The goal is to give technical artists the ability to optimize modifier usage
and/or geometry node groups for performance. In the long term, it
would be useful if Blender could provide its own UI to display profiling
information to users. However, right now, there are too many open
design questions making it infeasible to tackle this in the short term.
This commit uses a simpler approach: Instead of adding new ui for
profiling data, it exposes the execution-time of modifiers in the Python
API. This allows technical artists to access the information and to build
their own UI to display the relevant information. In the long term this
will hopefully also help us to integrate a native ui for this in Blender
by observing how users use this information.
Note: The execution time of a modifier highly depends on what other
things the CPU is doing at the same time. For example, in many more
complex files, many objects and therefore modifiers are evaluated at
the same time by multiple threads which makes the measurement
much less reliable. For best results, make sure that only one object
is evaluated at a time (e.g. by changing it in isolation) and that no
other process on the system keeps the CPU busy.
As shown below, the execution time has to be accessed on the
evaluated object, not the original object.
```lang=python
import bpy
depsgraph = bpy.context.view_layer.depsgraph
ob = bpy.context.active_object
ob_eval = ob.evaluated_get(depsgraph)
modifier_eval = ob_eval.modifiers[0]
print(modifier_eval.execution_time, "s")
```
Differential Revision: https://developer.blender.org/D17185
The `SNAP_FORCED` setting is set to the operation and not the snap
status.
Therefore, this option should not be cleared along with the other
statuses when resetting snapping.
Move then the location of this setting to `TransInfo::modifiers`.
BGL deprecation calls used to be reported on each use. As bgl calls
are typically part of a handler that is triggered at refresh this
could lead to overflow of messages and slowing down systems when
the terminal/console had to be refreshed as well.
This patch only reports the first 100 bgl deprecation calls. This
gives enough feedback to the developer that changes needs to be made
. But still provides good responsiveness to users when they have
such add-on enabled. Only the first frames can have a slowdown.
This patch adds two new kernels: SORT_BUCKET_PASS and SORT_WRITE_PASS. These replace PREFIX_SUM and SORTED_PATHS_ARRAY on supported devices (currently implemented on Metal, but will be trivial to enable on the other backends). The new kernels exploit sort partitioning (see D15331) by sorting each partition separately using local atomics. This can give an overall render speedup of 2-3% depending on architecture. As before, we fall back to the original non-partitioned sorting when the shader count is "too high".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16909
This patch removes the option to select both AMD and Intel GPUs on system that have both. Currently both devices will be selected by default which results in crashes and other poorly understood behaviour. This patch adds precedence for using any discrete AMD GPU over an integrated Intel one. This can be overridden with CYCLES_METAL_FORCE_INTEL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17166
This patch fixes T103393 by undefining `__LIGHT_TREE__` on Metal/AMD as it has an unexpected & major impact on performance even when light trees are not in use.
Patch authored by Prakash Kamliya.
Reviewed By: brecht
Maniphest Tasks: T103393
Differential Revision: https://developer.blender.org/D17167
The merge down operator was sometimes copying the wrong frame, which altered the animation.
While merging the layers, it is sometimes needed to duplicate a keyframe,
when the lowest layer does not have a keyframe but the highest layer does.
Instead of duplicating the previous keyframe of the lowest layer, the code
was actually duplicating the active frame of the layer which was the current frame in the timeline.
This patch fixes the issue by setting the previous keyframe of the layer as its active frame before duplication.
Related issue: T104371.
Differential Revision: https://developer.blender.org/D17214
Mutex locks for manipulating GHOST_System::m_timerManager from
GHOST_SystemWayland relied on WAYLAND being the only user of the
timer-manager.
This isn't the case as timers are fired from
`GHOST_System::dispatchEvents`.
Resolve by using a separate timer-manager for wayland key-repeat timers.
Resolve a thread safety issue reported by valgrind's helgrind checker,
although I wasn't able to redo the error in practice.
NULL check on the key-repeat timer also needs to lock, otherwise it's
possible the timer is set in another thread before the lock is acquired.
Now all key-repeat timer access which may run from a thread
locks the timer mutex before any checks or timer manipulation.
There were two errors with the function used to convert face sets
to the legacy mesh format for keeping forward compatibility:
- It was moved before `CustomData_blend_write_prepare` so it
operated on an empty span.
- It modified the mesh when it's only supposed to change the copy
of the layers written to the file.
Differential Revision: https://developer.blender.org/D17210
This implements two optimizations:
* If the duplication count is constant, the offsets array can be
filled directly in parallel.
* Otherwise, extracting the counts from the virtual array is parallelized.
But there is still a serial loop over all elements in the end to compute
the offsets.
In the unlikely case an area could not be created OPERATOR_CANCELLED
was returned, this has the same value of WM_HANDLER_HANDLED however
break is logical in this situation and both flags work.
If GetFileAttributesW returns an error, only debug assert if the reason
is file not found.
See D17204 for more details.
Differential Revision: https://developer.blender.org/D17204
Reviewed by Ray Molenkamp
Allow preview region to change cursor as per the selected tool
Reviewed by: campbellbarton, ISS
Differential Revision: https://developer.blender.org/D16878
This makes the code more readable.
In this commit also the `int curr_side_unclamp` member was moved to
`EdgeSlideParams` as it is a common value for all "Containers".
There was an inconsistency between geometry sample nodes and mesh/curve
sample nodes, where the latter didn't have a special "Sample" category,
and we categorized as "Operations", which they were not. Also put the
sample category between "Read" and "Write" since the verb name is
more consistent and sampling is an advanced form of reading.
In some cases panels without headers were drawn too wide in sidebars
with region overlap.
Instead of always using the maximum width the view allows, headerless
panels now also use the width calculated in
`panel_draw_width_from_max_width_get`. The function already returns the
correct width in all cases and also takes care of insetting the panels,
when their backdrop needs to be drawn, which is necessary for headerless
panels, too, when there is region overlap.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D17194
This is both a cleanup and a preparation for the Principled v2 changes.
Notable changes:
- Clearcoat weight is now folded into the closure weight, there's no reason
to track this separately.
- There's a general-purpose helper for computing a Closure's albedo, which is
currently used by the denoising albedo and diffuse/gloss/transmission color
passes.
- The d/g/t color passes didn't account for closure albedo before, this means
that e.g. metallic shaders with Principled v2 now have their color texture
included in the glossy color pass. Also fixes T104041 (sheen albedo).
- Instead of precomputing and storing the albedo during shader setup, compute
it when needed. This is technically redundant since we still need to compute
it on shader setup to adjust the sample weight, but the operation is cheap
enough that freeing up the storage seems worth it.
- Future changes (Principled v2) are easier to integrate since the Fresnel
handling isn't all over the place anymore.
- Fresnel handling in the Multiscattering GGX code is still ugly, but since
removing that entirely is the next step, putting effort into cleaning it up
doesn't seem worth it.
- Apart from the d/g/t color passes, no changes to render results are expected.
Differential Revision: https://developer.blender.org/D17101
Useful for validating changes when sampling/noise changes:
- First run with BLENDER_TEST_UPDATE=1 and e.g. CYCLESTEST_SPP_MULTIPLIER=32
- Apply your change
- Run with only CYCLESTEST_SPP_MULTIPLIER=32
- Compare
- Reset the SVN repo
Differential Revision: https://developer.blender.org/D17107
Cycles ignores the size of spot lights, therefore the illuminated area doesn't match the gizmo. This patch resolves this discrepancy.
| Before (Cycles) | After (Cycles) | Eevee
|{F14200605}|{F14200595}|{F14200600}|
This is done by scaling the ray direction by the size of the cone. The implementation of `spot_light_attenuation()` in `spot.h` matches `spot_attenuation()` in `lights_lib.glsl`.
**Test file**:
{F14200728}
Differential Revision: https://developer.blender.org/D17129
Own mistake in d204830107.
For some buttons the type is changed after construction, which means the button
has to be reconstructed. For example number buttons can be turned into number
slider buttons this way. New code was unintentionally overriding the button
type after reconstruction with the old type again.
Use the `SharedCache` concept introduced in D16204 to share lazily
calculated evaluated data between original and multiple evaluated
curves data-blocks. Combined with D14139, this should basically remove
most costs associated with copying large curves data-blocks (though
they add slightly higher constant overhead). The caches should
interact well with undo steps, limiting recalculations on undo/redo.
Options for avoiding the new overhead associated with the shared
caches are described in T104327 and can be addressed separately.
Simple situations affected by this change are using any of the following data
on an evaluated curves data-block without first invalidating it:
- Evaluated offsets (size of evaluated curves)
- Evaluated positions
- Evaluated tangents
- Evaluated normals
- Evaluated lengths (spline parameter node)
- Internal Bezier and NURBS caches
In a test with 4m points and 170k curves, using curve normals in a
procedural setup that didn't change positions procedurally gave 5x
faster playback speeds. Avoiding recalculating the offsets on every
update saved about 3 ms for every sculpt update for brushes that don't
change topology.
Differential Revision: https://developer.blender.org/D17134
This will add a proper modal keymap for the node link drag operator.
It allows the user to customize the keys used to start drag and so on.
Also it gets rid of the custom status bar message.
Differential Revision: https://developer.blender.org/D17190
No user-visible changes expected.
Essentially, this makes it possible to use C++ types like `std::function`
inside `uiBut`. This has plenty of benefits, for example this should help
significantly reducing unsafe `void *` use (since a `std::function` can hold
arbitrary data while preserving types).
----
I wanted to use a non-trivially-constructible C++ type (`std::function`) inside
`uiBut`. But this would mean we can't use `MEM_cnew()` like allocation anymore.
Rather than writing worse code, allow non-trivial construction for `uiBut`.
Member-initializing all members is annoying since there are so many, but rather
safe than sorry. As we use more C++ types (e.g. convert callbacks to use
`std::function`), this should become less since they initialize properly on
default construction.
Also use proper C++ inheritance for `uiBut` subtypes, the old way to allocate
based on size isn't working anymore.
Differential Revision: https://developer.blender.org/D17164
Reviewed by: Hans Goudey
Currently this conversion (which happens when using modifiers in edit
mode, for example) is completely single threaded. It's harder than some
other areas to multithread because BMesh elements don't always know
their indices (and vise versa), and because the dynamic AoS format
used by BMesh makes some typical solutions not helpful.
This patch proposes to split the operation into two steps. The first
updates the indices of BMesh elements and builds tables for easy
iteration later. It also checks if some optional mesh attributes
should be added. The second uses parallel loops over all elements,
copying attribute values and building the Mesh topology.
Both steps process different domains in separate threads (though the
first has to combine faces and loops). Though this isn't proper data
parallelism, it's quite helpful because each domain doesn't affect the
others.
**Timings**
I tested this on a Ryzen 7950x with a 1 million face grid, with no
extra attributes and then with several color attributes and vertex
groups.
| File | Before | After |
| Simple | 101.6 ms | 59.6 ms |
| More Attributes | 149.2 ms | 65.6 ms |
The optimization scales better with more attributes on the BMesh. The
speedup isn't as linear as multithreading other operations, indicating
added overhead. I think this is worth it though, because the user is
usually actively interacting with a mesh in edit mode.
See the differential revision for more timing information.
Differential Revision: https://developer.blender.org/D16249
Whenever a transform operation is activated by gizmo, the gizmo
modal is maintained, but its drawing remains the same even if the
transform mode or constrain is changed.
So update the gizmo according to the mode or constrain set.
NOTE: Currently only 3D view gizmo is affected
The operator has the option to add to selected FCurves instead
of only the active, but it was only exposed in the redo panel.
This patch adds the operator to the right-click menu on FCurve channels,
and to the channel menu in the Graph editor.
Both times with configured to add to selected
instead of only the active FCurve
Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D17066
Ref: D17066
Implements T103858: in OBJ importer and exporter, and in Collada
exporter, present axis choices as a dropdown instead of inline button
row.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D17186
- Replace type annotations with doc-strings, the current conventions is
not to use type annotations in startup scripts.
- Replace abbreviation "idx" with "index" in public arguments/properties.
- Replace `len(..) > 0` with boolean checks.
- Add `__all__` to list public members.
- Use `arg` instead of `param` for doc-strings.
- Locate the doc-string so it shows as `__doc__`.
The recursion depth was checked for equality with a maximum depth,
allowing leaves with more primitives if a certain depth was reached.
However, a single leaf must always use the same material (including
set_smooth), so if a leaf contained multiple materials it was split
anyway. This meant that in the next recursion step the depth was
larger than the cutoff value and it would go back to recursing until
the number of primitives was small enough, ignoring the recursion
depth for the rest of the process.
