Oversight in {rB9cb5f0a2282a}.
Above commit made an entry in `rna_Space_refine()`, but the entry in
`rna_Space_refine_reverse()` was missing (and this is what python uses
for the Space callbacks).
Maniphest Tasks: T94685
Differential Revision: https://developer.blender.org/D13751
The crash is caused as the data is only for the first frame, but the mesh
changes topology, so reading the data in subsequent frames causes a
buffer overflow. To fix this, we check that the data size matches the
mesh's vertex count.
Remove `const` from pass-by-value parameters in function declarations.
The variables passed as parameters can never be modified by the function
anyway, so declaring them as `const` is meaningless. Having the
declaration there could confuse, especially as it suggests it does have
a meaning, training people to write meaningless code.
Remove `const` from pass-by-value parameters in function declarations.
The variables passed as parameters can never be modified by the function
anyway, so declaring them as `const` is meaningless. Having the
declaration there could confuse, especially as it suggests it does have
a meaning, training people to write meaningless code.
Error in ffc4c126f5,
which moved doc-strings from implementation into headers.
Some changes in BKE_animsys.h needed to done manually as there
were already doc-strings in both the header and implementation
(with overlapping information).
When making these changes some doc-strings were removed unintentionally.
Thanks for @sybren for the heads up.
MSVC2017 and early 2019 versions are under
the impression struct OGLRender is non trivial
type due to the ThreadCondition field, not
entirely sure why, but it is what it is.
Differential Revision: https://developer.blender.org/D13742
Reviewed by: JacquesLucke
Just disable these tests on macOS for now as fixing seems hard, and we want to
be able to cross-compile and test x86_64 on Arm machines on the buildbot.
An important check to reject edge linehits when a vertex of that edge
was already hit was accidentally removed in
rB6e77afe6ec7b6a73f218f1fef264758abcbc778a
From what I can tell these are left over from Blender Internal render.
Test still pass locally, also tested a couple eevee scenes.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D13732
When tiled rendering was used the render result was
allocated at the end of every view layer render as
opposite of an intended end of all rendering.
Modify the render_result_end so that it only ensures
pixels are allocated if pixels are actually copied
over.
Overrides that are not created as part of an override hierarchy should
not be handled through (auto)resync at all. users are responsible to
hanlde those updates if they need it.
This is achieved by flagging overrides created outside of a hierarchical
process accordingly, and skipping them during resync process.
The current preview generation is more confusing than useful.
Therefore it is better to disable it until better preview generation
methods are found.
Differential Revision: https://developer.blender.org/D13728
The crash was caused by using `modify_geometry_sets` to modify
instances, which does not generally work unfortunately.
The intended behavior was wrong anyway. In instances mode,
only top level instances should be deleted.
Also removed the old error handling because it doesn't look like it
ever worked. all_is_error remained false all the time.
Furthermore, updating it was not thread safe.
Differential Revision: https://developer.blender.org/D13736
Take the Use Modifier Stack setting into account when connecting hair, and
fix wrong results results when using deforming modifiers also.
Differential Revision: https://developer.blender.org/D13704
Enables the `bpy.ops.cycles.denoise_animation()` operator again and modifies it to support
temporal denoising with OptiX. This requires renders that were done with both the "Vector"
and "Denoising Data" passes.
Differential Revision: https://developer.blender.org/D11442
This adds support to render PointCloud motion blur from a standard
"velocity" attribute.
This implementation is similar to that of the Mesh geometry, and
perhaps some code could be deduplicated through a more generic API.
`mesh_need_motion_attribute` was renamed `object_need_motion_attribute`
as it does not really require a mesh and moved to `util.h` so that
it can be shared.
This fixes T94622.
Reviewed By: brecht
Maniphest Tasks: T94622
Differential Revision: https://developer.blender.org/D13719
The DWAB compression was disabled in the d59721c2c3 due to
a bug in the OpenEXR library which is now resolved.
Re-enable the DWAB compression for OpenEXR output. It is a
simple change, and DWAB often behaves better than DWAA.
Differential Revision: https://developer.blender.org/D13713
If a mirror object is used in a mirror modifier, sculptmode did not take
this into account (and instead always clipped on the sculpt objects
local axis).
Now take this into account by storing a matrix in the preparation
function `sculpt_init_mirror_clipping` and use that later in
`SCULPT_clip`.
Maniphest Tasks: T94564
Differential Revision: https://developer.blender.org/D13711
This case wasn't handled in rBf5ce243a56a22d718 correctly.
Now `object_get_evaluated_geometry_set` just returns a geometry
set that contains the collection instance for collection instance objects.
Just an oversight in rBe9607f45d85d.
Now add notifier that toolsettings changed.
Maniphest Tasks: T94366
Differential Revision: https://developer.blender.org/D13723
Previously operations for the math node when connecting to
outputs weren't added. It also used a different method to
check whether the link would be valid.
Do not temporarily change U.pixelsize while creating object previews
in object_preview_render. It does nothing to the render, but the change
in line width can affect other UI drawing since it is done in a thread.
see D13717 for for details.
Differential Revision: https://developer.blender.org/D13717
Reviewed by Julian Eisel
Along with the general changes to CPP this commit does the following
- Use static casts where possible
- Use new CPP MEM library functions instead of cast
- Use listbase macros where possible
- Declare variables where initialized
Reviewed By: HooglyBoogly, JacquesLucke
Differential Revision: https://developer.blender.org/D13718
Dragging from a color socket would hit an assert in a debug build.
The node does not have a color mode currently, so use the vector mode
instead when connecting to a color socket.
std::min was used without including the algorithm
header. Seems to be implicitly included by
something in newer MSVC versions and GCC, however
vs16.4 needed a little help here.
Since 2.8, background images are tied to cameras (in 2.79 these were
tied to a View3D I think).
Code in `BKE_library_id_can_use_idtype` wasnt taking this relation
between `Camera` and `Image` into account, thus leading to ID deletion/
unlinking not working properly -- in particular `libblock_remap_data`
not doing its thing (and leaving the camera as a user of the image),
then things went downhill from there...
Now make the "Camera-can-use-an-Image" relation clear in
`BKE_library_id_can_use_idtype`.
Maniphest Tasks: T94544
Differential Revision: https://developer.blender.org/D13722
Currently the crop higher limits are inclusive too which contradicts
the documentation as it says that if Left and Right are both 50, it
will result in a zero-sized image. And the result is one pixel out of
the crop gizmo, which is another hint that this is not intended.
In "Full Frame" experimental mode it's two pixels short because of
a misuse of `BLI_rcti_isect_pt` as it considers max limits inclusive.
Reviewed By: jbakker
Maniphest Tasks: T90830
Differential Revision: https://developer.blender.org/D12786
The frame indicator/controller is not displayed when in the Graph or Dopesheet view of the Movie Clip Editor
To solve this we could call the function ED_time_scrub_draw_current_frame in clip_draw_dopesheet_main and graph_region_draw in space_clip.c
Reviewed By: jbakker
Maniphest Tasks: T91160
Differential Revision: https://developer.blender.org/D12659
Enable unity builds for `bf_nodes_shader`, gives about a 2.7x speedup
of total compile times when just building `bf_nodes_shader`.
On my machine, this equates to saving about 30 seconds.
Differential Revision: https://developer.blender.org/D13720
Function `blend_color_softlight_float` used math different to compositor and
produced result that had abrupt value changes.
Use math based on modified screen blend mode as compositor does.
This flag is only used a few small cases, so instead
of setting the flag for every node only set the
required flag for the nodes that require it.
Mostly the flag is used to set `ntype.flag = NODE_PREVIEW`
For nodes that should have previews by default which
is only some compositor nodes and some texture nodes.
The frame node also sets the `NODE_BACKGROUND` flag.
All other nodes were setting a flag of 0 which has no purpose.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13699
This was originally written by Ankit Meel as a GSoC 2020 project.
Howard Trickey added some tests and made some corrections/modifications.
See D13046 for more details.
This commit inserts a new menu item into the export menu called
"Wavefront OBJ (.obj) - New".
For now the old Python exporter remains in the menu, along with
the Python importer, but we plan to remove it soon (leaving the
old addon bundled with Blender but not enabled by default).
Compare the start of the range to zero to figure out whether the
indices for the instances to keep starts at zero. Also rename the
selection argument, since it made it seem like the selected indices
should be removed rather than kept.
The activation of the text button is a bit special, since it happens during
drawing, the layout isn't computed yet then. Comparable cases where the button
is added on top don't use the layout system, so this didn't become an issue
until now. Trigger a delayed call to `UI_but_ensure_in_view()`.
This completes 1a721c5dbe by versioning old files to correct the
region type. The "tools" region type is relatively standard for this type
of region and doesn't require any changes to the theme, unlike
the "nav bar" type, which would have been a reasonable choice.
Calculates the angle in radians between two faces that meet at an edge.
0 to PI in either direction with flat being 0 and folded over on itself PI.
If there are not 2 faces on the edge, the angle will be 0.
For valid edges, the angle is the same as the 'edge angle' overlay.
For the Face and Point domain, the node uses simple interpolation to calculate a value.
Differential Revision: https://developer.blender.org/D13366
Occured because "PATH_RAY_SHADOW_CATCHER_BACKGROUND" is expressed as an unsigned
integer, because too large for a signed integer, but the "PathRayFlag" enum type defaulted to a
signed integer still.
Allow overriding simple properties of cloth simulations, colliders
and force fields. Vertex group and shape key selectors in cloth are
still not overridable since they are tied to mesh data.
Force fields have a number of physical fields shared between multiple
RNA fields. Until they are decoupled, they will produce redundant
overrides, and cannot have different hard range limits.
