52977: Parent bone name disappeared in the UI in pose mode.
Regression caused by own rBc57636f060018. So instead of changing widget
type, just flag it as disabled.
Note that core of the issue is elsewhere though - there is absolutely no
reasons to have a search widget for pointers we cannot change nor
search! But fixing this is not really top priority, one of the many
glitches of our UI code, so think we can live with current code.
To be backported to 2.79a.
We tried to do as much as possible in a single threaded callback, which
lead to using some nasty tricks like fake atomic-based spinlocks to
perform some operations (like float addition, which has no atomic
intrinsics).
While OK with 'standard' low number of working threads (8-16), because
collision were rather rare and implied memory barrier not *that* much
overhead, this performed poorly with more powerful systems reaching the
100 of threads and beyond (like workstations or render farm hardware).
There, both memory barrier overhead and more frequent collisions would
have significant impact on performances.
This was addressed by splitting further the process, we now have three
loops, one over polys, loops and vertices, and we added an intermediate
storage for weighted loop normals. This allows to avoid completely any
atomic operation in body of threaded loops, which should fix scalability
issues. This costs us slightly higher temp memory usage (something like
50Mb per million of polygons on average), but looks like acceptable
tradeoff.
Further more, tests showed that we could gain an additional ~7% of speed
in computing normals of heavy meshes, by also parallelizing the last two
loops (might be 1 or 2% on overall mesh update at best...).
Note that further tweaking in this code should be possible once Sergey
adds the 'minimum batch size' option to threaded foreach API, since very
light loops like the one on loops (mere v3 addition) require much bigger
batches than heavier code (like the one on polys) to keep optimal
performances.
This is a bit annoying to have per-DM locking, but it's way better (as in, up to
4 times better) for playback speed when having lots of subsurf objects,
The idea is to avoid any threading overhead when we start pushing tasks in a
loop. Similarly to how we do it from the new dependency graph. Gives couple of
percent of speedup here, but also improves scalability.
This statistics is only collected when debug_value is different from 0.
Stored in depsgraph node itself, so we can always have access to average data
and other stats which requires persistent storage. This way we also don't waste
time trying to find stats from a separately stored hash map.