In certain edge cases this could lead to a stack overflow.
Even with the check changed from 'equality' to 'larger or equal'
this could still fail in the pathological case where every primitive
has another material. But that can't be helped, and it wouldn't
realistically happen either.
Differential Revsision: https://developer.blender.org/D17188
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
This declaration change tells the evaluation system that the radius
field is evaluated on the input geometry. Which in turn means that
attributes referenced by the radius field should be propagated to
the geometry.
After Win32 API call GetFileAttributesW, check for
INVALID_FILE_ATTRIBUTES, which is returned on error,
usually if file not found.
See D17176 for more details.
Differential Revision: https://developer.blender.org/D17176
Reviewed by Ray Molenkamp
The declaration of group nodes using unavailable linked groups contains
a `skip_updating_sockets` tag, which indicates that the node shouldn't
change. This information was not used properly further down the line.
Versioning code in `do_versions_after_linking_260` inserted new group input
and output nodes. And (reasonably?) expected sockets to exist on those nodes.
However, `nodeAddStaticNode` did not initialize sockets on nodes with that use
`declare_dynamic` yet. This patch changes it so that `declare_dynamic` is used
in more places, which caused issues during file loading when node groups are
updated in somewhat arbitrary order (not in an order that is based on which
groups use which).
Differential Revision: https://developer.blender.org/D17183
Adds two operators to select linked vertices in weight paint mode.
Similar to how it works in edit mode.
Press "L" to select vertices under the cursor,
or CTRL + "L" to select anything linked to the current selection.
Reviewed by: Sybren A. Stüvel, Hans Goudey, Marion Stalke
Differential Revision: https://developer.blender.org/D16848
Ref: D16848
`ED_GIZMO_CAGE2D_STYLE_CIRCLE` now draw circles. The previous `ED_GIZMO_CAGE2D_STYLE_CIRCLE`, which drew rectangles, is renamed to `ED_GIZMO_CAGE2D_STYLE_RECTANGLE`. The meaning of `ED_GIZMO_CAGE2D_STYLE_BOX` is now unclear and probably needs to be renamed too.
Ref T104280
Maniphest Tasks: T104280
Differential Revision: https://developer.blender.org/D17174
Remove some assumptions that an FCurve with a single keyframe always is
extrapolated in constant fashion. There's no reason for the Beziér handles
to be ignored in such a case.
FCurve evaluation already worked properly, it was just the drawing in the
graph editor and the selectability of the handles that needed adjustments.
Test case is a smaller step towards supporting Vulkan. Other
test cases rely on SSBOs as well so it is better to first satisfy
this step before handling the others.
Even though the dope sheet respects the pinned channels, it did not show the icon to interact with the pinned state.
This adds the icon to the dope sheet as well.
{F14178715}
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D17061
Ref: D17061
n versioning, when converting CD_SCULPT_FACE_SETS to CD_PROP_INT32
the layers were not kept properly ordered by type.
This was discovered while investigating T104053
Differential Revision: D17165
Previously, having the "Encoding speed" set to "slowest" would choose
libaom-av1 first and librav1e second. This change makes Blender choose
librav1e first (and has a fallback to whatever other AV1 codec is
available if librav1e is not installed).
Addresses /T103849 on systems where librav1e codec available.
Reviewed By: sergey, ISS
Maniphest Tasks: T103849
Differential Revision: https://developer.blender.org/D17002
In the previous situation the message was shown for Apple devices.
But this is not correct and confusing.
- Apple with Metal backend are supported, OpenGL on Apple isn't
- Legacy devices on Windows or Linux are also not supported.
This change will check that the capabilities of the GPU match the
requirements to use Viewport compositor. Based on those capabilities
a message is shown and the panel is activated.
In File Browser, correct full path creation so that it works correctly
in recursive listings.
See D17175 for more details.
Differential Revision: https://developer.blender.org/D17175
Reviewed by Julian Eisel
Blender crashes when Simplify is enabled and set to 0.
This is because mesh_to_volume_grid returns nullptr at voxel size 0.
A simple null-check fixes this problem.
Differential Revision: https://developer.blender.org/D17122
`WM_modalkeymap_items_to_string` is expected to always return a string.
But in the special case of zero length, the returned string was not
terminated with `'\0'`.
This can cause problems with the header of the knife tool for example.
It always uses the returned string.
(This issue was observed when investigating T103804).
This reverts commit 11a9578a19.
Reverting this because there was a miscommunication between Simon and me. Shortly
before I committed the change, Simon noticed that there are cases when "Hide Value"
is checked to hide the value in a group node, but we still want to show the value
in the modifier.
Normals falloff mask is created inverted compared
to how other falloffs work. It's now un-inverted
in a final step at the end.
Also exposed the normals falloff smooth steps as
an RNA property.
When the "Hide Value" option of a group input is enabled, only its name
is displayed in group nodes. Modifiers should have the same behavior.
However, for modifiers, only showing the name does not make sense
when the user can't edit the value. Therefore the value is not shown at all.
The image manager used to handle OSL textures on the GPU by
default loads images after displacement is evaluated. This is a
problem when the displacement shader uses any textures, hence
why the geometry manager already makes the image manager
load any images used in the displacement shader graph early
(`GeometryManager::device_update_displacement_images`).
This only handled Cycles image nodes however, not OSL nodes, so
if any `texture` calls were made in OSL those would be missed and
therefore crash when accessed on the GPU. Unfortunately it is not
simple to determine which textures referenced by OSL are needed
for displacement, so the solution for now is to simply load all of
them early if true displacement is used.
This patch also fixes the result of the displacement shader not
being used properly in OptiX.
Maniphest Tasks: T104240
Differential Revision: https://developer.blender.org/D17162
Was using squared cosine instead of cosine. The problem is obvious for large spread angles.
|before|after
|{F14220946}|{F14220948}
The images are generating by returning `floor(spotmask)` in function `spot_attenuation()` in `lights_lib.glsl`.
Thoses are added for better component masking syntax.
This avoids the harder to read `float2(my_vec4)`.
This is not meant to be fully usable swizzling support but could be
extended in the future.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2()`).
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D17160
Reduces the GLSL to MSL translation stage of shader compilation from 120 ms to 5 ms for complex EEVEE materials. This manifests in faster overall compilations, and faster cache hits for secondary compilations, as the MSL variant is needed as a key.
Startup time is also improved for both first-run and second-run. Note that this change does not affect shader compilation times within the Metal API.
Also disables shader output to disk
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16990
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17033
Replace texelFetch calls with a texture point-sample rather than a textureRead call. This increases texture cache utilisation when mixing between sampled calls and reads. Bounds checking can also be removed from these functions, reducing instruction count and branch divergence, as the sampler routine handles range clamping.
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16923
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17021
Test results were generated from incorrect code.
Code was fixed, but test results weren't updated.
This patch updates the test results to match the implementation.
- `projection_perspective.w.w == 0.0`
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
Authored by Sonny Campbell.
Currently when importing a USD file, some of the camera properties are
ignored, or the units are not converted correctly from USD world units.
On import we currently set the focal length, but not the camera sensor
size (horizontal and vertical aperture), so the camera field of view
is wrong. The sensor size information is in the USD file, but is ignored
for perspective cameras.
USD uses "tenth of a world unit" scale for some physical camera properties
like focal length and aperture.
https://graphics.pixar.com/usd/release/api/class_usd_geom_camera.html#UsdGeom_CameraUnits
I have added the UsdStage's metersPerUnit parameter to the ImportSettings
so the camera can do the required conversion on import. This will convert from
the USD file's world units to millimeters for Blender's camera settings.
Reviewed by: Sybren and makowalski.
Differential Revision: https://developer.blender.org/D16019
The `MultiDevice` implementation of `get_cpu_osl_memory` returns a
nullptr when there is no CPU device in the mix. As such access to that
crashed in `update_osl_globals`. But that only updates maps that are not
currently used on the GPU anyway, so can just skip that when the CPU
is not used for rendering.
Maniphest Tasks: T104216
The glsl files + create infos of shaders that are only used
during development where still being compiled into blender.
This isn't needed and shouldn't be included. This change will
only include them when WITH_GTEST and WITH_OPENGL_DRAW_TESTS are
enabled. All other cases those files will be skipped.
Resolve an issue where released buffers were returned to the reusable memory pool before GPU work associated with these buffers had been encoded. Usually release of memory pools is dependent on successful completion of GPU work via command buffer callbacks. However, if the pool refresh operation occurs between encoding of work and submission, buffer ref-count is prematurely decremented.
Patch also ensures safe buffer free lists are only flushed once a set number of buffers have been used. This reduces overhead of small and frequent flushes, without raising the memory ceiling significantly.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17118
Compute test case still used legacy API to construct
GLSL shaders. This change will migrate it to use the
GPUShaderCreateInfo's.
In preparation to run test-cases against non-opengl
back-ends.
Due to shader global scope emulation via class interface, global constant arrays in shaders are allocated in per-thread shader local memory. To reduce memory pressure, placing these constant arrays inside function scope will ensure they only reside within device constant memory. This results in a tangible 1.5-2x performance uplift for the specific shaders affected.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17089
Paths to vulkan libraries, paths and related components were
hardcoded in the platform cmake file. This patch separates
this by using adding CMake modules for Vulkan and ShaderC.
This change has only been applied to the macOs configuration as
that is currently our main platform for development. Other platforms
will be added during the development of the Vulkan back-end.
Metal backend does not support primtiive restart for point primtiives. Hence strip_restart_indices removes restart indices by swapping them to the end of the index buffer and reducing the length.
An edge-case existed where all indices within the index buffer were restarts and no valid swap-index would be found, resulting in a buffer underflow.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17088
This patch adds support for compilation and execution of GLSL compute shaders. This, along with a few systematic changes and fixes, enable realtime compositor functionality with the Metal backend on macOS. A number of GLSL source modifications have been made to add the required level of type explicitness, allowing all compilations to succeed.
GLSL Compute shader compilation follows a similar path to Vertex/Fragment translation, with added support for shader atomics, shared memory blocks and barriers.
Texture flags have also been updated to ensure correct read/write specification for textures used within the compositor pipeline. GPU command submission changes have also been made in the high level path, when Metal is used, to address command buffer time-outs caused by certain expensive compute shaders.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T99210
Reviewed By: fclem
Maniphest Tasks: T99210, T96261
Differential Revision: https://developer.blender.org/D16990
Recent changes in our GLSL libraries didn't compile on Vulkan. This
change reverts a compile directive that was removed, but required
in order to compile using the Vulkan backend.
Extract:
- EEVEE: Compiling Shaders (the same message exists in EEVEE Next, but
it uses string concatenation and I don't know yet how to deal with
those--see T92758)
Disambiguate:
- Pan (audio, camera)
- Box (TextSequence)
- Mix (noun in constraints, GP materials)
- Volume (object type, file system)
- Floor (math integer part, 3D viewport horizontal plane)
- Impossible to disambiguate the constraint name because
bConstraintTypeInfo doesn't have a context field.
- Show Overlay (in the sequence editor, use the same message as other
editors to avoid a confusion with the Frame Overlay feature, also
called "Show Overlay")
Additionally, fix a few issues reported by Joan Pujolar (@jpujolar)
in T101830.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D17114
When moving or linking an object to a collection, the report was not
properly translatable. In French for instance, it would give
nonsensical half-translated sentences such as "<Object> moved vers
<collection>", instead of "<Object> déplacé vers <collection>".
Instead, separate the report into the four possible translations (one
or multiple objects, linking or moving). This is very verbose and less
legible, but it ensure the sentences can be properly translated,
including plurals in languages which use grammatical agreement.
In addition, use BKE_collection_ui_name_get() to get the collection
name, because the Scene Collection's name is hardcoded, but it can be
localized.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D17112
This operator updates scene strip internal length to reflect target
scene length. Previously scene strip had to be deleted and added from
scratch. Scene strip length in timeline will not be changed.
The code removed here was intended to be an optimization that
avoids creating an additional node to join multiple attribute sets.
However, that optimization did not work, because it did not take
into account whether the single attribute set is required or not.
Allow to explicitly swap node links by pressing the alt-key while
reconnecting node links. This replaces the old auto-swapping based on
matching prefixes in socket names.
The new behavior works as follows:
* By default plugging links into already occupied (single input)
sockets will connect the dragged link and remove the existing one.
* Pressing the alt-key while dragging an existing node link from one
socket to another socket that is already connected will swap the
links' destinations.