Differential Revision: https://developer.blender.org/D13710
Regression introduced in rB098008f42d8127d9b60717c7059d3c55a3bfada7
Previously the selected geometry was ignored along with the hidden one.
The mentioned commit caused neither the hidden nor the selected one to be ignored.
But hidden geometry needs to be ignored.
Continuation of the D13404 which finished the design of not having
geometry-level nodes dependent on object-level.
Differential Revision: https://developer.blender.org/D13405
Weirdly enough, our 'mono' font already had it, but not the main one.
Copied from DeJaVu sans font.
CC @Tamuna who started the translation for that language.
This implements the design detailed in T92696 to support virtual
filenames for UDIM textures. Currently, the following 2 substitution
tokens are supported:
| Token | Meaning |
| ----- | ---- |
| <UDIM> | 1001 + u-tile + v-tile * 10 |
| <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> |
Example for u-tile of 3 and v-tile of 1:
filename.<UDIM>_ver0023.png --> filename.1014_ver0023.png
filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png
For image loading, the existing workflow is unchanged. A user can select
one or more image files, belonging to one or more UDIM tile sets, and
have Blender load them all as it does today. Now the <UVTILE> format is
"guessed" just as the <UDIM> format was guessed before.
If guessing fails, the user can simply go into the Image Editor and type
the proper substitution in the filename. Once typing is complete,
Blender will reload the files and correctly fill the tiles. This
workflow is new as attempting to fix the guessing in current versions
did not really work, and the user was often stuck with a confusing
situation.
For image saving, the existing workflow is changed slightly. Currently,
when saving, a user has to be sure to type the filename of the first
tile (e.g. filename.1001.png) to save the entire UDIM set. The number
could differ if they start at a different tile etc. This is confusing.
Now, the user should type a filename containing the appropriate
substitution token. By default Blender will fill in a default name using
the <UDIM> token but the user is free to save out images using <UVTILE>
if they wish.
Differential Revision: https://developer.blender.org/D13057
It is common to have fields that contain a constant value. Before this
commit, such constants were represented by operation nodes which
don't have inputs. Having a special node type for constants makes
working with them a bit cheaper.
It also allows skipping some unnecessary processing when evaluating
fields, because constant fields can be detected more easily.
This commit also generalizes the concept of field node types a bit.
Currently, a node either supports lazyness during execution (like the Switch
node), or it doesn't. If it does support lazyness, then every input is computed
lazily. However, usually not all inputs actually have to be computed lazily.
E.g. the boolean switch input is always required, while the other inputs
should be computed lazily.
Better support for such sockets can avoid unnecessary round trips through
the node execution function.
Exposes compare operations via rna emums.
This uses the rna enum to build the search list using
named operations linked to socket A.
This also weights the Math Node comparison operations lower
for geometry node trees.
Differential Revision: https://developer.blender.org/D13695
The logic used to be:
"if collection doesn't have child collection, check if ob is from this one"
The correct logic should be:
"if collection child does not have this ob, then check this collection".
In the past that worked because the `GPUMaterial` referenced the
`ImageUser` from the image node. However, that design was incompatible
with the recent node tree update refactor (rB7e712b2d6a0d257d272e).
Also, in general it is a bad idea to have references between data that is
owned by two different data blocks.
This incompatibility was resolved by copying the image user from the node
to the `GPUMaterial` (rB28df0107d4a8). Unfortunately, eevee depended
on this reference, because the image user on the node was update when the
frame changed. Because the image user was copied, the image user in the
`GPUMaterial` did not receive the frame update anymore.
This frame update is added back by this commit. The main change is that
the image user iterator now also iterates over image users in `GPUMaterial`s
on material and world data blocks. An issue is that these materials don't
exist on the original data blocks and that caused the check in
`build_animation_images` in the depsgraph to give the wrong answer.
Therefore the check is extended.
Right now the check is not optimal, because it results in more depsgraph
nodes than are necessary. This can be improved when it becomes cheaper
to check if a node tree contains any references to a video texture.
The node tree update refactor mentioned before makes it much easier
to construct this kind of run-time data from the bottom up, instead of
scanning the entire node tree recursively every time some information
is needed.
This just skips the entire algorithm when there are cycles.
In the future, cycles could be handled more gracefully in the
algorithm, but for now that's not worth it and is not necessary
to fix the bug.
As @hooglyboogly suggested in D13680, this patch adds weighting
to the search results. Dragging from a vector/rgba socket weights
the Vector Math node higher than a float Math node, and vice versa.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13691
When the material is used in several objects, the filter by material is not working as expected because the internal pointers are different due eval version.
Now, the original version of the material is compared to keep same address.
This is analagous to 6a71b2af66 which did the same
thing for mesh data. Two differences are that here the coordinates
are simply `float3`, and we account for the radius if it's available.
Here I observed a similar performance increase, from 50ms
average to 10ms average, with 16 million points, a 5x speedup.
The calculation is about 1.4 times faster when no radius is used, down
to 7.3ms average. Before, the calculation was only 1.2 times faster.
This was caused by a mistake in eb0eb54d96, which removed
the clearing of the curve edit mode pointers that are set when creating
the temporary data for the conversion. If they are not cleared, the
generic ID free function will also free the edit mode data, which is
wrong when the source curve is in edit mode.
At the time of allocating the buffer with vertices in context, we don't
know exactly how many vertices are affected, but we do know that it is
less than or equal to twice the number of vertices killed.
This just moves the relations update to a lower level function that is used
by other functions. Eventually, the special case for this node should be
generalized.
Ever since the instance domain was added, this was exposed, it just
didn't do anything. This patch implements the instances domain in the
delete and separate geometry nodes, where it acts on the top-level
instances.
We act on a mutable instances input, with the idea that eventually
copy on write attribute layers will make this less expensive. It also
allows us to keep the instance references in place and to do less
work in some situations.
Ref T93554
Differential Revision: https://developer.blender.org/D13565
This function node creates a running total of a given Vector, Float, or
Int field.
Inputs:
- Value: The field to be accumulated
- Group Index: The values of this input are used to aggregate the input
into separate 'bins', creating multiple accumulations.
Outputs:
- Leading and Trailing: Returns the running totals starting
at either the first value of each accumulations or 0 respectively.
- Total: Returns the total accumulation at all positions of the field.
There's currently plenty of duplicate work happening when multiple outputs
are used that could be optimized by a future refactor to field inputs.
Differential Revision: https://developer.blender.org/D12743
A few typos in 17770192fb lead to an incorrect count of custom
data layers in the test meshes. We only want to consider layers that are
not anonymous, and there was a copy and paste mistake.
`GeometrySet::compute_boundbox_without_instances` may not initialize min
max in some cases such as meshes without vertices.
This can result in a Bounding Box with impossible dimensions
(min=FLT_MAX, max=-FLT_MAX).
So repeat the same solution seen in `BKE_object_boundbox_calc_from_mesh`
and set boundbox values to zero.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13664
All these function paramaters are set to NULL so they arent necessary.
Reviewed By: HooglyBoogly, JacquesLucke
Differential Revision: https://developer.blender.org/D13686
Some projects need more than 8-bit RGBA off-screen, so add the ability to
accept color format and defaults to RGBA8 so existing code should not be
affected.
Currently supported formats:
- RGBA8 (default)
- RGBA16
- RGBA16F
- RGBA32F
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D13650
Blend factor was used to adjust alpha of background image, which is not
correct. This was done in fdee84fd56 where another change was, that
background alpha is copied into result, which is correct.
Apply blend factor to foreground image alpha channel.
The array modifier does not necessarily tag normals dirty.
If it doesnt, normals are recalculated "internally" using the offset ob
transform. This was happening for the array items, but not for the caps.
Now do the same thing for caps.
Maniphest Tasks: T94422
Differential Revision: https://developer.blender.org/D13681
I had assumed that the span's size was the same as the length variable.
In the future, separate lengths could be removed in favor of using
lengths directly from spans.
Fixes two instances of `-Wunused-but-set-variable`
There are several more of these but these were low hanging
and noisy with one being in a header functions.
Unity build saves 5 seconds off the total build time when compiling `bf_nodes_function`.
Total build times went from 25s to 20s (20% reduction),
tested with ninja on linux running i5 8250U.
Using the output declarations is incorrect because there is a
declaration for each type. Instead loop over the names directly,
since it will make it easier to add an integer mode that only
supports some of the outputs.
The calculation to find the factor between two evaluated points assumed
that the points were not at the same location. This assumption is some-
what reasonable, since we might expect `lower_bound` to skip those
point anyway. However, the report found a case where the first two
evaluated points were coincident, and there is no strong reason not
to make this safe, so add a check for 0 length before the division.
The region used to be type "Channels", but the standard for this
type is "Tools", which is what the file browser uses. This follows
the changes in rB01df48a98394, which also make the region more
"standard."
Some effect functions looped over alternating lines, previously with
different factors. Since only one factor is used, code can be
simplified by looping all lines in one for loop.
There should be no functional changes.
* Assert about source ID of an overridden pointer property not being a
liboverride was not necessary, just skip in that case.
* Tag actual 'real' ID owner for resync, and not (potentially) an embedded one.
2 factor variables were passed to effects, but they were hard coded to
have same value.
Remove duplicate variable from arguments, rename single argument to
`fac`. Inverted factor variables were renamed to `mfac`. Any other
factor related variables are prefixed with `temp_`.
There should be no functional changes.
If the override system creates an override record for the cache
name (no idea why though), it trashes the disk cache on file load.
The reason is that it tries to rename cache files in update handler
when assigning the name, and BLI_rename deletes the target file even
if both names are the same.