* Pressing the alt-key while dragging a new node link into an already
linked socket will try to reconnect the existing links into another
socket of the same type and remove the links, if no matching socket
is found on the node. This is similar to the old auto-swapping.
Swapping links from or to multi input sockets is not supported.
This commit also makes the link drag tooltip better visible, when using
light themes by using the text theme color.
Reviewed By: Hans Goudey, Simon Thommes
Differential Revision: https://developer.blender.org/D16244
Most operations where strips are duplicated use `SEQ_animation` API,
which handles keyframe animation. Now drivers are handled as well.
When group of strips is duplicated and driver references other strip,
it will still reference original strip. However, this is much better,
than previous behavior, when strip duplication results in "transfer" of
driver from original strip to duplicated one.
Fixes T104141
Simplify `BM_uv_element_map_create` by using `BM_face_calc_area_uv_signed`.
Remove unused UV winding code in `BM_uv_vert_map_create`.
Fixes unlikely memory leak in `BKE_mesh_uv_vert_map_create`.
No functional changes.
Differential Revision: https://developer.blender.org/D17137
This adds a new operator: bpy.ops.mesh.flip_quad_tessellation()
This operator rotates the internal loops of the selected quads, allowing
the user to control tessellation without destructively altering the
mesh.
{F14201995}
This operator can be found in the "Face" menu (Ctrl+F) under "Face
Data".
{F14201997}
Reviewed By: campbellbarton, dbystedt
Differential Revision: https://developer.blender.org/D17056
Some miscellaneous cleanups left over from a fix/cleanup combo:
- Use const variables
- Use the C++ `math` namespace functions
- Use `std::array` for arrays with size known at compile time
- Use `MutableSpan` instead of reference to array
Differential Revision: https://developer.blender.org/D17094
In the node groups for T103730, the "Points of Curve" node is often used to
retrieve the root point of every curve. Since the curve point offsets array
already contains that data directly, we can detect this as a special case and
avoid all the other work.
Differential Revision: https://developer.blender.org/D17128
MoltenVK wasn't found as it was previous part of lib/vulkan.
as lib/vulkan now doesn't contain
the full sdk, we will use a moltenvk folder.
At this moment the moltenvk folder isn't filled, but will eventually be.
These changes were authored by Michael B Johnson (drwave).
The default Blender USD export currently produces files that trigger
errors in the usdchecker that ships with USD 22.11.
The changes are:
- Set the defaultPrim if no defaultPrim is set. This sets it to the
first prim in the hierarchy which matches the behaviour of Pixar's
referencing (where referencing a USD layer without a defaultPrim will
pick the first prim) as well as matches the logic in Pixar's Maya USD
exporter code.
- Applies the MaterialBindingAPI to prims with material binding
attributes. This is a relatively new requirement for USD as it will
help for efficiency with upcoming changes to Hydra.
- Removes the preview scope in the USD shader hierarchy, because it
is no longer valid for shaders to have any non-container ancestors in
their hierarchy up until the enclosing Material prim.
Reviewed by: Michael Kowalski
Differential Revision: https://developer.blender.org/D17041
Removing all OSL script nodes from the shader graph would cause that
graph to no longer report it using `KERNEL_FEATURE_SHADER_RAYTRACE`
via `ShaderManager::get_graph_kernel_features`, but the shader object
itself still would have the `has_surface_raytrace` field set.
This caused kernels to be reloaded without shader raytracing support, but
later the `DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE`
kernel would still be invoked since the shader continued to report it
requiring that through the `SD_HAS_RAYTRACE` flag set because of
`has_surface_raytrace`.
Fix that by ensuring `has_surface_raytrace` is reset on every shader update,
so that when all OSL script nodes are deleted it is set to false, and only
stays true when there are still OSL script nodes (or other nodes using it).
Maniphest Tasks: T104157
Differential Revision: https://developer.blender.org/D17140
BKE blendfile should not be allowed to deal with DNA deprectaed data, so
move recent check in rB138b3815e528 into BLO readfile, in a new
`blo_read_file_checks` util that is being called at the very end of main
readfile code (`blo_read_file_internal` and `library_link_end`).
rB7f564d74f9ed (6 years ago!) forgot to clear the deprecated
`Window->screen` pointer on file read for recent-enough .blend files.
This is required since a valid value is always written in .blend files
for that pointer, to ensure backward compatibility.
The issue was never detected so far because that pointer is explicitely
reset to NULL after filewrite, which includes any memfile undostep
write, and usually existing UI data is re-used instead of loading the
one from the .blend file, so thedden assert in `blo_lib_link_restore`
would never be triggered.
Now moved the assert at the end of `setup_app_data` to ensure it always
get checked.
This patch adds a draw_ui_list() function, which is a wrapper around
layout.template_list(). It implements generic add/remove/move buttons,
passing the correct "row" integer to template_list(), as well as a
drop-down menu, if provided, making it a complete solution for
consistent UILists for addons.
Differential Revision: https://developer.blender.org/D14119
The node does not support blurring booleans, but that was not handled
property in link drag search.
Differential Revision: https://developer.blender.org/D17139
Only the area where the source buffer will be drawn on the destination buffer
will be evaluated. This will improve performance in sequencer and image editors as
less calcuations needs to happen.
Micro improvement to store delta uv per subsample. This reduces
branching that might happen on the CPU, but also makes it possible
to add other sub-sampling filters as well.
No changes for the end-user.
Adds new options to UV Face selection in the UV Editor, with UV > Select > Select Similar
In multi object edit mode, "Similar Object" selects faces which have the same object.
"Similar Winding" will select faces which have the same winding, i.e. are they
facing upwards or downwards.
Resolves: T103975
Differential Revision: https://developer.blender.org/D17125
Change the 2D Gizmo drawing function to provide a usable transform matrix,
if it would otherwise be degenerate.
Differential Revision: https://developer.blender.org/D17113
If an object has a geometry nodes modifier, the UVs on that object might change
in response to any change on any other object.
Now we will redraw the UV editor on any object change, not just the active object.
Differential Revision: https://developer.blender.org/D17124
Based on T99607:
- Existing Angle Control shortcuts are removed
- Voxel, Dyntopo and Hair resolution shortcuts are remapped to `R`
Since voxel remeshing is not compatible with dyntopo, each can use the shortcut `R` for the remeshing resolution without causing a conflict.
The shortcut `R` is not currently used for anything important.
The angle control menu is commonly not used.
And sculpt mode is only coincidentally inheriting the rotate operator shortcut on `R` because nothing else is mapped to the key.
Reviewed By: Julien Kaspar and Hans Goudey and Joseph Eagar
Differential Revision: https://developer.blender.org/D16511
Ref D16511
This addressed feature request T99811.
Added the following features to fully support importing USDZ archives:
- Added .usdz to the list of supported extensions.
- Added new USD import options to copy textures from USDZ archives. The
textures may be imported as packed data (the default) or to a directory
on disk.
- Extended the USD material import logic to handle package-relative texture
assets paths by invoking the USD asset resolver to copy the textures from
the USDZ archive to a directory on disk. When importing in Packed mode,
the textures are first saved to Blender's temporary session directory
prior to packing.
The new USD import options are
- Import Textures: Behavior when importing textures from a USDZ archive
- Textures Directory: Path to the directory where imported textures will
be copied
- File Name Collision: Behavior when the name of an imported texture file
conflicts with an existing file
Import Textures menu options:
- None: Don't import textures
- Packed: Import textures as packed data (the default)
- Copy: Copy files to Textures Directory
File Name Collision menu options:
- Use Existing: If a file with the same name already exists, use that
instead of copying (the default)
- Overwrite: Overwrite existing files
Reviewed by: Bastien
Differential Revision: https://developer.blender.org/D17074
In 7536abbe16 changes make possible to input field as Count field.
But changes of declaration probably was forgotten. So now this input
can take field and node will be work. But input link was red. This
patch resolves this issue.
Differential Revision: https://developer.blender.org/D17131
When the sort weights are a single value, they have no effect,
so sorting the relevant indices for the element will be wasted work.
The sorting is expensive compared to the rest of the node. In my
simple test of the points of curve node, it became 6 times faster
when the weights are a single value.
On some occasions, as in cases where transform operations are triggered
via gizmos, the constrain orientations that can be toggled with
multiple clicks of X, Y or Z were repeated.
There is no use in maintaining repeated orientations.
Image Transform use linear or nearest sampling during editing and exporting.
This gets sampling is fine for images that aren't scaled. When sequencing
however you mostly want use some sort of scaling, that leads to poorer
quality.
This change will use sub-sampling to improve the quality. This is only
enabled when rendering. During editing the subsampling is disabled to
keep the user interface reacting as expected.
Another improvement is that image transform is stopped at the moment
it hadn't sampled at least 4 samples for a scan line. In that case we
expect that there are no further samples that would change to result.
In a future patch this could be replaced by a ray/bounding bo intersection
as that would remove some unneeded loops in both the single sampled and
sub sampled approach.
Add an `object.modifiers.move()` method, similar to the one
for constraints and some other collections. Currently reordering
modifiers requires using operators, which depend on context.
The implementation is straightforward, except for the need to
make the severity of errors reported by the underlying editor
code into a parameter, so that the new Python API function
reports any problems as Python exceptions, and refactoring
the code to allow aborting a blocked move before making any
changes. I also turn the negative index condition from an assert
into an error.
Differential Revision: https://developer.blender.org/D16966
The list was populated from the base (unevaluated) object, but now that
Geometry nodes can generate various layers this is impractical..
Differential Revision: https://developer.blender.org/D17093
The clear functions for grease pencil data/frame/layer
was not followed by immediate update in the viewport.
Some notifiers were missing in the rna definition of these functions,
which are added in by this patch.
Reviewed By: Antonio Vazquez
Differential Revision: https://developer.blender.org/D17120
Only one point should be used to create a reference rotation for other
points to follow. Using two caused the resulting twist to be
asymmetric, especially noticeable on symmetrical, cyclic curves.
An update to [0] which broke curve_to_mesh & deform_modifiers tests,
now this change only applies to cyclic curves as the final result was
much greater for non-cyclic curves because of a difference between how
end-point directions are calculated (see code-comments for details).
Alternate fix to D11886 which caused T101843.
[0]: 36a82314a0.
Regression in [0] which cleared the redo-panel if an operator added
its own undo step. This worked for sculpt to fix T101743, but caused
the redo-panel to be cleared for actions who's undo steps where created
by nested operators (which is the case for the spin operator).
Fix by checking an undo-step is added without registering an operator.
[0]: f68e50a263
Various new CI tests for USD Import / Export functionalty:
Import:
- Added mesh import tests for topology types and multiple UV sets. (Python)
Export:
- Added a verification tests for mesh topology. (C++)
- Added a test to make sure UsdPreviewSurface export conversion of materials
is correct. (C++)
Reviewed by: Sybren and Hans.
Differential Revision: https://developer.blender.org/D16274
This reverts commit 36a82314a0.
as it has broken tests for the last day and a half, it likely just
needs a test file update, but we can't keep this failing longer
than it already has.
A mistake in the node type descriptions gave the node a description for
the reverse curve node.
Differential Revision: https://developer.blender.org/D17111
Added a new Import All Materials USD import option. When this
option is enabled, USD materials not used by any geometry will
be included in the import. Imported materials with no users
will have a fake user assigned.
Maniphest Tasks: T97195
Differential Revision: https://developer.blender.org/D16172
This commit fixes T100674, Renamed the "axis" label under viewport display
panel to "axes" in object properties.
Differential Revision: https://developer.blender.org/D16650
We should always have an active vertexgroup (making sure this is the
case was just not happening on the greasepencil side).
Now do this (similar to what is done for other object types in
`object_defgroup_remove_common`).
Maniphest Tasks: T104089
Differential Revision: https://developer.blender.org/D17091
User site-packages were disabled unless `--python-use-system-env`
argument was given. This was done to prevent Blender's Python
unintentionally using modules that happened to be installed locally,
however it meant so pip installing modules from Blender would fail to
load those modules (for some users).
Enable user site-packages since it's needed for installing additional
packages via pip, see code-comments for details.
Resolves T104000.
- Don't call exit() when memory allocation fails, while unlikely
internal failures should not be exiting the application.
- Don't print a message when the directory is empty as it's
unnecessarily noisy.
- Print errors the the stderr & include the reason for opendir failing.
When constructing run-time paths native slashes are preferred as WIN32
doesn't have full support for forward slashes in paths.
It can also cause problems when performing exact matches on paths
which are normalized, where normalizing one of the paths makes
comparisons fail.
Using the system native slash would have avoided T103385.
Originally, function `sequencer_generic_invoke_xy_guess_channel`
looked in what channel the last strip of the same type is and the
channel used for new strip placement. This was changed as a workaround
when sound strips were added below movie strips
(58bea005c5).
Now these workarounds aren't necessary, but the function was left
unchanged.
Current logic is for adding movie strip to channel 1 is:
- Sound is added to channel 1
- Video is added to channel 2
- If there is only video, it is added to channel 1
Since movie may, or may not contain sound, it is not possible to align
added strips in a way that was done before, unless timeline is analyzed
more in detail, but this would be quite inefficient.
Also, note, that the code did not work, if strip is added next to
previous one, so it mostly did not work as intended.
This commit changes:
- Fix alignment not working when strip is added right next to previous
strip
- Assume that movie strips have sound strip underneath it, so channel
below last movie strip is picked
- For other strip types, pick channel of the last strip of same type
Ultimately, the code is still rather weak, and better system, like using
channel where strip was manually moved, or concept of "typed channels"
would improve this feature.
There is not much documentation on the "snap_point" property, but by
code it is possible to note that it serves to set a target snap point
and is of internal use as it is hidden from the Redo panel.
However, this property was still very dependent on Tools settings and
if set to an operator's call, it changes the scene configurations
inadequately.
Therefore,
- remove this dependency from UI for rotation and resize operators,
- do not change the state of the snap in the scene and
- cleanup the code.
Some transform modes are changeable, so callbacks should be reset
together.
Currently the unchanged `transform_matrix` callback is not a major
issue as it is only used for gizmos and gizmos stop updating when
changing the operator type.
Use a Vector<std::string> , instead of a Set<std::string> as a Set does
not keep the same order when iterating over it.
Differential Revision: https://developer.blender.org/D17103
In many cases when reading undo memfile, n the 'restore id from old
main' part of the process, the 'id_old' is not set, which means that
the call to `BKE_main_idmap_insert_id` would try to dereference a `nullptr`.
In practice this is likely not an issue (see comment in code for details),
but at least explicitely check for a nullptr `id_old` pointer.
Would deffer actual cleanup of this area for after 3.5 is branched out.
Currently only affects 'UI' IDs (WindowManager, Screen, etc.), but in
the future other types may be affected as well.
NOTE: this is only used in readfile code itself, not in the
post-processing performed by `setup_app_data`, as this code is too
specific for such generic handling.
Based on "Sampling the GGX Distribution of Visible Normals" by Eric Heitz
(https://jcgt.org/published/0007/04/01/).
Also, this removes the lambdaI computation from the Beckmann sampling code and
just recomputes it below. We already need to recompute for two other cases
(GGX and clearcoat), so this makes the code more consistent.
In terms of performance, I don't expect a notable impact since the earlier
computation also was non-trivial, and while it probably was slightly more
accurate, I'd argue that being consistent between evaluation and sampling is
more important than absolute numerical accuracy anyways.
Differential Revision: https://developer.blender.org/D17100
This gives closer results to what I've seen in papers and other renderers when
using the code to precompute albedo later (to replace MultiGGX).
It's usually a tiny difference, the only case where I've seen it matter is
in the `shader/node_group_float.blend` test - but that's a (single-scatter) GGX
closure with 0.9 roughness, so it's not too surprising. In any case, the new
result looks closer to Eevee, so that's good I guess.
Differential Revision: https://developer.blender.org/D17099
Simon mentioned that this gets in the way more than it helps. No geometry
sockets currently show up in the modifier panel. People may build node groups
that have multiple geometry inputs that can be used when the group is used
as node instead of as modifier.
In the future we could also allow e.g. choosing an object to pass into a geometry
socket. That has the problem that we'd also have to duplicate other functionality
of the Object Info node (original vs. relative space).
There were two issues:
* The `new_point_counts_per_curve` was one too large, resulting in
`interpolate_from_neighbors` reading invalid memory.
* Writing the counts into the existing offsets array didn't quite work
because there can be a collision at the offset right between the
last old curve and the first new point. There was a race condition
where this value could be read and written at the same time.
When some path property was displayed in the File Browser, clicking the
icon to open a file browser dialog to choose a file/directory would
show an error. While this makes sense when you are already in a file
browser dialog (we don't support such nested file browser dialogs),
allow it when the file browser is opened as a normal editor, not as a
dialog.
Current implementation had some faulty assumtions and had some work
arounds for crashes that were actually limitation of the implementation.
The main reason for this was that the implementation didn't add new
primitives in the same direction it was already adding. Some when
incorrect behavior was detected it was assumed that the part wasn't
manifold (anymore) and didn't fix that part of the mesh.
The new implementation will extract a solution and use this solution
also as the order to generate primitives in uv space.
This patch fixes several crashes and improves the overall quality
when fixing seam bleeding. It also adds additional debug tools
(print_debug) implementation in order to find issues faster in the
future.
Regression in [0] caused by a change where path joining would
replace a forward slash with a back-slash when joining paths WIN32.
Now the directory is always used as a prefix for the paths returned
by BLI_filelist_dir_contents which resolves the regression.
[0]: 9f6a045e23
`remember_deformed_curve_positions_if_necessary` has to be called before
topology changing operations on curves. Otherwise the crazy-space data
is invalid.
The help circles to fill areas were rotated with the object rotation,
but as the stroke is part of the object, apply the rot matrix again
produced a double rotation, so it can be removed.
Two properties are now exposed in python API :
time of each point, and inittime of each stroke.
Reviewed by: Antonio Vazquez
Differential Revision: https://developer.blender.org/D17104
Speckles and missing lights were experienced in scenes with Nishita Sky
Texture and a Sun Size smaller than 1.5°, such as in Lone Monk and Attic
scenes.
Increasing the precision of cosf fixes it.
Only one point should be used to create a reference rotation for other
points to follow. Using two caused the resulting twist to be
asymmetric, especially noticeable on symmetrical, cyclic curves.
Alternate fix to D11886 which caused T101843.
After object-mode undo (memfile undo), the value wan't lost, but the
property would be temporarily converted back to integer type in order
to be forward compatible. Now only use the forward compatible
writing when writing undo steps. Auto-saves and similar files are
currently not forward compatible anyway.
Make the functions more flexible and more generic by changing the curves
arguments to the curve offsets. This way, theoretically they could become
normal utility functions in the future. Also do a consistency pass over
the algorithms that generate new curves geometry for naming and
code ordering, and use of utility functions. The functions are really
quite similar, and it's much easier to tell this way.
The most time-consuming operation in merge by distance is to find
duplicate faces (faces that are different but have the same vertices).
Therefore, some strategies were planned to optimize this algorithm:
- Store the corner indices in an array thus avoiding multiple calls of `weld_iter_loop_of_poly_next`;
- Create a map of polygons linked to edges instead of linked to vertices - this decreases the number of connections and reduces the calculation of the intersection of polygon indices.
There are other fields to optimize, like reusing the `wpolys` array
instead of creating a new array of corner offsets. And join some arrays
as members of the same struct to be used in the same buffer.
But for now, it is already a nice optimization. And the new
`poly_find_doubles` function can be reused in the future to create a
generic utility.
The result of the optimization varies greatly depending on the number
of polygons, the size of each polygon and the number of duplicates.
On average it was something around 2 times faster.
Worst case tested (old vs new): 0.1ms vs 0.3ms
Best case tested (old vs new): 10.0ms vs 3.2ms
Differential Revision: https://developer.blender.org/D17071
`PBVH_Leaf` nodes are now split into a new `PBVH_TexLeaf`
node type when using the paint brush. These nodes are
split by image pixels, not triangles. This greatly
increases performance when working with large
textures on low-poly meshes.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14900
Ref: D14900
A noticeable (>5%) performance regression in oneAPI backend came with
a501a2dbff. Updating to latest graphics
compiler from driver 101.4032 fixes it.
I've tested it with current min-supported drivers and it runs well but
since compatibility of graphics compiler with older drivers isn't
guaranteed, I'm also bumping the min-supported driver versions.
If end-users consider latest drivers too fresh to switch to (version
isn't released as stable on Linux as of today but should be before
Blender 3.5 release), CYCLES_ONEAPI_ALL_DEVICES=1 env variable can be
used.
Intel Graphics Compiler on Linux will be updated in a later commit
so we can then close D16984.
Reviewed By: sergey, LazyDodo
The problem was that the stroke array was not reset for
each iteration of the loop, so the second time around,
the array was not initialized correctly and
was left with a NaN value.
The USD Preview Surface material import feature is now considered
stable, so this patch removes this option from the Experimental
category in the UI.
The Import USD Preview option is now enabled by default.
The Experimental box has been removed.
A new Materials box has been added to group the Import
USD Preview Surface, Set Material Blend and Material
Collision Mode options.
Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D17053
Rewrite of the Workbench engine using C++ and the new Draw Manager API.
The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.
The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)
To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.
Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)
Reviewed By: fclem
Maniphest Tasks: T101619
Differential Revision: https://developer.blender.org/D16826
Improve handling for cases where maximum in-flight command buffer count is exceeded. This can occur during light-baking operations. Ensures the application handles this gracefully and also improves workload pipelining by situationally stalling until GPU work has completed, if too much work is queued up.
This may have a tangible benefit for T103742 by ensuring Blender does not queue up too much GPU work.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T103742
Depends on D17018
Reviewed By: fclem
Maniphest Tasks: T103742, T96261
Differential Revision: https://developer.blender.org/D17019
Required by Metal backend to have correct usage flags for textures which are read by host.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17020
Affecting render output preview when tone mapping is used, and EEVEE scenes such as Mr Elephant rendering in pink due to missing shaders.
Authored by Apple: Michael Parkin-White
Ref T103635
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T103635, T96261
Differential Revision: https://developer.blender.org/D16923
AMD GPUs do not appear to produce consistent results with other GPUs when using textureGather in the Metal backend. Disabling for now to ensure correct function of outline rendering.
This may require an additional sub-pixel offset in the texture sampling calls, to achieve correct behaviour.
Authored by Apple: Michael Parkin-White
Ref T103412
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T103412, T96261
Differential Revision: https://developer.blender.org/D16934
This patch fixes an issue where Blender 3.5 alpha with the Metal GPU backend enabled on Japanese macOS fails to compile shaders and crashes on startup.
In a Japanese environment, `defaultCStringEncoding` is the legacy MacJapanese encoding, and it erroneously converts backslashes (0x5c) to Yen symbols (¥).
Therefore, Metal shader compile fails with the following log and Blender crashes.
```
2022-12-29 13:50:10.200 Blender[13404:246707] Compile Error - Metal Shader Library (Stage: 0), error Error Domain=MTLLibraryErrorDomain Code=3 "program_source:225:74: error: non-ASCII characters are not allowed outside of literals and identifiers
template<typename T, access A = access::sample> struct STRUCT_NAME { ¥
^
program_source:226:14: error: no template named 'TEX_TYPE'
thread TEX_TYPE<T, A> *texture; ¥
^
program_source:226:39: error: non-ASCII characters are not allowed outside of literals and identifiers
thread TEX_TYPE<T, A> *texture; ¥
^
program_source:227:29: error: non-ASCII characters are not allowed outside of literals and identifiers
thread sampler *samp; ¥
^
...
```
We can use `stringWithUTF8String` instead.
Reviewed By: fclem, MichaelPW
Differential Revision: https://developer.blender.org/D16881
In the new Draw Manager, when the same DrawGroup has both front and back facing instances, the front facing instances don't offset their indices accordingly.
Differential Revision: https://developer.blender.org/D17069
This changes `make update` to download the assets repository automatically
if it does not exist already. If it does exist, it is updated. Precompiled libraries
have the same behavior. This is required for T103620.
`pipeline_config.yaml` is updated as well for the builtbot.
Differential Revision: https://developer.blender.org/D17090
The call to BKE_volume_grid_openvdb_for_write() was accidentally removed
in D15806. This adds it to BKE_volume_grid_transform_matrix_set() to
avoid that it happens again when that function is used.
Differential Revision: D16949
The code in questions comes from Shewchuk's triangle code, which
hasn't been updated to fix the out-of-buffer access problem
that ASAN finds in the delaunay unit test. The problem is benign:
the code would exit the loop before using the value fetched from
beyond the end of the buffer, but to make ASAN happy, I put in
a couple extra tests to not fetch values that aren't going to be used.