This is a safe fix that simply aborts the pointless rename attempt.
Differential Revision: https://developer.blender.org/D13679
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.
When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).
This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.
We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.
In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.
Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).
See patch description for benchmarks.
Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport
Differential Revision: https://developer.blender.org/D12406
Before one could only create a new group input using the link drag search.
With this patch it becomes possible to create a Group Input node for an
existing input.
Differential Revision: https://developer.blender.org/D13674
This adds `blender::is_same_any_v` which is the almost the same as
`std::is_same_v`. The difference is that it allows for checking multiple
types at the same time.
Differential Revision: https://developer.blender.org/D13673
The edge is linked twice from differen calls during line art calculation
Probably caused by a merge and both calls stayed for some reason.
This would lead to edge link overflowing its limit of 2^16 items.
The crash happens when opening a panel (added in rB43f5e761a66e87fed664a199cda867639f8daf3e)
when no CacheFile is set in the modifier.
To fix this, check that the CacheFile pointer is not null before attempting to draw anything.
Most of the comment block is similar to the text in the source
code documentation wiki. It's helpful to have some text in
a header file too, so it's closer for programmers already looking
at the code.
This also uses more consistent syntax and wording in the comments
about the attribute API in `GeometryComponent`.
Ref T93753
Differential Revision: https://developer.blender.org/D13661
This patch adds the breakdown (or tween) functionality to the graph editor.
The factor defines the linear interpolation from left key to right key.
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9375
Ref: D9375
This node is a bit special in that it uses two internal sockets
for a hack for Eevee; see rBffd5e1e6acd296a187e7af016f9d7f8a9f209f87
As a result, the `SOCK_UNAVAIL` flag is exposed to socket builder API.
Reviewed By: JacquesLucke, fclem
Differential Revision: https://developer.blender.org/D13496
This patch adds the blend to neighbor operator to the Graph editor.
The operator acts like the blend to neighbor operator for a pose context, just working on keyframes.
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9374
Ref: D9374
The issue was caused by rB7e712b2d6a0d257d272ed35622b41d06274af8df
and the fact that `GPUMaterialTexture` contains an `ImageUser *` which
references the `ImageUser` on e.g. `NodeTexImage`.
Since the node tree update refactor, it is possible that the node tree changes
without changing the actual material. Therefore, either the renderer should
check if the node tree has changed or it should not store pointers to data in
node storage. The latter approach is implemented in this patch.
Differential Revision: https://developer.blender.org/D13663
Loops come last in the struct's definition, use the same order when
initializing the common masks in customdata.c (they were switched
with the poly masks).
Typically a node group should only have a single Group Output node.
However, currently Blender already supports having multiple group outputs,
one of which is active. This wasn't handled correctly by geometry nodes.
Differential Revision: https://developer.blender.org/D13611
rB05f900e3466b45a19e13bea6dd641e4f7b8b46e9 removed unused button functions,
but since that commit the `uiDefIconTextButBit()` static function sits
unused as well. It's now been removed.
This looks like a copy and paste error from the original commit.
The virtual array output used the number of mesh polygons instead
of the number of edges.
These were part of the older buttons API that shouldn't be used in
more places at this point. Most layouts should be built with the regular
layout system API and RNA properties. This sort of button can still be
created though, since these were just shortcuts anyway.
This adds interface panels to organize the Cache File UI parameters for
modifiers and constraints into related components: velocity, time, and
render procedural.
Properties relating to the three aforementioned components are separated
from `uiTemplateCacheFile` into their own functions (e.g.
`uiTemplateCacheFileVelocity` for the velocity one), which are in turn
called from the specific panel creation routines of the modifiers and
constraints (for constraints, the functions are exposed to the RNA).
`uiTemplateCacheFile` now only shows the properties for the file path,
and in the case of constraints, the scale property.
The properties that are only defined per modifier (like the velocity
scale), are shown in the proper modifier layout panel if applicable.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D13652
When using graph slider operators like D9374
it showed a warning when no keys were selected.
However since that stops the modal operation it should be an Error.
Also the message was misleading
since it could error for different reasons than stated.
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D13655
Ref: D13655
The `BKE_animdata_driver_path_hack()` function has had almost no effect
since rB51b796ff1528, and basically boils down to:
```
return base_path ? base_path : RNA_path_from_ID_to_property(ptr, prop);
```
Since `base_path` was `NULL` in the majority of cases, it's just been
replaced by a direct call to `RNA_path_from_ID_to_property()`. The
conditional now just appears in one remaining case.
This relates to T91387.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13646
Do not allow 3DView operator to run on the liboverride of an
instantiating Empty object. And tweak behavior in the Outliner
operations too.
Related to T94226.
Note that this remains fairly exotic, bad idea not recommended cases,
such complex inter-dependencies between different libraries inside a
same liboverride hierarchy is just not possible to handle properly.
rBbd3bd776c893 broke compilation here due to missing type declaration
for basic types as the source file is not including this header. In any
case, it is the responsibility of header files to include headers for
types used by value in function parameters or struct definitions.
If the input mesh had no materials already, the new material would
become the only material on the mesh, meaning the material was
added to all of the faces, instead of just the selected faces.
The mesh primitive nodes in geometry nodes already add an empty
slot by default, so this only affects outside geometry.
The fix is just adding an empty slot before the new slot, so the
non-selected material indices can still point to an empty slot.
Differential Revision: https://developer.blender.org/D13654
It's better to calculate the size of a spline before creating it, and this
should simplify refactoring to a data structure that stores all point
attribute contiguously (see T94193). The mesh to curve conversion is
simplified slightly now, it creates the curve output after gathering all
of the result vertex indices. This should be more efficient too, since
it only grows an index vector for each spline, not a whole spline.
Previously only the float version of the node was connected to.
This adds connection operations for vector sockets, and exposes
the "Steps" socket properly when it's selected.
Caused by capturing local variables by reference in a function that
outlives the scope it was created in. Also use a more generic function
for the first two inputs.
I don't think this has been visible, since I only ran into it after
changing other code that affected this. However, some attributes
can keep a reference to the source component to use when tagging
caches dirty (like the position attribute tagging the normals dirty).
Here, the component was created inside a function, then the attributes
were used afterwards.
Also add some comments warning about this in the header file.
When COM_EXPORT_GRAPHVIZ is enabled, DebugInfo::graphviz
uses a char[1000000] as local variable. When this function
is called this is allocated on the stack, which has a size
of just 1MB on mac and may cause a stack overflow.
This patch allocates the memory on the heap and frees
the memory at the end of the function.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D13628
This should be faster because it avoids reallocating the internal
vectors when the size is known beforehand, but it may also help
a potential refactor to a different data structure (see T94193).
Toggling node mute doesn't cause node trees to reevaluate after
rB7e712b2d6a0d257. Toggling a link mute still works though. To fix this,
the operator tags the node and node with a new update tag function
(that uses an existing tag internally).
Differential Revision: https://developer.blender.org/D13653
`SOCK_IN_USE` is now set in `update_socket_used_tags` in
`node_tree_update.cc` when a node tree is changed.
It doesn't need to run every single redraw. Removing this
results in a small speedup of 0.4 ms when drawing a tree
with about 4000 nodes (from about 70 ms total).
Differential Revision: https://developer.blender.org/D13645
This replaces the single-threaded calculation of mesh min and max
positions with a `parallel_reduce` loop. Since the bounding box
of a mesh is retrieved quite often (at the end of each evaluation,
currently 2(?!) times when leaving edit mode, etc.), this makes for a
quite noticeable speedup actually.
On my Ryzen 3700x and a 4.2 million vertex mesh, I observed
a 4.4x performance increase, from 14 ms to 4.4 ms.
I added some methods to `float3` so they would be inlined, but
they're also a nice addition, since they're used often anyway.
Differential Revision: https://developer.blender.org/D13572
Fix is similar to how CollectionObject with NULL object pointers are handled.
Using one of the 'free' pad bytes in Object_Runtime struct instead of a
gset (or other external way to detect object duplicates), as this is
several times faster.
NOTE: This makes remapping slightly slower again (adds 10 extra seconds
to file case in T94059).
General improvements of remapping time complexity, especially when
remapping a lot of IDs at once, is a separate topic currently
investigated in D13615.
This commit fixes the crash itself, however this can still lead to a
same collection 'owning' the same object several time.
Issue here was a bad assumption in layer resync code, that would lead to
removing valid objects from the viewlayer's `object_bases_hash` in
`BKE_layer_collection_sync`, when deleting no-more-used bases, in case
of bases duplicate.
The cast to size_t leads to a build issue on 32
bit archs. cursor_delim_type_utf8 expects an int
so an additional cast to size_t is not required.
Reported by user frispete on devtalk.
The problem was the number of points for each edge of the box was wrong and the wheelmouse effect was anulated.
Also fixed the value displayed in the status bar to keep consistency with subdivision value.
Reviewed By: lichtwerk
Maniphest Tasks: T93999
Differential Revision: https://developer.blender.org/D1363
When copying a full node tree, we can avoid an O(n^2) loop finding a
unique name for every node if we assume they already have unique names.
That is a reasonable assumption, since unique names are verified
elsewhere when adding a new node.
Copying a node tree with about 4000 nodes took 42 ms before,
now it takes 6 ms.
Differential Revision: https://developer.blender.org/D13644
These pointers point to the new nodes when duplicating,
and their even used to point to "original" nodes for
"localized" trees. They're just a bad design decision
that make code confusing and buggy.
Instead, node copy functions now optionally add to a map
of old to new socket pointers. The case where the compositor
abused these pointers as "original" pointers are handled
by looking up the string node names.