There's a compromise of a code parameter called BEVEL_GOOD_ANGLE,
and bugs T44961, T86768, T95335, and this one, are all about problems
with various values of that parameter. If an angle of an adjacent
non-beveled edge is too close to that of the beveled edge, then you
get spikes. The BEVEL_GOOD_ANGLE says that if you are within that
angle difference, then no bevel happens. If the value is too small
then one gets spikes for certain models people build; if the value
is too large, then other people are annoyed that no bevel happens.
Hopefully this compromise in this commit is the final one I will do
before switching to Bevel v2, where none of this should be an issue.
Regression in [0] caused mouse wheel events over windows without focus
to use the modifier state at the point the window was de-activated.
Now un-focused windows have all events release, when focused again
modifier press events are set again.
[0]: 8bc76bf4b9
This can improve performance in some circumstances when there are
vectorized and/or unrolled loops. I especially noticed that this helps
a lot while working on D16970 (got a 10-20% speedup there by avoiding
running into the non-vectorized fallback loop too often).
This isn't correct as window activation is handled separately
from the cursor entering/leaving a window.
This would call de-activate when the cursor moved outside the window
even though the window remained focused.
Rely on focus changes which already handle activate/deactivate events.
Caused by {rB841df831e89d} and {rB3558bb8eae75}.
These commits moved flags from `eLineArtGPencilModifierFlags` to
`eLineartMainFlags`, but later on in code, these were still evaluated
from the modifiers `flags` (instead of `calculation_flags`).
This resulted in a false condition (`match_output` was assumed true but
it wasnt), leading to a wrong codepath taken.
This is now corrected (`calculation_flags` need to be passed around for
this as well).
Maniphest Tasks: T103887
Differential Revision: https://developer.blender.org/D17062
This also fixes the layout of boolean properties with the field toggle
visible. This was discussed in the most recent geometry nodes submodule
meeting.
This uses the changes from ef68a37e5d to create IDProperties
for exposed boolean sockets with a boolean type instead of an integer
with a [0,1] range. Existing properties and values are converted
automatically.
For forward compatibility, the properties are switched to the integer
type for saving. Otherwise older versions crash immediately when opening
a newer file. The "Use Attribute" IDProperties aren't changed here,
since that wouldn't have a visible benefit.
Differential Revision: https://developer.blender.org/D12816
This adds 4 collection properties to MeshUVLoopLayer to eventually replace the (MeshUVLoop) .data property.
The added properties are:
.uv
.vertex_selection
.edge_selection
.pin
The direct access to the separate arrays is much more efficient than the access via MeshUVLoop.
Differential Revision: https://developer.blender.org/D16998
Caused by 05952aa94d, which removed the use of the
active tessface UV pointer on meshes but didn't replace it properly with
the equivalend custom data API function.
This improves performance in cases where the Set Position node is "turned off"
by passing `false` into the selection input.
It's possible that the node still takes some time in this case currently, because
it is destructing the input fields which may reference geometries that need
to be destructed as well. We could potentially change this node (and others)
so that the field inputs are only requested when the selection is not a
constant `false`.
This adds the following operators to edit mode:
- `select_all`
- `select_random`
- `select_end`
Differential Revision: https://developer.blender.org/D17047
This adds an `UndoType` for the `Curves` object, for edit mode.
For now, this will only store the `CurvesGeometry` at every step.
Other properties such as the `selection_domain` or the `surface` object
will have to be dealt with in subsequent commits.
Differential Revision: https://developer.blender.org/D16979
This was not done originally, because one had to iterate over all curves
to get the number of points which had some overhead. Now the number
of points is stored all the time anyway.
The `fix_link_cycles` function added in rB2ffd08e95249df2a068dd did not
handle the case correctly when there are multiple cycles going through
the same socket.
Existing path selection & new path picking included without UV's.
Now limit objects to those with UV's.
Also remove use of CTX_wm_view3d(C) in the UV editor it would be NULL,
but it doesn't makes sense to use the 3D viewport for UV operations
even if it was available.
This adds a new `Interpolate Curves` node. It allows generating new curves
between a set of existing guide curves. This is essential for procedural hair.
Usage:
- One has to provide a set of guide curves and a set of root positions for
the generated curves. New curves are created starting from these root
positions. The N closest guide curves are used for the interpolation.
- An additional up vector can be provided for every guide curve and
root position. This is typically a surface normal or nothing. This allows
generating child curves that are properly oriented based on the
surface orientation.
- Sometimes a point should only be interpolated using a subset of the
guides. This can be achieved using the `Guide Group ID` and
`Point Group ID` inputs. The curve generated at a specific point will
only take the guides with the same id into account. This allows e.g.
for hair parting.
- The `Max Neighbors` input limits how many guide curves are taken
into account for every interpolated curve.
Differential Revision: https://developer.blender.org/D16642
During 3D texturing the uv islands are extended in order to fix seam bleeding
for manifold parts of the input mesh. This patch adds a `print_debug` method
on UVIsland that generates a python script. This script can be copy-past
into the Python Console to show the generated geometry.
This script can be extended to show the extracted border and use face colors
for showing internal decisions.
Swap-buffers was being deferred (to prevent it being called
from the event handling thread) however when it was called the
OpenGL context might not be active (especially with multiple windows).
Moving the cursor between windows made eglSwapBuffers report:
EGL Error (0x300D): EGL_BAD_SURFACE.
Resolve this by removing swapBuffer calls and instead add a
GHOST_kEventWindowUpdateDecor event intended for redrawing
client-side-decoration.
Besides the warning, this results an error with LIBDECOR window frames
not redrawing when a window became inactive.
The name SAFE_AREAS_OT_preset_add lead to "Safe Areas" having it's own
section in the operator API docs. Name CAMERA_OT_safe_areas_preset_add
instead. Keep "safe_areas" as the preset directory for users with
existing presets.
Fixes the packing operators that use ED_uvedit_pack_islands_multi
Also fixes UV Select Similar with hidden UV islands.
Packing operators using GEO_uv_parametrizer should remain unchanged.
Add a check to BM_elem_flag_test(efa, BM_ELEM_HIDDEN).
Note that BM_mesh_calc_face_groups doesn't easily support XOR of flags,
requiring logic to be moved to a preprocess step on BM_ELEM_TAG.
Regression in rBe3075f3cf7ce.
Differential Revision: https://developer.blender.org/D17055
The bpy.types page was unreasonably long (over 17k lines).
Resolve by setting the `maxdepth` for this and the `bpy.ops` page too.
This problem showed up in v3.4 release and may be caused by changes
to Sphinx's default behavior as there doesn't seem to be any change
that would cause this in the generated docs.
Path selection support from [0] didn't account for multiple objects in
edit-mode. Now picking the UV also picks the object to operate on.
[0]: ea5fe7abc1
Add:
- ED_object_in_mode_to_index
- ED_object_in_mode_from_index
Useful for operators that act on a non-active object in multi-edit mode,
so the index can be stored for the operators exec function to read back
the value when redoing an action. Needed to resolve T102680.
Fixes bug where other islands sometimes get their masks cleared (or
filled) in strange circumstances. Still need to figure out the
correct behavior for spherical falloff.
Mesh islands (shells) are now calculated on an as-needed
basis and cached inside of a temp attribute,
`sculpt_topology_island_key`. This attribute is updated
as needed when geometry changes (e.g. the trim brush)
or when mesh visibility changes.
This replaces the old behavior where the "topology" automasking
mode would walk the entire mesh on every stroke.
The background evaluation samples the sky discretely, so if the sun is
too small, it can be missed in the evaluation. To solve this, the sun is
ignored during the background evaluation and its contribution is
computed separately.
Add an RNA API function that gives an array of the normals for every control point.
The normals depend on the `normal_mode` attribute, which can currently be
minumum twist or Z-up, though more options are planned. Normals are currently
evaluated on the evaluated points and then sampled back to the control points.
Because that can be expensive, a normal mode that only does a first evaluation
on control points may be important
The function is intended to be used by Cycles, so it doesn't have to implement
the calculation of normals itself. They can be interpolated between control points
and normalized.
For best performance, the function should only be called once, since it does the
full calculation for every control point every time it is called.
Differential Revision: https://developer.blender.org/D17024
Based on discussion about T102962, rename the "Face Set Boundaries" node
to "Face Group Boundaries" and the Accumulate Field node's "Group Index"
socket to "Group ID". This convention of "__ Group" and "Group ID" will
be used more in other nodes in the future.
This commit doesn't affect forwards or backwards compatibility.
The reverse iteration added in e091291b5b didn't handle
the case where there are no nodes properly. Thanks to Iliya Katueshenock
for investigating this.
While we do need higher level utilities for copying attributes
between geometries, this currently isn't used and it's not clear
that it will be the right abstraction in the end.
The default when there is no cyclic attribute is that none of the curves
are cyclic. In the mesh to curve node, avoid creating the attribute with
just false to save time and memory usage. Also avoid looking up the
attribute twice in the trim node.
When all the curves are poly curves, skip the work of building a
separate array of offsets for the evaluated points (which are the
same as the control points). This saves 1-4ms on every reevaluation
in test files with many curves.
Standardizing the process of creating a new CurvesGeometry with
different curve sizes based on an existing curves is helpful, since
there are a few methods to simplify the process that aren't obvious
at first, like filling the offsets with sizes directly and accumulating
them to become sizes.
Also, in the trim curves node, avoid creating the curve types attribute
all the time. Use the special API functions for the types which do
some optimizations automatically. Also use a more consistent
method to copy the curve domain data, and correct some comments.
The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.
Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.
Also add const when accessing data arrays from curves, for consistency.
Differential Revision: https://developer.blender.org/D17038
The lookup table method on CPU and the numerical root finding method on
GPU give quite different results. This commit deletes the Beckmann lookup
table and uses numerical root finding on all devices. For the numerical
root finding, a combined bisection-Newton method with precision control
is used.
Differential Revision: https://developer.blender.org/D17050
Previously, transforming a clip (scaling, repeat, etc) wouldn't re-calculate the blend-in and blend-out values, leading to over / undershoot, and a visual clip artifact
Old:
{F14045003}
This patch adds re-calculation logic (new `BKE_nlastrip_recalculate_blend()` method) to the blend-in/out on transformations to clamp values, and avoid over/under shoot.
The `BKE_nlastrip_recalculate_blend()` encapsulates the existing logic for both the `rna_NlaStrip_blend_in_set()` and `rna_NlaStrip_blend_out_set()` methods into a single BKE method that we an execute as needed. The fact that blend-in is first decreased, is strictly on the order of calculation. My suspicion is that //if// the blend-in / blend-our values were working as intended, the RNA set methods would update in order, and we'd experience the same thing. In short, the choice here was to linearly combine the logic, without making any assumptions of my own.
while talking things over with @sybren and @RiggingDojo, they are fine with how this currently works, but there a desire to update how the two values interact with each (ratio scale, etc) in the future.
New:
{F14045024}
{F14045025}
Reviewed By: sybren
Maniphest Tasks: T101369
Differential Revision: https://developer.blender.org/D16720
This makes it possible to use `texture` and `texture3d` in custom
OSL shaders with a constant image file name as argument on the
GPU, where previously texturing was only possible through Cycles
nodes.
For constant file name arguments, OSL calls
`OSL::RendererServices::get_texture_handle()` with the file name
string to convert it into an opaque handle for use on the GPU.
That is now used to load the respective image file using the Cycles
image manager and generate a SVM handle that can be used on
the GPU. Some care is necessary as the renderer services class is
shared across multiple Cycles instances, whereas the Cycles image
manager is local to each.
Maniphest Tasks: T101222
Differential Revision: https://developer.blender.org/D17032
This patch adds markup to specify that certain kernel data constants should not be specialised. Currently it is used for `tabulated_sobol_sequence_size` and `sobol_index_mask` which change frequently based on the aa sample count, trash the shader cache, and have little bearing on performance.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16968
This patch adds occupancy tuning for the newly announced high-end M2 machines, giving 10-15% render speedup over a pre-tuned build.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17037
Split the algorithms that find duplicates.
This improves readability and helps us find areas for optimization.
It may also facilitate the implementation of generic utilities.
No functional changes.
Differential Revision: https://developer.blender.org/D16918
Code authored by Michael B Johnson (drwave).
Reviewed by Sybren and makowalski.
This patch addresses a crash that occurs when exporting a
scene to a USD file, when that scene includes a point cloud
object or hair.
Added OB_POINTCLOUD and OB_CURVES enums and a default case
statement in the switch statement in
USDHierarchyIterator::create_data_writer, to avoid dereferencing
a NULL pointer.
Differential Revision: https://developer.blender.org/D16776
`batch_for_shader` is an utility function that creates the correct
vertex buffer based on the given shader. In the shader interface
the `attr_types_` contains the GPUType for each location in the
vertex buffer.
When using Metal, the `attr_types_` was never updated, resulting
in using incorrect or non-existing data types. This patch fixes
this by updating the `attr_types_` when building the shader
interface.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D17042
When using the "normalized" display of FCurves in the
Graph Editor, and also turning on the preview range,
the normalized display would break.
The preview frame range was assumed to be bezt indices,
which is only true when every frame has a key.
Reviewed by: Colin Basnett
Differential Revision: https://developer.blender.org/D16987
Ref: D16987
Similar to rBe97443478e32 and rBe772087ed664, exit early when
texture, collection and world ID has no parent to unlink from.
Reviewed by: Severin, lichtwerk
Differential Revision: https://developer.blender.org/D17017
The line art modifier added a wmNotifier in it's
GpencilModifierTypeInfo.generateStrokes callback which isn't thread-safe
when called from the depsgraph. This was from the original inclusion
of the feature [0] however a more recent optimization to notifier
lookups [1] made the crash occur more frequently.
Remove the notifier as modifiers should not be adding WM level events
and it works without it.
[0]: 3e87d8a431
[1]: 0aaff9a07d
This was the case when using the operator outside of the modifiers panel.
Caused by {rBeae36be372a6}.
In above commit, `DT_layer_items` shared both `DT_TYPE_MPROPCOL_LOOP` |
`DT_TYPE_MLOOPCOL_LOOP` in a single EnumPropertyItem value "Colors".
This is a bit unusual, but probably allowed.
As a consequence, checks for specific datatypes would fail when selecting
such EnumPropertyItem:
- `DT_DATATYPE_IS_MULTILAYERS` (uses `ELEM` to check distinct entries --
would return false)
- `BKE_object_data_transfer_dttype_to_srcdst_index` (would return
`DT_MULTILAYER_INDEX_INVALID`)
These places have now been corrected to take these "special" values into
account.
Another issue was that multiple EnumPropertyItems with the same value
could be created in dt_add_vcol_layers() if attributes of the same
domain, but different color types are in play (could lead to crashes)
and that has also been corrected.
Also: above commit did not give the choice of transfering color
attributes from the vertex domain (only face corner attributes could be
chosen), this has now been added. DT_layer_vert_items (used from the
modifier) already had this included so this was only an issue when using
the operator outside of the modifiers panel.
Since we now feature two domains, the single "VCOL" in the enum has been
split into "COLOR_VERTEX" and "COLOR_CORNER". This will break existing
scripts calling bpy.ops.object.datalayout_transfer and will be marked as
a breaking change in the release notes.
NOTE: there is another bug here when attributes of the same domain, but
different color types are in play and you want to transfer just a single
specific layer (but that is for a separate commit)
Maniphest Tasks: T103400
Differential Revision: https://developer.blender.org/D16935
Goal of this patch is to stop the invocation of OpenGL calls via the bgl module
on a none OpenGL GPU backend, report this as a python deprecation warning
and report this to the user.
## Deprecation warning to developers
```
>>> import bgl
>>> bgl.glUseProgram(0)
<blender_console>:1: DeprecationWarning: 'bgl.glUseProgram' is deprecated and will be removed in Blender 3.7. Report or update your script to use 'gpu' module.
```
## Deprecation message to users
The message to the user is shown as part of the Info Space and as a message box.
{F14159203 width=100%}
{F14158674 width=100%}
During implementation we tried several ideas:
# Use python warning as errors: This isn't fine grained enough and can show incorrect information to the user.
# Throw deprecation as error and use sys.excepthook to report the user message.
This required a custom exception class to identify the bgl deprecation and a CPython handler function to
be set during python initialization. Although this is the most flexible there was a disconnect between the
exception class, exception function and the excepthook registration.
# A variant how we handle autoexec failures. A flag is stored in Global and when set the user message is reported.
Not that flexible, but code is more connected to the boolean stored in the Global struct.
Although using Global struct isn't nice I chose this solution due to its traceability. It is clear to developers
reading the code how the mechanism works by using search all functionality of your IDE.
Reviewed By: MichaelPW, campbellbarton
Maniphest Tasks: T103863
Differential Revision: https://developer.blender.org/D16996
This makes it convenient to build blender without referencing
pre-compiled libraries which don't always work on newer Linux systems.
Previously I had to rename ../lib while creating the CMakeCache.txt
to ensure my systems libraries would be used.
This change ensures LIBDIR is undefined when WITH_LIBS_PRECOMPILED is
disabled, so any accidental use warns with CMake's `--warn-unused-vars`
argument is given.
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.
- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
The original code used `BLI_polyfill_calc` which can create degenerate
triangles during triangulation per T103913. This causes the subsequent
overlap test to produce incorrect results in certain cases. Change to
using a "beauty" fill instead.
Differential Revision: https://developer.blender.org/D17015
There is a utility method on `CurvesGeometry` to build a map of the
curve for each point. Use that in two more places and make sure its
implementation is multithreaded, which gives a slight speedup
in a simple test file.
When doing partial reloads of asset libraries (only reload assets from
the current file, e.g. after undo re-allocated ID pointers), we'd end up
with assets that don't have their asset data read correctly. It would
execute a branch that didn't set the asset library object necessary to
create and store asset representations.
Steps to reproduce were:
* Open .blend file with geometry node assets in there
* In a geometry node editor, press Shift+A to open the add menu
* Cancel
* Move a node
* Undo
* Press Shift+A again
This allows an engine to perform GPU side view specification and let the
draw manager extract the culling informations (bounds).
To this end, the matrices ubo gets exposed to be able to write to it.
`compute_procedural_bounds()` need to be explicitely called before any
main pass using the culling result.
This abstraction is rarely used. It could be replaced by some more
general "query" API in the future. For now it's easier to just compare
pointers in the Set Position node where this was used.
This is possible now, because mesh positions are stored as flat `float3`
arrays (previously, they were stored as `MVert` with some other data
interleaved).
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.
While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
all the arrays we need for a loop first and then do the processing.
Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
because `this` does not have to be dereferenced every time.
This likely doesn't have a noticable impact in practice.
Differential Revision: https://developer.blender.org/D17025
Struct members loc/size were misleading as they read as if the object
data stored object level transform channels. Rename these to match RNA
with a `texspace_*` prefix to make it clear these struct members only
apply to texture-space transform.
Also rename ME_AUTOSPACE & ME_AUTOSPACE_EVALUATED to
ME_TEXSPACE_FLAG_AUTO & ME_TEXSPACE_FLAG_AUTO_EVALUATED.
Give the "Value" input a higher search weight than the "Index"
input, since it's more likely that users will want to connect to
that. Based on feedback from Simon Thommes.
Socket declarations exist all the time and it would be useful to use
them for tooltips at all times, not just when there is a computed log.
Differential Revision: https://developer.blender.org/D16846
Avoid calling `interpolate_to_evaluate` while evaluating normals,
which has to look up attributes by name for every curve. Also avoid
duplicating the curve type switch in a few functions. I didn't observe
a performance difference, but theoretically this could reduce
overhead for many small curves.
Due to precision issues, the cosine value calculated with
`dot_v3v3(start, end)` can be outside the -1, 1 range causing `acosf`
to return `nan(ind)`.
Use `angle_signed_on_axis_v3v3_v3` instead. It returns more accurate
values, deduplicates code, and avoids these `nan` issues.
Since 90ea1b7643, node trees have been reevaluated
after many selection operations because nodes are sorted based on
the selection status and an update tag was added for that. However,
for years the node order was allowed to be different between the
original and evaluated copy of node trees.
Though it is a bit sketchy to have that difference in the evaluated
node tree, reevaluations for just selection are very bad, so use a
"smaller" update tag and add a comment for justification.
Differential Revision: https://developer.blender.org/D17023
wi is the viewing direction, and wo is the illumination direction. Under this notation, BSDF sampling always samples from wi and outputs wo, which is consistent with most of the papers and mitsuba. This order is reversed compared with PBRT, although PBRT also traces from the camera.
The order of arguments to memcpy was reversed, which is sadly possible
because the constness `KeyBlock` of keyblock doesn't propagate to
pointers it contains.
Caused by 6769acbbba.
Some of the matrix variants are rather obscure from the
semantic: they don't really fully initialize the output:
as in, they only write to an upper-left 3x3 block.
A quick solution to fix the very commonly used constraint.
It feels that it is possible to minimize about of copy
operations.
The Grease Pencil Material Popover currently has a color picker
for the Stroke of a Material using Solid style, but not one for
a Fill using Solid style.
With the default Grease Pencil Materials, the current
popover only shows the Stroke color for the grey "Solid Fill"
material (which doesn't have its Stroke enabled) instead of
the more useful Fill color.
This patch shows a Stroke color picker when the Material
has Stroke enabled and the style is Solid.
This is the same for the Fill.
Reviewed By: antoniov, mendio
Differential Revision: https://developer.blender.org/D17004
Previously, the node would always evaluate the input field on the
entire geometry domain. This is good when most indices will be
accessed afterwards. However, it is quite a bad when only a single
index is used. Now the field is only evaluated for that one index.
Remove:
- IDPropertyTemplate.matrix_or_vector
Matrix & vector types have been deprecated, this wasn't used.
- IDProperty.saved
This was added preemptively but never used, replace with a pad so as
not to hint at a feature that doesn't exist.
The default curve type when there is no "curve_type" attribute is
Catmull ROM. In order to avoid allocating an entire array of values
just to set this default type, remove the attribute instead. This will
be less important when we can store attributes as single values.
Also fix a curve utility API comment.
Improve safety and correctness of matrix multiplication by using
temporary storage if one of the inputs is also the output.
No functional changes.
Differential Revision: https://developer.blender.org/D16876
Reviewed By: Campbell Barton, Sergey Sharybin
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.
All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.
Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.
The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
(not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly
Differential Revision: https://developer.blender.org/D16850
Under some circumstances (loading autosaves), we end up reading from
files that were saved with the new mesh format (after T95965). When
that happens we should skip the conversion from the old format to
avoid data-loss. This will also give forward compatibility when we
stop saving in the old format completely in 4.0.
Here I mostly just check if the attributes in the new format already
exist. Along with checking for the null status of `Mesh::mvert`, that
should cover the majority of cases.
Fixes T103878
Differential Revision: https://developer.blender.org/D17011
This fixes the UI alignment issues that were introduced by {D12815} with the addition of the boolean custom properties.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D17012
Previously transforming and translating meshes (used by the object info
and transform geometry nodes) was single threaded. Now use the same
code path as other geometry types which already includes multithreading.
I observed a 5x performance improvement for a 4 million vert mesh on a
Ryzen 7950x.
Trim erronously samples the next to last control point when it should
sample the last control point on the curve. This only happens when
reducing the curve to a single point. These changes should correct
the behavior.
Differential Revision: https://developer.blender.org/D17003
ViewCullingData::corners (vec4) was casted to a BoundingBox (vec3), so the frustum corners were uploaded in the wrong format to the GPU.
Now the ViewCullingData::corners are used directly without casting, since the BoundBox API is not really needed.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D17008
While keeping SSE2, SSE4.1 and AVX2. This does not affect hardware support, it
only slightly reduces performance for some older CPUs.
To reduce maintenance cost and improve compile times.
Differential Revision: https://developer.blender.org/D16978
Separating strokes using "selected points" didn't take into account
that points->time can be 0 and thus created points with negative
values in points->time, which should be an impossibility.
This patch fixes this in BKE_gpencil_stroke_delete_tagged_points.
Also, it makes the build modifier's new drawspeed immune
to (erroneous) negative time values, should they arise in other situations.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D17006
Implementation didn't count the string terminator when allocating
memory to store `msl_patch_default`. The string terminator could
be overwritted by other memory adding some undefined behavior.
An alternative fix to [0] which caused an error with ASAN
(freeing an GHOST_ISystem instead of a GHOST_System).
Reported by @Baardaap in chat, I'm unable to reproduce the issue.
Instead of calling the destructor directly, add a private method that
deletes data before raising an exception.
[0]: fd36221930
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.
Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.
Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
Meshes spawning particles from faces with with UV's/Vertex-colors but no
faces would crash de-referencing a NULL pointer.
Resolve by adding a check for this case and an assertion if CD_MFACE is
NULL when the mesh has polygons.
Ref D16947
These allow the usage of `atomicMin` and `atomicMax` function with float
values as there is no overload for these types in GLSL.
This also allows signed 0 preservation.
This wasn't really a problem since these are set on first bind or creation.