Differential Revision: https://developer.blender.org/D13518
Previously, the values passed to a multi-input socket were stored
in the order that they arrived in. Then, when the values are accessed,
they are sorted depending on the link order.
Now, the ordering is determined in the beginning before execution starts.
Every value is assigned to the right index directly, avoiding the sort
in the end. This makes the ordering more explicit.
This errored out in two scenarios:
- current frame not in strips framerange (this was reported)
- no strips selected at all
Now handle these cases properly in the operator and give appropriate
report info.
Maniphest Tasks: T94295
Differential Revision: https://developer.blender.org/D13642
Caused by {rBb0d9e6797fb8}
For the header (both Graph Editor case in general `headerTranslation` as
well as `headerTimeTranslate`) we are interested in deltas values
(not absolute values).
Since culprit commit, `snapFrameTransform` was not working with deltas
anymore, but we have to compensate for this.
For the Graph Editor, this only worked "by accident" in rB7192e57d63a5,
since `ival` is still zero at this point.
So now, reacquire the delta right after the snap operation.
Also use a more appropriate center value in the translate operator.
Maniphest Tasks: T94191
Differential Revision: https://developer.blender.org/D13641
This commit makes freeing a node tree about 25 to 30 times faster.
Freeing a node tree happens whenever it is edited. Freeing a node
tree with about 4000 nodes went from 30-50ms to about 2 ms.
This was so slow before because for every node that was freed
when freeing the node tree, `node_free_node` looped over all
other nodes to detach frames, and then looped over all links to
remove any links connected to the node. That was all pointless
work because everything else is about to be freed anyway.
Instead, move that "detaching" behavior to the dedicated function
for removing a single node, and to the "local" version of the free
function to be safe, since I know less about what that version expects.
Differential Revision: https://developer.blender.org/D13636
On Windows, encode file paths as UTF-16 before trying to open the file
for reading/writing.
This introduces a new class `blender::fstream`, which wraps
`std::fstream` and provides this UTF-16 encoding. This class should also
be used in other areas, like the Alembic importer/exporter.
Manifest Task: T93960
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13633
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
Outliner would frame the armature object instead of the bone if the bone
was on a hidden armature layer.
Similar to issues reported in e.g. T58068 and T80464, this is due to the
fact that `BKE_pose_channel_active` always checks for the armature layer
(and returns NULL if a bone is not on a visible armature layer).
Now propose to make this layer check **optional** (and e.g. from the
Outliner be more permissive). This also introduces
`BKE_pose_channel_active_if_layer_visible` which just wraps
`BKE_pose_channel_active` with the check being ON.
Maniphest Tasks: T92930
Differential Revision: https://developer.blender.org/D13154
Initialise the BKE callback system in
`BlendfileLoadingBaseTest::SetUpTestCase()`. This allows certain tests
to run in debug mode (when `BLI_assert` is enabled).
This happens because in `SEQ_time_update_sequence` function
`SEQ_get_meta_by_seqbase` returns uninitialized value. This isn't nice,
but it shouldn't happen in first place. Problem is, that
`SEQ_edit_strip_split` does move strips into detached `ListBase`, so
other functions can't see them anymore. Detached `ListBase` is used
solely to preserve relationships during duplication.
Move strips to original `ListBase` immediately after duplication and
return `NULL` if `SEQ_get_meta_by_seqbase` can't find meta strip.
Splitting itself can still rely on fact, that number of original and
duplicated strips is same and they are placed next to each other in
exactly same order at the end of original `ListBase`.
In this commit I changed many loops to range-based for loops.
I also removed some of the redundant iterator variables, using
indexing inside the loop instead. Generally an optimizing compiler
should have no problem doing the smartest thing in that situation,
and this way makes it much easier to tell where data is coming from.
I only changed the loops I was confident about, so there is still more
that could be done in the future.
Differential Revision: https://developer.blender.org/D13637
This was visible outside of camera view and was not respecting the
"Depth of Field" checkbox on the Camera properties.
Now return early if DoF should not be visible.
Maniphest Tasks: T94262
Differential Revision: https://developer.blender.org/D13631
Sculpt.c is now three files:
* Sculpt.c: main API methods and the brush stroke operator
* Sculpt_brushes.c: Code for individual brushes.
* Sculpt_ops.c: Sculpt operators other than the brush stroke operator.
TODO: split brush stroke operator into a new file (sculpt_stroke.c?).
The duplicated edges were caused by 'oversubdivided' edges, i.e. edges
where some of the vertices on them are only connected to two polygons.
The fix finds these vertices and 'dissolves' them so that only one edge
is created.
For most 'normal' meshes this shouldn't occurr, or only very little, so
the performance impact of this change should be neglegible. In practice
this is also avoidable by triangulating the mesh first.
Differential Revision: https://developer.blender.org/D13445
This fix provides better conditions for asserts in `NURBSpline::knots`
method accounting for cyclic NURBS curves.
Differential Revision: https://developer.blender.org/D13620
On a Ryzen 3700x, this ended up 2.5x faster than before. More
benchmarking details are included in the differential revision.
For smaller grids, all this should do is increase the
code size a bit, and add a few more if statements.
Differential Revision: https://developer.blender.org/D13617
There are two issues in USD code that break building it with gcc-11,
one (in `demangle.cpp`) was already fixed upstream, the other (in
`singularTask.h`) is still pending (reported upstream, see
https://github.com/PixarAnimationStudios/USD/issues/1721).
CC #platforms_builds_tests_devices project.
Root path variables for those libraries is now using the 'standard' naming
scheme.
With tweaks/cleanups from @mont29.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13591
This was basically not implemented, do this via
`ED_autokeyframe_property` in a new dedicated function in
special_aftertrans_update.
Maniphest Tasks: T93570
Differential Revision: https://developer.blender.org/D13608
Differentiate doc-strings from title/section text.
Also use explicit doxygen references to struct members
so it's not ambiguous which member is being referenced.
Note that these changes aren't complete (some files weren't touched).
This moves `MOD_weld.cc` to C++, fixing compiler warnings
coming from the change. It also goes a little bit further and converts
the code to use C++ data structures: `Span`, `Array`, and `Vector`.
This makes the code more shorter and easier to reason about, and
makes memory maneagement more automatic.
Differential Revision: https://developer.blender.org/D13618
When dragging from the inputs of function nodes, other function
nodes wouldn't connect, because their socket declaration field types
weren't set correctly. Instead, they relied on code properly checking
the *node* declaration's `is_function_node()` method. However,
that increases complexity and requires passing the node instead of
just the socket in more places. Instead, set the proper field types
in the socket declaration during building.
Differential Revision: https://developer.blender.org/D13600
Before d56bbfea7b, nodes were updated (size calculated and
buttons added) in reverse order. Instead, now calculate the size of
frame nodes after all other nodes. Separating the drawing further
may be a good step to removing the O(n^2) loop later on.
This adds memory barriers to use with `GPU_memory_barrier` to ensure that
writes to a vertex or index buffer issued before the barrier are
completed after it, so they can be safely read later by another shader.
`GPU_BARRIER_VERTEX_ATTRIB_ARRAY` should be used for vertex buffers (`GPUVertBuf`),
and `GPU_BARRIER_ELEMENT_ARRAY` should be used for index buffers (`GPUIndexBuf`).
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13595
Add a function that returns a list of keyframe segments
A segment being a continuous selection of keyframes
Will be used by future operators in the graph editor
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D13531
Ref: D13531
In the context of the dragdrop tooltip, the event referenced to the window
is out of date and contains invalid `mval` values.
Avoid using `win->eventstate` as much as possible.
The RNA setter now ensures that driver variables are uniquely named
(within the scope of the driver).
Versioning code has been added to ensure this uniqueness. The last
variable with the non-unique name retains the original name; this
ensures that the driver will still evaluate to the same value as before
this fix.
This also introduces a new blenlib function `BLI_listbase_from_link()`,
which can be used to find the entire list from any item within the list.
Manifest Task: T94116
Reviewed By: mont29, JacquesLucke
Maniphest Tasks: T94116
Differential Revision: https://developer.blender.org/D13594
The node group alpha theme was used for the overlay drawing in the node
editor. Since this was removed (919e513fa8) the alpha channel doesn't
need to be exposed anymore.
Reported as part of T93654.
The style guide mentions that unsigned integers shouldn't be used to
show that a value won't be negative. Many places don't follow this
properly yet. The modifier used to cast an array of `uint` to `int` in
order to pass it to `BLI_kdtree_3d_calc_duplicates_fast`. That is no
longer necessary.
Differential Revision: https://developer.blender.org/D13613
Using the `MEM_*` API from C++ code was a bit annoying:
* When converting C to C++ code, one often has to add a type cast on
returned `void *`. That leads to having the same type name three times
in the same line. This patch reduces the amount to two and removes the
`sizeof(...)` from the line.
* The existing alternative of using `OBJECT_GUARDED_NEW` looks a out
of place compared to other allocation methods. Sometimes
`MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined
in C++ code. It doesn't look great but it's definitely better. The downside
is that it makes the name of the allocation less useful. That's because
the same name is used for all allocations of a type, independend of
where it is allocated.
This patch introduces three new functions: `MEM_new`, `MEM_cnew` and
`MEM_delete`. These cover the majority of use cases (array allocation is
not covered).
The `OBJECT_GUARDED_*` macros are removed because they are not
needed anymore.
Differential Revision: https://developer.blender.org/D13502
The patch fixes some misalignments in the nodes' sockets/options
recently introduced in 26d2caee3b, while maintaining the original
fix for T92268.