The test `if (enabled_srgb && srgb_) {` was depending on that variable that
in certain case, might not have been initialized (because of lazy init).
Changes to overlay_shader.cc workaround a bug in GCC-12.2
(likely a duplicate of [0]). As the workaround involved removing
a local variable which most functions already didn't assign,
remove it for all functions.
An alternative is to add (otherwise redundant) parenthesis, e.g.
`&(e_data.sh_data[sh_cfg])`, but this would need to be noted in
code-comments, so opt for removing the intermediate variable.
[0]: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=106247
As noted in comments, there are a lot of false positives which can't
be conveniently suppressed. Many of these warnings were caused by
`float x, y, z` being passed as `float[3]` using a pointer to `x`.
This makes `GVArrayImpl` and `VArrayImpl` more similar.
Only passing the pointer instead of the span also increases
efficiency a little bit. The downside is that a few asserts had
to be removed as well. However, in practice the same asserts
are in place at a higher level as well (in `VArrayCommon`).
In most cases it is currently not used, so always having it there
causes unnecessary overhead. In my test file that causes
a 2 % performance improvement.
Previously, `ParamsBuilder` lazily allocated an array for an
output when it was unused, but the called multi-function
wanted to access it. Now, whether the multi-function supports
an output to be unused is part of the signature. This way, the
allocation can happen earlier when the parameters are build.
The benefit is that this makes all methods of `MFParams`
thread-safe again, removing the need for a mutex.
`std::get` could not be used due to restrictions on macos.
However, the minimum requirement has been lifted in
{rB597aecc01644f0063fa4545dabadc5f73387e3d3}.
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.
Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.
Notes:
- The previous "duplicate referenced layer" functions are redundant
with retrieving layers with write access
- The custom data functions that give a specific index only have
`for_write` to simplify the API
Differential Revision: https://developer.blender.org/D14140
Fixes bugs where UV islands with `mark seam` would tear at boundaries.
Modify seam_connected to search both it's edges instead of only one,
as this could fail if the edge was a seam or did not fan to the other loop.
Also fixes bug in `seam_connected_recursive`:
- `loop->prev == needle` changed to `loop == needle`
Maniphest Tasks: T103787
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D16992
Test File: F14145477, F14137755, T79304
Avoid using components that can contain null pointer.
Getting attibute should avoid trying to do it for a null mesh.
This fix bypasses working with components.
Differential Revision: https://developer.blender.org/D16997
The crease custom data layer was added to a mutable version of the mesh,
but that wasn't used in the rest of the operation. Also the layer wasn't
retrieved properly with write access from the custom data API (fixed
separately as part of D14140). Also clean up a bit by retrieving
attributes from the mesh directly and by tweaking naming a bit.
Timecodes were generated from read packets, but applied to decoded
frames. This works as long as delay between packet read and decoded
frame is less than GOP size or if packet does not produce multiple
frames. In this case it did not work.
Use `pkt_pos`, `pkt_dts` and `pts` from `AVFrame` instead of `AVPacket`.
This way delay can be eliminated and timecode files are more reliable.
Effectively this disables two volume modifiers for the new curves
object and the point cloud object types. The aim is to simplify the
process of using these object types to prove out a node-group-based
workflow integrated with the asset browser. We're making the assumption
that these two modifiers were used very rarely on the new curves type
since that wasn't its purpose, so this breaks backwards compatibility.
Similar to the corresponding properties on node sockets, only adjust
the soft range. Because group nodes only have soft limits, groups
should generally be able to accept these inputs anyway. The benefit
of only using a soft range is that it allows choosing a more user-
friendly default range while keeping flexibility.
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.
I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.
Differential Revision: https://developer.blender.org/D12815
- `Interpolate Domain` -> `Evaluate on Domain`
- `Field at Index` -> `Evaluate at Index`
These names, discussed in recent geometry nodes submodule meetings,
describe actions rather than nouns, which is generally how nodes are
supposed to be named. The names are consistent, which is helpful
because they're similar conceptually. They also don't require knowledge
of the field concept, which we generally try to keep out of the UI in
favor of more beginner-friendly concepts.
We hope to add the ability to search for nodes with multiple
names for 3.5, so the old names can still have search items.
The menus are growing too large. This patches move some categories under
sub-menus, and shuffle some entries around.
We already had sub-categories split by separators. This change now
goes a step further and embrace 3-level menus.
Inspired by the "Simpler Add Menu" add-on by Quackers (waiting to hear
back to know Quackers real name).
Inspired by the "Simpler Add Menu" add-on by Alfonso Martinez II.
Differential Revision: https://developer.blender.org/D16993
Caused by {rBd397ecae325}.
Above commit added a new socket, so
`version_geometry_nodes_primitive_uv_maps` was getting the wrong sockect
with `->next`.
Now get the right one with yet another `->next` (might not be ideal, but
searching the right socket with other methods might be overhead?)
Maniphest Tasks: T103837
Differential Revision: https://developer.blender.org/D16994
When idle, each 3D view made two calls CTX_data_mode_enum(C) from the
WM_main loop. While not causing problems it complicated troubleshooting
high CPU use while idle in other areas.
Access the object via the view layer, giving approx 40x speedup.
Recently the event handling thread for Wayland sometimes used 100% of a
CPU core while idle.
Resolve by waiting for changes to the Wayland file-handle when
there are no events to read.
The previous fix from T100855 [0] no longer works on my system
(3.4.1 release also fails for GNOME/KDE/WLROOTS compositors).
Resolve by removing the loop from the wait-on-file handle check.
Also reduce locking/unlocking calls.
[0]: 37b256e26f
The new C++ OBJ importer was missing "split by objects" / "split by
groups" import settings of the older Python importer.
Implements T103839.
Added test coverage for all 4 possible combinations of these two
options.
This is caused by the partial derivatives not being precise enough to
take the tube shape into account. For now we just disable displacement
bump for this type of geometry to match cycles.
Fixes T101175 Eevee displacement behavior changed
In patch D16759 cleanup a else was removed by error which
deals with situations where current gpf was copied,
so that previous gpf may have MORE strokes than current gpf.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16986
Remove the unused function `pose_propagate_fcurve`
It was missed in D16771
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D16937
Ref: D16937
In case there is only 1 key on the FCurve,
the operator can run into a situation where it divides by 0.
It now skips the curve in that case
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16982
Ref: D16982
For some reason the Armature modifier in the Multi-Modifier mode
interpreted the vertex group in a way essentially opposite to the
regular mode. Moreover, this depended not on the Multi-Modifier
checkbox, but on whether the mode was actually active.
This fixes the flip and adds versioning code to patch old files.
One difficulty is that whether the Multi-Modifier flag is valid
can be different between the viewport and render. The versioning
code assumes any modifier enabled in either to be active.
This change is not forward compatible, so min version is also bumped.
Differential Revision: https://developer.blender.org/D16787
User notifications in Blender were always annoying and therefore by default turned off.
- When tweaking compositor/material tree a notification was shown.
- When rendering an animation for each frame a notification was shown.
The reason for this was that it was automatically shown when a background job was
finished and Blender wasn't the top most application.
In stead of migrating user notification to UserNotification.framework it was decided
to remove it for now. If in the future notifications should be added back we should
start with a design to figure out where notifications makes sense.
Reviewed By: sergey, brecht
Maniphest Tasks: T103757
Differential Revision: https://developer.blender.org/D16955
Replace the pointers in the MeshEdge with indexes, removing MeshPrimitive and MeshVertex.
Code cleanup proposed by the geometry nodes to make the data structures more reusable by
other areas of Blender as well. Old implementation was to focused to the texture painting.
Initial the idea was to do the same with the data structures in UVIslands, but there some
concerns were raised that requires a different design than expected from a clean-up patch.
Concerns raised about converting UVIslands:
* Maps between UVPrimitive, UVEdge and UVVertex will be stored inside the UVIsland.
During UVIsland extraction detected islands can be merged. When they are merged all
Indexes should be updated.
* It is not possible to pre-allocate all buffers as they grow, what will lead to more re-allocations. The current
implementation uses a VectorList to ensure that re-allocations don't require the data to be
moved to the newly allocated memory. We could store some information about last used
sizes in runtime data to reduce the re-allocation overhead.
* Solution would require index based access inside a VectorList, which might increase the
complexity.
* UVIslands during 3d texturing is used as intermediate data, the final data is stored as PackedPixelRows.
We could proceed converting UVIslands as well, but that would lower the performance noticeably.
3D texturing has performance requirements, so when doing so we should make sure that
it matches that as well.
Reviewed By: HooglyBoogly
Maniphest Tasks: T101740
Differential Revision: https://developer.blender.org/D16752
Cycles converts internal links to converter nodes which don't do anything and
later on get collapsed by the graph optimization. However, the previous code
assumed that one Blender input socket maps to one Cycles input socket.
When a node is muted, there might be internal links from one input to multiple
outputs. In Cycles, this meant that one Blender input socket now mapped to
multiple input sockets on all the converter nodes, so only the last one survived.
THe fix is simple, just make the mapping a MultiMap.
The problem here is that whether an object is a shadow catcher or not affects the
visibility flags, but changes to the shadow catcher property did not trigger a
visibility flag update.
Added an extrude mode enum to the trim operators to
control extrusion: "project" and "fixed." "Fixed" just
extrudes along a fixed normal and is the new default.
New code from rBd05909a70c36 last week did not take into account
liboverride templates and `NOOP` operations. So we cannot assume that
there is no valid override property for these which need to be restored.
While we may get rid of templates at some point now, for now they are
still exposed in PY API, and have some basic unittests, so keep them
working as best as possible.
Issue reported on IRC by Martijn Versteegh (@Baardaap), thanks!
It is a part of the Phabricator to Gitea migration.
The issue template is based on the bug submission instructions which
are shown in the Phabricator's bug submission form. Some further tweaks
are likely needed, but the current version of the template simplifies
re-iteration while working on the migration.
The pull request template is needed to override the template in the
.github folder which is otherwise picked up by Gitea.
Tool settings can be accessed from both `tool_settings` &
`scene.tool_settings`.
As of [0] `scene.tool_settings` was used instead of `tool_settings`
causing the snap shortcut not to display.
Resolve by supporting variations of data-paths so both are detected.
[0]: 9a76dd2454
Logic to skip UV layers that are part of the MLoopUV treated all
loop-layers as UV's, causing duplicate and invalid names to be added
to be added to 'uv_sublayers_to_skip', this asserted in debug mode
when saving the `ellie_animation.blend` demo blend file.
Byte colors are generic attributes and are therefore included in
CD_MASK_PROP_ALL. Also clarify the use of vertex groups.
They always have to be propagated since they're displayed in
the spreadsheet, etc.
Move the `ME_SHARP` flag for mesh edges to a generic boolean
attribute. This will help allow changing mesh edges to just a pair
of integers, giving performance improvements. In the future it could
also give benefits for normal calculation, which could more easily
check if all or no edges are marked sharp, which is helpful considering
the plans in T93551.
The attribute is generally only allocated when it's necessary. When
leaving edit mode, it will only be created if an edge is marked sharp.
The data can be edited with geometry nodes just like a regular edge
domain boolean attribute.
The attribute is named `sharp_edge`, aiming to reflect the similar
`select_edge` naming and to allow a future `sharp_face` name in
a separate commit.
Ref T95966
Differential Revision: https://developer.blender.org/D16921
An apostrophe should not be used because it is not a mark of plural,
even for initialisms. This involves mostly comments, but a few UI
messages are affected as well.
Differential Revision: https://developer.blender.org/D16749
This property was intended to keep the snap elements synchronized with the scene.
But another solution exists.
And this property is not even working correctly.
This patch is a response to T101313.
Adds a selection to the Store Named Attribute node.
If the attribute does not exist unselected parts
are filled with zero values. Otherwise, only the
selected parts are filled.
Differential Revision: https://developer.blender.org/D16237
It was introduced in commit https://developer.blender.org/rB0fb12a9c2ebc
The problem was that the tool uses the same values for all modes,
but the new calculation must be only for Draw mode.
Now the mode is checked.
This is a mere "get this to compile in C++", didn't do changes like
using `MEM_cnew()` instead of `MEM_calloc()`.
Needed for the blender-project-basics branch, so I don't have to write C
wrappers for a single call from this file.
With the GPU API the sampler can not be set after texture binding, which caused
a delay of the actual change. Now do both in a single call for correctness and
performance.
Caused by NULL dereference in strip overlap handling (expand to fit),
because `time_dependent_strips` strip collection is not created.
Check if strip collection is provided in `query_right_side_strips()`.
Updates the add and search menu of the node editor to use the new "All"
asset library introduced in the previous commit. This simplifies code by
removing redundant logic to merge contents of multiple asset libraries.
Adds a new built-in asset library that contains all other asset
libraries visible in the asset library selector menu. This also means
all their asset catalogs will be displayed as a single merged tree. The
asset catalogs are not editable, since this would require support for
writing multiple catalog definition files, which isn't there yet.
Often it's not relevant where an asset comes from. Users just want to be
able to get an asset quickly, comparable to how people use a search
engine to browse images or the web itself, instead of first going to a
dedicated platform. They don't want to bother with first choosing where
they want the result to come from.
This especially is needed for the Asset Shelf (T102879) that is being
developed for the brush assets project (T101895). With this, users will
have access to all their brushes efficiently from the 3D view, without
much browsing.
Did an informal review of the asset system bits with Sybren.
This patch uses the recorded drawing speed to rebuild the strokes. This results in a way more
natural feel of the animation.
Here's a short summary of existing data used:
- gps->points->time: This is a timestamp in seconds of when the point was created
since the creation of the stroke. It's quite often 0 (I added a sanitization routine).
- gpf->inittime: This is a timestamp in seconds when a stroke was drawn measured
since some unknown point in time. I only ever use the difference between two strokes,
so the absolute value is not relevant.
Reviewed By: frogstomp, antoniov, mendio
Differential Revision: https://developer.blender.org/D16759
When adding a new layer from the viewport, the newly created layer
is set as active, which is visible in the properties panel,
but the selection in the dopesheet was not updated accordingly,
due to a missing notifier which is added in this patch.
A few weeks ago we enabled the Metal back-end for the viewport.
Due to metal, master is only able to build on MacOS 10.15 and above.
The previous minimum requirement is MacOS 10.13.
It was already planned to bump to a higher version for Blender 3.6. After
a short discussion via bf-committers it was decided that it is fine to bump it for
3.5 release.
This patch cleans up the CMake files and update the minimum requirement.
With this patch the next deprecations will be listsed.
- `NSOpenGLView`, `NSOpenGLContext` is deprecated. (replaced by metal)
- `NSStringPboardType` is replaced by `NSPasteboardTypeString`
- `NSTIFFPboardType` is replaced by `NSPasteboardTypeTIFF`
- `NSFilenamesPboardType` should be replaved by multiple pasteboard items with `NSPasteboardTypeFileURL` instead.
- `NSUserNotification` should be replaced with UserNotifications.frameworks API
Deprecations will be handled in separate tasks and commits. OpenGL won't be
fixed at this moment, as it will be phased out in the future. NSStringPboardType, NSTiffPboardType & NSFilenamesPboardType
will be provided in a single patch. NSUserNotification will also be provided in
its own patch.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D16953
OpenGL is deprecated by Apple and triggers a warning when used. The goal
is that OpenGL is replaced by Metal backend, but we are not there yet.
To improve tracability of new warnings we hide deprecation warnings
when the GHOST_ContextCGL.h file is included.
NOTE: This change silences other deprecation warnings as well.
Set origin and convert operator now accepts point cloud and new curve
object. But these operators were not added in context menu.
Support for set origin and convert operator was added in
rBadb4dd911b91, rB933d56d9e98d and rB2752a88478a8
Reviewed by: HooglyBoogly
Differential Revision: https://developer.blender.org/D16939
The T103586 fix effectively ran the wl_surface_listener.leave callback
to as WLROOTS based compositors doesn't run them. Remove the workaround
since it's an error in WLROOTS to be fixed upstream.
Temporarily using the wrong window scale when disconnecting a monitor
on configurations that use different DPI per monitor is a minor enough
issue that I don't think it makes sense to workaround in GHOST.
Using run-time members in the surface modifier complicated code-review
and caused an unnecessary renaming in `dna_rename_defs.h`.
Also rename:
- `x` -> `vert_positions_prev`.
- `v` -> `vert_velocities`.
- `cfra` -> `cfra_prev`.
* Don't duplicate some openpgl pointers from kernel globals in state, only
adds overhead.
* Reserve path segment storage only once in kernel globals.
* Reduce PATH_GUIDING_LEVEL checks, in a way that should not affect performance.
* Renaming Training Iterations to Samples, make 0 infinite samples matching
the viewport samples behavior.
* Enable deterministic path guiding by default, make it debug option. Not
yet ready to give on deterministic rendering even if it comes at a
performance cost.
* Disable guiding by default internaly (was already done in Blender).
* Improve tooltips.
* Move Path Guiding panel above Advanced.
* Isolate OpenPGL types and functions in kernel to guiding.h.
* Follow code style guidelines.
* Don't use VLOG in the kernel.
* Various renaming and code reshuffling.
This commits enables to run the training of the guiding caches in a deterministic way.
As a result two individual renderings should result in exactly the same image.
Note: this option can increase the training time by 5-10%.
After a specific number of training iterations is reached no new training
samples are generated during rendering and the guiding structures
are not updated anymore. From now own the guiding structures are only queried
for sampling, which remove the overhead of collecting the training samples and
updating the structures.
Change the naming of surface_shader_is_transmission to
surface_shader_is_transmission_sd and
surface_shader_is_transmission_sc to be able to better differentiate them.
* Use guiding_record_ prefix for all, and rename to better match Cycles
terminology.
* Move #ifdefs into guiding.h where possible to simplify code calling these.
* Fix missing call to guiding_new_virtual_light_segment with volumes in front
of lights, by moving this into the shade_light kernel.
* Fix missing call to guiding_add_background for distant lights.
* Remove OpenPGL from the name, use just Guiding instead
* Enable using WITH_CYCLES_DEBUG option instead of separate define
* Fix wrong PASS_CATEGORY_DATA_END (is blocks of 32 passes for bitflags)
* Rename identifiers to be long, fix typo in label
* Remove redundant guiding params update in session
* Use unique_ptr for storage in Path Trace
* Various other tweaks.
* Only use __PATH_GUIDING__ in the kernel, use WITH_PATH_GUIDING on the host side
* Reduce number of #ifdefs, should mainly be used for code that uses OpenPGL.
`Guiding` is now disabled by default.
The `Guiding` menu is now disabled when blender is compiled without path guiding support
The `Guiding` tap is now not visible anymore when using the GPU device.
Some of the guiding parameters are now only shown if the `Experimental` features are active.
Problem is actually caused by
7619ec5c01
that removed the static define in rtcore_config.h
leading openpgl and blender both to assume we
were dealing with a dynamic embree which made
things rather unhappy at link time.
this adds a patch embree to generate a proper
rtcore_config.h header file again.
openpgl's build uses the embree config files which are
aware it is a static version of embree, but never
actually pass -DEMBREE_STATIC_LIB to openpgl's CXX flags,
resulting in the assumption that embree is dynamic,
which causes linker errors when we link it against
static embree in the final blender binary.
This patch adds path guiding features into Cycles
by integrating Intel®'s Open path guiding library
(Open PGL: https://github.com/OpenPathGuidingLibrary/openpgl).
The current implementation supports guiding directional sampling
decisions on surfaces, when the material contains a least one diffuse component,
and in volumes, with isotropic and anisotropic Henyey-Greenstein phase functions.
On surfaces, the guided sampling decision is proportional to the product of
the incident radiance and the normal-oriented cosine lobe and in volumes it
is proportional to the product of the incident radiance and the phase function.
The incident radiance field of a scene is learned and updated during rendering
after each per-frame rendering iteration/progression.
At the moment, path guiding is only supported by Cycles
CPU backend. Support for GPU backends will be added in
future versions of Open PGL.
To build Blender/Cycles with path guiding support, one only needs to enable
the CMake option `WITH_PATH_GUIDING`.
- tell the compiler to generate the _d postfix for debug
libs, rather than renaming the openpgl.lib to openpgl_d.lib
manually.
- enable the post install phase for windows.
- Small white space clean-up.
The new version of Embree supports to set the name of the TBB component (i.e., tbb_static) and fixes the dllexport/dllimport for the static builds under Windows.
As a result we do not need to patch the Embree cmake scripts and can use them as-is.
2022-06-22 18:47:55 +02:00
1446 changed files with 64099 additions and 45553 deletions
First time reporting? See [tips](https://wiki.blender.org/wiki/Process/Bug_Reports).
* Use **Help > Report a Bug** in Blender to fill system information and exact Blender version.
* Test [daily builds](https://builder.blender.org/) to verify if the issue is already fixed.
* Test [previous versions](https://download.blender.org/release/) to find an older working version.
* For feature requests, feedback, questions or build issues, see [communication channels](https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests).
* If there are multiple bugs, make multiple bug reports.
- type:textarea
id:body
attributes:
label:"Description"
hide_label:true
value:|
**System Information**
Operating system:
Graphics card:
**Blender Version**
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Worked: (newest version of Blender that worked as expected)
**Short description of error**
**Exact steps for others to reproduce the error**
Based on the default startup or an attached .blend file (as simple as possible).
- type:markdown
attributes:
value:|
### Help the developers
Bug fixing is important, the developers will handle reports swiftly. For that reason, carefully provide exact steps and a **small and simple .blend file** to reproduce the problem. You do your half of the work, then we do our half!
Guides to [contributing code](https://wiki.blender.org/index.php/Dev:Doc/Process/Contributing_Code) and effective [code review](https://wiki.blender.org/index.php/Dev:Doc/Tools/Code_Review).
By submitting code here, you agree that the code is (compatible with) GNU GPL v2 or later.
# Optionally build without pre-compiled libraries.
# NOTE: this could be supported on all platforms however in practice UNIX is the only platform
# that has good support for detecting installed libraries.
option(WITH_LIBS_PRECOMPILED"\
Detect and link against pre-compiled libraries (typically found under \"../lib/\"). \
Disabling this option will use the system libraries although cached paths \
that point to pre-compiled libraries will be left as-is."
ON
)
mark_as_advanced(WITH_LIBS_PRECOMPILED)
option(WITH_STATIC_LIBS"Try to link with static libraries, as much as possible, to make blender more portable across distributions"OFF)
if(WITH_STATIC_LIBS)
option(WITH_BOOST_ICU"Boost uses ICU library (required for linking with static Boost built with libicu)."OFF)
mark_as_advanced(WITH_BOOST_ICU)
endif()
endif()
# Misc
if(WIN32ORAPPLE)
option(WITH_INPUT_IME"Enable Input Method Editor (IME) for complex Asian character input"ON)
@@ -406,11 +444,6 @@ endif()
option(WITH_INPUT_NDOF"Enable NDOF input devices (SpaceNavigator and friends)"ON)
if(UNIXANDNOTAPPLE)
option(WITH_INSTALL_PORTABLE"Install redistributable runtime, otherwise install into CMAKE_INSTALL_PREFIX"ON)
option(WITH_STATIC_LIBS"Try to link with static libraries, as much as possible, to make blender more portable across distributions"OFF)
if(WITH_STATIC_LIBS)
option(WITH_BOOST_ICU"Boost uses ICU library (required for linking with static Boost built with libicu)."OFF)
mark_as_advanced(WITH_BOOST_ICU)
endif()
endif()
option(WITH_PYTHON_INSTALL"Copy system python into the blender install folder"ON)
@@ -491,7 +524,7 @@ endif()
if(NOTAPPLE)
option(WITH_CYCLES_DEVICE_HIP"Enable Cycles AMD HIP support"ON)
option(WITH_CYCLES_HIP_BINARIES"Build Cycles AMD HIP binaries"OFF)
set(CYCLES_HIP_BINARIES_ARCHgfx900gfx906gfx90cgfx902 gfx1010gfx1011gfx1012gfx1030gfx1031gfx1032gfx1034gfx1035gfx1100gfx1101gfx1102CACHESTRING"AMD HIP architectures to build binaries for")
set(CYCLES_HIP_BINARIES_ARCHgfx1010gfx1011gfx1012gfx1030gfx1031gfx1032gfx1034gfx1035gfx1100gfx1101gfx1102CACHESTRING"AMD HIP architectures to build binaries for")
mark_as_advanced(WITH_CYCLES_DEVICE_HIP)
mark_as_advanced(CYCLES_HIP_BINARIES_ARCH)
endif()
@@ -605,10 +638,6 @@ else()
set(WITH_METAL_BACKENDOFF)
endif()
if(WITH_METAL_BACKEND)
set(CMAKE_OSX_DEPLOYMENT_TARGET"10.15"CACHESTRING"Minimum OS X deployment version"FORCE)
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