The original fix made the top padding always of the same size; while
that works when the first row of the other node is `Socket | Socket`,
it doesn't for other more common cases, `like Socket | Node Option`,
where the text results misaligned.
Differential Revision: https://developer.blender.org/D13451
The eraser checks the current, previous and next point (and sets pc0,
pc1 & pc2 corresponding to that for futher occlusion/brush/clipping
checks). For the very first point, it sets pc0 to pc1 [which makes sense,
there is no previous point, so we should assume the previous segment is
"visible" as soon as the first point is], but does so *before* pc1 is
even calculated. This makes following occlusion/brush/clipping checks
work with zero values [which leads to no earsing in most cases].
Now *first* calculate pc1, *then* set pc0 to pc1.
Maniphest Tasks: T94137
Differential Revision: https://developer.blender.org/D13593
The correct type should be set by invoke already, changing it to a non-
matching type (e.g. trying to remap Mesh users with a Camera block) does
not really make sense afaict, reason being that we would be presented
with the "Invalid old/new ID pair" message in such case anyways (code
checks GS(old_id->name) == GS(new_id->name)).
This alone wouldnt be a pressing issue, but since doing this with an
object ID type crashes atm., it seems to make sense to clean this up now
(of course the crash should be looked into, but this is for a separate
patch -- if that is solved, we could also think about adding the "Remap
Users" entry back in the context menu for objects as well [which was
removed in rB17bd5c9d4b1e for some reason]).
Part of T93799.
Differential Revision: https://developer.blender.org/D13512
The versioning code was accidentally put not at the very bottom.
That lead to a situation where it wasn't run on some files that happened
to be within a specific short time frame.
Since the versioning code is idempotent, it can just run again on existing
files. Therefore, this commit just moves it back to the bottom so that it
is executed on all files again.
Broken Commit: rB5b61737a8f41688699fd1d711a25b7cea86d1530.
Change the spelling of the QuickTime output video container item from
"Quicktime" to "QuickTime"
Differential Revision: https://developer.blender.org/D10929
Reviewed by Harley Acheson
Now that point clouds can be rendered with cycles, it makes sense
to allow assigning a material to them. Note that like volumes, they
only support a single material though.
This add support for rendering of the point cloud object in Blender, as a native
geometry type in Cycles that is more memory and time efficient than instancing
sphere meshes. This can be useful for rendering sand, water splashes, particles,
motion graphics, etc.
Points are currently always rendered as spheres, with backface culling. More
shapes are likely to be added later, but this is the most important one and can
be customized with shaders.
For CPU rendering the Embree primitive is used, for GPU there is our own
intersection code. Motion blur is suppored. Volumes inside points are not
currently supported.
Implemented with help from:
* Kévin Dietrich: Alembic procedural integration
* Patrick Mourse: OptiX integration
* Josh Whelchel: update for cycles-x changes
Ref T92573
Differential Revision: https://developer.blender.org/D9887
I need this for a refactor I'm looking into for bounding boxes.
It may be helpful in the future when using `CurveEval` in more places.
Differential Revision: https://developer.blender.org/D13596
Fully get rid of `BKE_collection_object_find` in
`lib_override_group_tag_data_object_to_collection_init`, even if only
used a few times this function was still noticeable in profiling data.
Now instead loop over collections' objects to build required
object-to-collections mapping.
Adds an extra 5-10% speed-up compared to previous commit rB0624fad0f3ff.
Related to T94059.
Operator was erroneously starting edge_slide operation.
Revert part of the changes in rB3fab16fe8eb4 as obedit_type was being
confused with object_mode.
`BKE_collection_object_find` has extremely bad performances (very high
time complexity). While ideally this should be fixed in that API, for
now cache its results once at the beginning of the resync/creation
process.
This makes loading of complex production files with a lot of
liboverrides to resync three to four times faster.
Thanks to @brecht for the profiling in T94059.
Not finding subitem when its name and index are invalid/unset is
expected behavior, and does happen when e.g. inserting a new constraint
or modifier at the begining of the stack.
When selecting the current undo step there is no need to do anything.
Fix and minor refactor to de-duplicate refreshing after running
undo/redo & undo history.
Both {key Alt} editing behavior as well as `Copy To Selected` were not
working on geometry nodes modifiers (even if these matched exactly -
having the same nodegroup - on multiple objects)
Reason is that code checks pointer equality on the discovered properties
[geometry nodes modifier properties are stored as ID properties], but
these are not the same across objects (since these are fetched from
NodesModifierSettings - which are different on different objects).
note: if general custom properties are "API defined" on existing classes,
this was working, we are getting the exact property for different IDs in
this case
Now be more permissive with ID properties not defined on classes in
general and dont check pointer equality for them. For ID properties on
specific IDs (not the ones defined on classes) this //might// be undesired
(havent spotted issues though, even if equally named ID properies with
different types existed -- this then simply does nothing).
For geometry nodes modifiers, new code also checks if the nodegroups are
the same [since generic naming "Input_XXX" is shared for all modifiers --
and starting to copy over things to unrelated modifiers is not desired
here].
Fixes T93983.
Maniphest Tasks: T93983
Differential Revision: https://developer.blender.org/D13573
This resolves an old TODO to deduplicate code in copy_to_selected_button
& ui_selectcontext_begin.
This is also in hindsight of adding id-property support [incl. Geometry
Nodes modifier properties] for this in the next commit.
No behavior change expected here.
ref T93983 & D13573
`<some_id>.keyframe_insert()` now sends a notifier that animation data
was changed, so that animation-related editors can properly refresh.
Since this function is quite high-level (if necessary it creates the
Action and FCurves), I thought this would be a suitable location for the
notifier. If high keyframing speed is required, it is still recommended
to use `FCurveKeyframePoints.insert(options={'FAST'})` instead.
Saving with only a filename (from Python) wasn't being prevented,
while it would successfully write the file to the working-directory,
path remapping and setting relative paths wouldn't work afterwards
as `Main.filepath` would have no directory component.
Disallow this since it's a corner case which only ever occurs
when path names without any directories are used from Python,
the overhead of expanding the working-directory for all data saving
operations isn't worthwhile.
The following changes have been made:
- bpy.ops.wm.save_mainfile() without a filepath argument
fails & reports and error when the file hasn't been saved.
Previously it would write to "untitled.blend" and set the
`G.main->filepath` to this as well.
- bpy.ops.wm.save_mainfile(filepath="untitled.blend")
fails & reports and error as the filename has no directory component.
- `BLI_path_is_abs_from_cwd` was added to check if the path would
attempt to expand to the CWD.
Revert part of the fix from 073669dd85
that initialized the file-path on first save as it's no longer needed.
Also remove relbase argument to BLI_path_normalize as the destination
file paths shouldn't use relative locations.
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for composite nodes into their respected
`source/blender/nodes/composite/nodes` file.
In the future, these functions will be simplified to `node_layout` once files have their own namespace.
See {D13466} for more information.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13523
In almost all cases there is no difference between `G.relbase_valid`
and checking `G.main->filepath` isn't an empty string.
In many places a non-empty string is already being used instead of
`G.relbase_valid`.
The only situation where this was needed was when saving from
`wm_file_write` where they temporarily became out of sync.
This has been replaced by adding a new member to `BlendFileWriteParams`
to account for saving an unsaved file for the first time.
Reviewed By: brecht
Ref D13564
Some nodes didn't check the type of the link's socket for filtering.
Do this with a combination of manually calling the node tree's validate
links function and using the helper function for declarations.
Also clean up a few cases that added geometry sockets manually
when they can use the simpler helper function.
This patch removes no-op node editor preview code (`PR_NODE_RENDER`)
and most calls to `BKE_node_preview_init_tree`. The only remaining call is
in the compositor.
- Shader nodes previews don't seem to do anything.
- In-node previews for the texture node system doesn't work either.
This is a first step to refactoring to remove `preview_xsize`,
`preview_ysize`, and `prvr` from nodes in DNA, aligned with
the general goal of removing runtime/derived data from data
structs.
Differential Revision: https://developer.blender.org/D13578
This commit adds a search menu when links are dragged above empty
space. When releasing the drag, a menu displays all compatible
sockets with the source link. The "main" sockets (usually the first)
are weighted above other sockets in the search, so they appear first
when you type the name of the node.
A few special operators for creating a reroute or a group input node
are also added to the search.
Translation is started after choosing a node so it can be placed
quickly, since users would likely adjust the position after anyway.
A small "+" is displayed next to the cursor to give a hint about this.
Further improvements are possible after this first iteration:
- Support custom node trees.
- Better drawing of items in the search menu.
- Potential tweaks to filtering of items, depending on user feedback.
Thanks to Juanfran Matheu for developing an initial patch.
Differential Revision: https://developer.blender.org/D8286
Previously we used a `CellValue` class to hold the data for a cell,
and called a function to fill it whenever necessary. This is an
unnecessary complication when we have virtual generic arrays
and most data is already easily accessible that way anyway.
This patch removes `CellValue` and uses `fn::GVArray` to provide
access to data instead.
In the future, if rows have different types within a single column,
we can use a `GVArray` of `blender::Any` to interface with the drawing.
Along with that, the use of virtual arrays made it easy to do a
few other cleanups:
- Use selection domain interpolations from rB5841f8656d95
for the mesh selection filter.
- Change the row filter to only calculate for necessary indices.
Differential Revision: https://developer.blender.org/D13478
The constructor of MemoryProxy initializes 3 of 4 instances variables.
If a MemoryProxy is constructed and MemoryProxy::free is called
on this instance, buffer_ is undefined and 'delete buffer_;' causes errors.
Although this misuse pattern does not exist in the current codebase
it already tripped up the Address Sanitizer on various occasions
while debugging unrelated problems.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13569
This adds a bool field selection input to the Attribute Statistics node.
This is useful for running calculations on a subset of the input field data
rather that then whole set.
Differential Revision: https://developer.blender.org/D13520
bda9e4238a changed smooth-view
not to redraw when there were no changes made.
Redrawing is needed for repositioning the cursor.
Subscribe to changes to the 3d cursor to ensure all view ports
are updated (not just the current one).
Double the allocation size when the limit is reached instead of
increasing by a fixed number.
Also re-allocate to the exact size once complete instead of over
allocating. This gives a minor speedup in my tests ~19% faster
tessellation for ~1million faces.
This broke "test_undo.view3d_multi_mode_select" test in
"lib/tests/ui_simulate" and is likely exposed by recent changes to
bounding box calculation.
The missing check for DL_INDEX4 dates back to code from 2002 which
intended to check this but was checking for DL_INDEX3 twice
which got removed as part of a cleaned up.
This could be hidden from memory checking tools as meta-balls
over-allocate vertex arrays.
This is basically the same as rBee4ed99866fbb7ab04, the fix is
simply to check if the spline has evaluated points when deciding
the offsets into the result points array.
Fix an error if "File Preview Type" is "Auto" and there is no screen.
See D13574 for details.
Differential Revision: https://developer.blender.org/D13574
Reviewed by Julian Eisel
Whenever an exception happens in VR session code, we cancel the entire
session. Alongside that, we removed the "surface" item used to draw into
an offscreen context. This would mess up the iterator of the surface
draw loop.
Similar to 7afd84df40.
Whenever an exception happens in VR session code, we cancel the entire
session. Alongside that, we removed the "surface" item used to draw into
an offscreen context. But this may still be stored as active surface,
leading to a use-after-free when deactivating this active surface, for
example.
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
Code is simpler when the uiBlocks used during drawing are simply
stored in an array. Additionally, looping can be simpler when we use
an vector to hold a temporary copy of the tree's linked list of nodes.
This patch also slightly changes how uiBlocks are "named" in
`node_uiblocks_init`. Now it uses the node name instead of the
pointer, which is helpful so we rely less on the node's address.
Differential Revision: https://developer.blender.org/D13540
This commit refactors the way the socket lists for group nodes,
and group input/output nodes are verified to match the group's
interface.
Previously the `bNodeSocket.new_sock` pointer was used to
temporarily mark the new sockets. This made the code confusing
and more complicated than necessary.
Now the old socket list is saved, and sockets are moved directly from
the old list to a new list if they match, or a new socket is created
directly in the new list.
This change is split from D13518, which aims to remove the `new_node`
and `new_sock` pointers. In the future this code might be removed
entirely in favor of using node socket declarations.
Differential Revision: https://developer.blender.org/D13543
This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
realized geometry. If the same attribute exists on the geometry and on an
instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
output points. This is necessary to make e.g. the Random Value node work
as expected afterwards.
Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.
This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.
```
1,000,000 x mesh vertex: 530 ms -> 130 ms
1,000,000 x simple cube: 1290 ms -> 190 ms
1,000,000 x point: 1000 ms -> 150 ms
1,000,000 x curve spiral: 1740 ms -> 330 ms
1,000,000 x curve line: 1110 ms -> 210 ms
10,000 x subdivided cylinder: 170 ms -> 40 ms
10 x subdivided spiral: 180 ms -> 180 ms
```
Differential Revision: https://developer.blender.org/D13446
We often had to use two `FieldEvaluator` instances to first evaluate
the selection and then the remaining fields. Now both can be done
with a single `FieldEvaluator`. This results in less boilerplate code in
many cases.
Performance is not affected by this change. In a separate patch we
could improve performance by reusing evaluated sub-fields that are
used by the selection and the other fields.
Differential Revision: https://developer.blender.org/D13571
Dead-lock when VR viewport drawing and depsgraph updates would fight for
the draw-manager GL lock. This didn't usually cause issues because the
depsgraph would be evaluated at this point already, except in rare
exceptions like after file writing.
Fix this by ensuring the XR surface gets its depsgraph updated after
handling notifiers, which is where regular windows also do the depsgraph
updating.
- Nest compositor pages under the compositor module
- Nest GUI, DNA/RNA & externformats modules under Blender.
- Remove modules from intern which no longer exist.
- Add intern modules (atomic, eigen, glew-mx, libc_compat, locale,
numaapi, rigidbody, sky, utfconv).
- Use 'intern_' prefix for intern modules since some of the modules
use generic terms such as locale & atomic.
Audio PTS was reset for each new file. This caused misalignment of video
and audio streams. In Blender, these files can't be loaded, other
players will fail to align audio and video.
Since timestamps are reset intentionally, reset also video stream
timestamps.
There were other bugs:
After timestamp was reset for audio, write_audio_frames started
encoding from timeline start until target frame, so each split video
had more audio than it should.
Also audio for last frame before splitting was written into new file.
Differential Revision: https://developer.blender.org/D13280
Since 88c02bf826 FFmpeg handles are freed if image is not displayed.
This change did not work correctly if strips are inside meta strip,
because overlap did not consider meta strip boundary, only strips inside
of meta strip.
Pass frame range to `sequencer_all_free_anim_ibufs`, if strip is inside
of meta strip, frame range is reduced to fit meta strip boundary, but if
meta strip is being edited, range must be set to +/-`MAXFRAME`,
otherwise playback performance would be too bad.
The difference between G.save_over and G.relbase_valid was minor.
There is one change in functionality. When saving the default-startup
file from an already loaded blend file - future save actions will
continue to write to the originally loaded file instead of prompting
the user to select a location to save the file.
This change makes saving the startup file behave the same way
"Save a Copy" does.
Reviewed By: brecht
Ref D13556
This fixes crash T94022 when selecting live viewport render with both GPU & CPU devices selected. It is caused by incorrect `KernelBVHLayout` assignment. Similar to `BVH_LAYOUT_MULTI_OPTIX` for Optix, this patch adds a `BVH_LAYOUT_MULTI_METAL` to correctly redirect to the correct Metal BVH layout type.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13561
There were a few unused enum values: `CU_CARDINAL` and `CU_BSPLINE`
This commit cleans them up from code as they were not used for
anything meaningful.
Differential Revision: https://developer.blender.org/D13554
This builds off of rBf951aa063f7, adding a weight parameter which can
be used to change the order of items when they have the same match
score. In the future, if string searching gets a C++ API, we could
use an optional parameter for the weight, since it is not used yet.
This will be used for the node link drag search menu (D8286).
Differential Revision: https://developer.blender.org/D13559
This patch adds a randomize factor for the start/end lengths in the Length modifier.
Reviewed By: #grease_pencil, antoniov, pepeland, HooglyBoogly
Differential Revision: https://developer.blender.org/D12928
his new modifier is equals to the existing mesh modifier but adapted to grease pencil.
The underlying functions used to calculate the shrink are the same used in meshes.
{F11794101}
Reviewed By: pepeland, HooglyBoogly
Differential Revision: https://developer.blender.org/D13192
This adds the remaining bits to enable Metal on macOS. There are still
performance optimizations and other improvements planned, but it should
now be ready for early testing.
This is currently only enabled on in Arm builds for M1 GPUs. It is not
yet working on AMD or Intel GPUs.
Ref T92212
Differential Revision: https://developer.blender.org/D13503
Resolving the path to a missing pose-bone (for example),
was not raising an error as it should have.
Regression introduced in f9ccd26b03,
which didn't update collection lookup logic to fail in the case the
key of a collection wasn't found.
This implements an optimization pass for multi-function procedures.
It optimizes memory reuse by moving destruct instructions up.
For more details see the in-code comment.
In very large fields with many short lived intermediate values, this change
can improve performance 3-4x. Furthermore, in such cases, peak memory
consumption is reduced significantly (e.g. 100x lower peak memory usage).
Differential Revision: https://developer.blender.org/D13548
This came with {rBf8a0e102cf5e}.
The panel was meant specifically for the gradient tool, but since it was
given the ".weighpaint" context, it would also draw as part of generic
header toolsettings drawing.
Now remove this context on purpose and only draw this specifically from
the gradient tools ToolDef.
Maniphest Tasks: T93169
Differential Revision: https://developer.blender.org/D13268
Use "filepath" which is the current convention for naming full paths.
- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
used for the name component of a path (without the directory).
These arguments must be non-null for useful functionality,
there is no need for paranoid checks.
The return value in case of invalid input for BPY_run_string_as_number
was also wrong (casting -1 to a bool, when false was expected).
Point cloud is two separate words, this just changes comments in
a few places where we were inconsistent. A small wording change
to another comment is also included.
This reduces the number of separate memory allocations done
by the multi-function procedure executor (which is used by the
field evaluation).
Now a linear memory allocator is used to allocate all intermediate
values. Furthermore, more buffers are reused when possible. This
reduces the total amount of allocated memory and improves
cache efficiency because the values are more likely to be in cache
already.
The performance improvement of this patch are most noticable
when few elements are processed by many functions. The situation
will improve even more with D13548, because then buffers can actually
be reused in practice. I measured up to 20% faster field evaluation
in extreme cases with this change.
This patch exposes the vector handle options as buttons
and aligns the UI between CurveMap and CurveProfile more closely.
- CurveMap point editing is on a single row like CurveProfile
- Tools menu is moved to the right hand side on both widgets
- Emboss curve map buttons
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10980
Replaces `HOME` environment variable usage for user
directories like in D12802.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13212
Early return in some places also.
De-duplicate getSystemDir and getUserDir also.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13211
Calling `foreach_field_input` on a highly nested field (we do that
often) has an exponential running time in the number of nodes.
That is because the same node may be visited many times.
This made Blender freeze on some setups that should work just fine.
Now every field keeps track of its inputs all the time. That replaces
the exponential algorithm with constant time access.
This allows to use fewer evaluations (30 msec down to 23 for me) while giving more accurate results (3x-10x less relative absolute error) compared to classic ray marching.
Not a massive difference, but meh, it's better. For Cycles the speedup doesn't really matter much, but I also have a patch for Eevee support.
I've also tried Gauss-Legendre and Gauss-Lobatto - the latter was always worse, while the former was slightly better at 2deg elevation but notably worse on 15deg.
Unfortunately the same approach can't be used for the integration along the primary ray, since there we also need the accumulated transmission so far at every integration point, not just the total result.
Differential Revision: https://developer.blender.org/D13521
The const argument makes sense because these are the "source"
sockets, even though a const cast is necessary at one point.
The name "interface_socket" is an improvement over "stemp"
because the latter sounds like "temporary", or it confuses
the old socket template system with a node group's interface.
I assume this `butr` rectangle was used more in the past,
but currently its value is set and used less than 10 lines apart,
so it's trivial to remove 16 bytes from every node. The other
rectangles are also runtime data and could be removed, but
they are more difficult.
This reverts commit 943aed0de3 and f76e04bf4d
The latter caused a test failure: `sequencer_render_transform`
Reverting since the fix is not obvious (to me), and people are
away for the weekend.
Most of the fields in Mesh had no comments, or outdated misleading
comments. For example, "BMESH ONLY" referred to the BMesh project,
not the data structure. Given how much these structs are used, it should
save a lot of time to have proper comments.
I also rearranged the fields in mesh to have a more logical order. Now
the most important fields come first. In the process I was able to
remove 19 bytes of unnecessary padding (31->12). I just had to
change a `short` flag to `char`.
Differential Revision: https://developer.blender.org/D13454
This patch replaces `round_fl_to_int` with `floor` and adjusts the
maximum value accordingly. The call to `round_fl_to_int` is problematic
here because it messes with the probability distribution at the edges
of the value range, meaning the first and last values were only half
as common as all other values. Since `round_fl_to_int` does
`floor(val + 0.5)`, it will not introduce misbehavior in edge cases.
Differential Revision: https://developer.blender.org/D13474
Improvement of the IMB_transform function by separating the UVWrapping
method from the color interpolation function. This would allow us to
perform uv wrapping operations separate from the interpolation function.
Currently this wrapping is only supported when interpolating colors.
This change would allow us to perform it on non-color image buffers.
Reduce the inner loop of IMB_transform by extracting writing to an
output buffer in a template. This reduces a branch in the inner loop and
would allow different number of channels in the future.
Some doc-strings were skipped because of blank-lines between
the doc-string and the symbol and needed to be moved manually.
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
Ref T92709
When loading huge images (30k) blender crashed with a buffer overflow.
The reason is that determine the length of a buffer was done in 32bit
precision and afterwards stored in 64 bit precision.
This patch adds a new function to do the correct calculation in 64bit.
It should be added to other sections in blender as well. But that should
be tested on a per case situation.
When rendering volume surfaces in unbounded worlds the volume stepping can produce large values. If used with a magic texture node the values can results in a Inf float which when used in a sin or cos produces a NaN.
To fix this the input values are mapped into the periodic range of the sin and cos functions (-2*PI 2*PI) this stops the possibility of a Inf occurring and thus the NaN. It also improves the accuracy and smoothness of the result due to loss of precision when large values are summed with smaller ones effectively removing the parts of the smaller number (i.e. those in the -2PI to 2PI range) that result in variation of the output of sin and cos.
Reviewed By: brecht
Maniphest Tasks: T92036
Differential Revision: https://developer.blender.org/D12821
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
Ref T92709
In the `replace_mesh`/`replace_curve` etc. methods, the component
was retrieved with write access. Retrieving with write access will
duplicate the data if the component has another user. This means that
the replaced geometry data was often duplicated just to be deleted
a moment later.
I expect this would have a large impact in performance in some specific
situations when dealing with large geometry. In a scene with many small
meshes though, I didn't observe a significant difference.
This also makes replacing a geometry set's data with the same data
that's already in the set safe. It would be valid to assert for that
case instead, but this seems safer.
Differential Revision: https://developer.blender.org/D13530
I'm planning to make these functions slightly more complicated,
and it makes sense to return early when checking one of the parameters
for null anyway.
Sample offset was not accounted for in the adaptive sampling code and caused
issues, like immediately applied adaptive filtering, with non-zero values.
Differential Revision: https://developer.blender.org/D13510
This patch adds support for merging images rendered with adaptive sampling to
the merge operator (which is currently only exposed in the Python API).
To do this an sample count buffer is created for each render layer from the
sample count pass if it exists, or from the metadata otherwise. This is then
used for averaging passes.
Differential Revision: https://developer.blender.org/D13457
Use structured binding and for-each loop, remove reduntant type casts, use
find_if instead of loop.
Differential Revision: https://developer.blender.org/D13456
This node outputs the current scene time in seconds or in frames.
Use of this node eliminates the need to use drivers to control values
in the node tree that are driven by the scene time.
Frame is a float value to provide for subframe rendering for motion
blur.
Differential Revision: https://developer.blender.org/D13455
The corresponding vertex group was renamed properly, but the armature
influence was broken for that bone.
Caused by {rB3b6ee8cee708}.
Since above commit, vertex group names are stored on object data (mesh/
lattice/gpencil) and if we update these, we have to inform dependency
graph to have immediate effect.
Maniphest Tasks: T93892
Differential Revision: https://developer.blender.org/D13526
This was an issue with the mixed list of external assets and assets from
the current file. When closing the File Browser to select the custom
preview image, the assets from the current file would be cleared for
reread, to make sure we display up-to-date file data. That is because
the workspace of the temporary File Browser was deleted, causing a
change in the file data (main data-base). The reread would happen in a
background thread, meaning it might not finish before the custom preview
operator runs and queries the active asset. So the preview operator
would get the wrong active asset from context.
Two fixes were needed:
* Make sure current file data is reread before the operator runs, by
doing this partial rereading on the main thread.
* Ensure the asset list (in fact file list) order stays consistent over
rereads. If multiple assets with the same name were shown, the
operator might also have gotten the wrong asset, also leading to a
crash.
Additionally the file operation handler should probably poll before
executing, to fail gracefully at least (not crash).
A crash happened when `instance_id_attribute` further down in the
function was null. This issue was probably introduced when the
id attribute starting using generic attribute handling.
* Correct URL for documentation (was changed recently).
* Add comments.
* Reevaluate and update which functions are public, protected or
private.
* Reorder functions and classes to be more logical and readable.
* Add helper class for the public item API so individual functions it
uses can be made protected/private (the helper class is a friend).
Also allows splitting API implementation from the C-API.
* Move internal layout builder helper class to the source file, out of
the header.
* More consistent naming.
* Add alias for item-container, so it's more clear how it can be used.
* Use const.
* Remove unnecessary forward declaration.
Adds some basic high-level explanations for editor/UI level asset APIs.
Also moves one such comment from the source file to the header file,
so it's in the same file as other API comments.
Autocomplete entires keep track of the length of the prefix
in `name_prefix_offset`. However, the name matching logic
was comparing the string including the prefix which resulted
in tab-completion not working (when the user didn't also type
in the prefix, typically two whitespaces).
This is fixed by passing in a char pointer after the end of
the prefix.
Additionally, some searchbox logic is moved. Previously,
`ui_searchbox_apply` would clear the entry which would mean
that `ui_searchbox_find_index` would never succeed. Now the
search box is only cleared if no match was found.
Differential Revision: https://developer.blender.org/D13483
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
Adds hysteresis to the resolution divider algorithm to avoid having the resolution bounce around when on the boundary of two resolutions.
Reviewed By: brecht, leesonw
Differential Revision: https://developer.blender.org/D12385
Float precision issues cause the `ED_view3d_win_to_3d_on_plane` to return
a value even when the view ray is parallel to the plane.
A more general solution might be desired in this case, as other areas that
use `ED_view3d_win_to_3d_on_plane` might have the same problem.
For now, just work around the problem for the snap cursor.
Fixes a memory leak introduced by D13225.
Caused by not freeing the hash-map in some cases.
Differential Revision: https://developer.blender.org/D13432
The issue here was that after the seek table check, the underlying file wasn't
rewound to the start, so the code that checks for the BLENDER header
immediately reaches EOF and fails.
Since Blender always writes files with a seek table, this bug isn't triggered
by files saved in Blender itself. However, files compressed in external tools
generally don't have a seek table.
If a transform operator is executed as modal and has a "value" set, that value works as an offset.
However few transform modes were supporting this.
Include more transform modes as supported.
This node is a field input that outputs a separate index for each mesh island.
The indices are based on the order of the lowest-numbered vertex in each island.
Authoring help from @hooglyboogly
Differential Revision: https://developer.blender.org/D13504
Caused by {rB3b6ee8cee708}
The raw data is copied here correctly
[`BKE_gpencil_stroke_weights_duplicate` in
`BKE_gpencil_stroke_duplicate`] but the vertex groups names are missing.
Prior to above commit is was enough to have `ED_object_add_duplicate`
(this seemingly took care of duplicating object's defbase).
Now vertex groups names sit on the `bGPdata` rather than the `Object`,
and since the separate operation creates **new** `bGPdata` we have to
copy vertex groups names - and active index - over [via
`BKE_defgroup_copy_list`].
Maniphest Tasks: T93728
Differential Revision: https://developer.blender.org/D13509
This patch suppresses OS version warnings and hides currently unsupported Metal GPUs when enumerating devices.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13506
eed48a7322 caused the `SnapObjectParams` to be stored in the `SnapObjectContext`.
As this pointer is always passing in stack memory, so it seems error prone to keep a reference to this in `SnapObjectContext` since failure to set this will reference undefined stack memory.
So avoid this by moving params out of `SnapObjectContext`.
Differential Revision: https://developer.blender.org/D13401
Though the interfacing with `rctf` becomes slightly more complicated,
this should be more helpful as more of this code usese `float2` instead
of two separate floats.
This reverts commit 5e37f70307.
It is leading to freezing of the entire desktop for a few seconds when stopping
3D viewport rendering on my Linux / NVIDIA system.
This allows real world cameras to be modeled by specifying the coordinates of a
4th degree polynomial that relates a pixels distance (in mm) from the optical
center on the sensor to the angle (in radians) of the world ray that is
projected onto that pixel.
This is available as part of the panoramic lens type, however it can also be
used to model lens distortions in projective cameras for example.
Differential Revision: https://developer.blender.org/D12691
This included is needed for the `ATTR_NONNULL` macro used in the header.
As found in a recent c --> c++ if the includes get ordered in a different order
this could result in an error.
Re commits rBc20098e6ec6adee874a12e510aa4a56d89f92838
This adds a bit more information to `GeometrySet` and each of the
geometry components. There is probably still more that can be written,
but this includes the most important information that I could think of.
I'd like to include some more general information about the
attribute API in a separate patch.
Differential Revision: https://developer.blender.org/D13501
The root of the issue is caused by Cycles ignoring OpenGL limitation on
the maximum resolution of textures: Cycles was allocating texture of the
final render resolution. It was exceeding limitation on certain GPUs and
driver.
The idea is simple: use multiple textures for the display, each of which
will fit into OpenGL limitations.
There is some code which allows the display driver to know when to start
the new tile. Also added some code to allow force graphics interop to be
re-created. The latter one ended up not used in the final version of the
patch, but it might be helpful for other drivers implementation.
The tile size is limited to 8K now as it is the safest size for textures
on many GPUs and OpenGL drivers.
Differential Revision: https://developer.blender.org/D13385
* Don't link embree / OSL when WITH_CYCLES is disabled
* Simplify lite config by disabling Cycles as a whole using this
* Remove code handling the removed WITH_CYCLES_NETWORK option
Somehow only a part of rBf4f8b6dde32b0438e0b97a6d8ebeb89802987127 ended up in
Cycles X, causing the issue that commit fixed, "OPTIX_ERROR_INVALID_VALUE" when the
system is out of memory, to show up again.
This adds the missing changes to fix that problem.
Maniphest Tasks: T93620
Differential Revision: https://developer.blender.org/D13488
Creates a new Edge Neighbors node which outputs a field
containing the number of faces connected to each edge.
Differential Revision: https://developer.blender.org/D13493
This patch adds the Metal host-side code:
- Add all core host-side Metal backend files (device_impl, queue, etc)
- Add MetalRT BVH setup files
- Integrate with Cycles device enumeration code
- Revive `path_source_replace_includes` in util/path (required for MSL compilation)
This patch also includes a couple of small kernel-side fixes:
- Add an implementation of `lgammaf` for Metal [Nemes, Gergő (2010), "New asymptotic expansion for the Gamma function", Archiv der Mathematik](https://users.renyi.hu/~gergonemes/)
- include "work_stealing.h" inside the Metal context class because it accesses state now
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13423
This adds a new Geometry to Instance node that turns every
connected input geometry into an instance. Those instances
can for example be used in the Instance on Points node.
Differential Revision: https://developer.blender.org/D13500
The type conversions do not depend on other files in the nodes
module. Furthermore we want to use the conversions in the
geometry module without creating a dependency to the
nodes module there.
The `node_storage` functions to retrieve const and mutable structs
from a node are generated by a short macro that can be placed at the
top of each relevant file. I use this in D8286 to make code snippets
in the socket declarations much shorter, but I thought it would be
good to use it consistently everywhere else too.
The functions are also useful to avoid copy and paste errors,
like the one corrected in the cylinder node in this commit.
Differential Revision: https://developer.blender.org/D13491
Use the World viewport color when rendering pose library previews.
The World's viewport color is chosen instead of the World shading nodes,
as the latter would require rendering with `OB_RENDER` (instead of
`OB_SOLID`), which would take considerably longer.
Manifest Task: T93467
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D13470
This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0
The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.
We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.
Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
Error in d5efda72f5. Was changing an iteration that would free items
to an iterator that is not safe for use in such cases.
There still seem to be significant issues with the rendering, but that's
a separate issue to be fixed.
Issue is that external engine uses the gpu info. but overwrote the
instance data. The draw manager would then detect instance data and
required the engine type to have a instance free callback.
The solution is to save some space in the engine data to hold an empty
and unused instance_data attribute to comply with `ViewportEngineData`
struct.
In the original design draw engines had to copy with a limitation that
they were not allowed to reuse complex data structures between drawing
calls. Data that could be reused were limited to:
- GPUFramebuffers
- GPUTextures
- Memory that could be removed calling MEM_freeN (storage list)
- DRWPass
This is fine when the storage list contains arrays or structs but when
more complex data types (vectors, maps) etc wasn't possible.
This patch adds instance_data that can be reused between drawing calls.
The instance_data is controlled by the draw engine and doesn't need to
be limited as described above.
When an engines stores instance_data it must implement the
`DrawEngineType.instance_free` callback to free the data.
The patch originates from eevee rewrite. But was added to master as the
image engine rewrite also has a need for it.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13425
Dirty regions when painting are not using rcti. Meaning less
understandable code. Found issue when refactoring the image_gpu partial
update. In a future change gpu partial update API will be using rcti
also what makes the code even cleaner.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13260
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
The line that sets the factor_prop in graph_slider_ops.c
has been left in the common invoke function by accident.
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D13477
Ref: D13477
This improves both code finding, for example "color ramp" now has its own file.
And now each node has its own namespace so function names can be simplified
similar to rBfab39440e94
This commit also makes all file names use snake case instead of camel case.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13482
This flag is currently only used for vector sockets
so the function is limited to the vector builder.
The flag is only used by two shader nodes at the moment
and this is needed to port them over to the new socket declaration API.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13490
Most of our field inputs are currently specific to geometry. This patch introduces
a new `GeometryFieldInput` that reduces the overhead of adding new geometry
field input.
Differential Revision: https://developer.blender.org/D13489
Creates 4 new nodes which provide topology information
for the mesh. Values are interpolated from the primary
domain in each case using basic attribute interpolation.
Vertex Neighbors
- Vertex Count
- Face Count
Face Neighbors
- Vertex Count
- Neighboring Face Count
Edge Vertices
- Vertex Index 1
- Vertex Index 2
- Position 1
- Position 2
Face Area
- Face Area
Differential Revision: https://developer.blender.org/D13343
The resample node didn't handle the case of when a spline didn't have
any evaluated points. For poly and Bezier splines we should never hit
this case, but it is expected when the number of NURBS control points
is smaller than its order, so we have to handle the case here.
It's not that obvious what to do in this case, there are a few options:
- Remove the bad splines from the result
- Generate empty splines for those inputs
- Skip resampling the bad splines, copy them to the result
- Arbitrarily generate single point splines
I chose option three, just skipping the "bad" splines. Since the node
already has a selection input, this can be described by just extending
that. "Splines with no evaluated points are implicitly deselected."
The first option would probably be valid too though.
Differential Revision: https://developer.blender.org/D13434
This commit adds the shader socket type to the new socket builder api.
As a test, this commit also converts the Add Shader node to the new API
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13485
- Create a new `bf_nodes_shader` library
- Enable unity builds for `bf_nodes_shader`, gives abount a 2.7x speed up for compile times
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13484
Use fixed-length string to convert `char[2]` to `std::string`. Otherwise
`strlen()` is called, which is problematic as the `char[2]` is not
zero-terminated.
Fix typos in the variables of the Xxf86vm libray to fix link failure
with bfd. These variables are defined in platform_unix.cmake.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D12911
Earlier code assumed that the active strip was on the active track. This
commit detects when this assumption doesn't hold, and adds a more thorough
search of the active strip.
Caused by {rB3b6ee8cee708}
Above commit was trying to get the vertexgroup from the mesh that is
passed into `deformVertsEM` (but that can be NULL).
When can it be NULL, when is is non-NULL?
`editbmesh_calc_modifiers` only passes in a non-NULL mesh to
`deformVertsEM` under certain conditions:
- a non-deform-only modifier is handled currently
- a non-deform-only modifier preceeds the current modifier
- a deform-only modifier preceeds the current modifier (and the current
one depends on normals)
So the passed-in mesh cannot be relied on, now get the vertex group from
the context object data (like it was before the culprit commit).
Related commit: rB8f22feefbc20
Maniphest Tasks: T93611
Differential Revision: https://developer.blender.org/D13487
`ED_view3d_win_to_3d_on_plane` does not use the `clip_start` and
`clip_end` values of the scene, so the `do_clip` option can be misleading
especially in the orthographic view where the `clip_start` is negative.
For now, don't use the `do_clip` option in orthographic view.
Follow up on rB1df8abff257030ba79bc23dc321f35494f4d91c5
This puts all static functions in geometry node files into a new
namespace. This allows using unity build which can improve
compile times significantly
- The namespace name is derived from the file name.
That makes it possible to write some tooling that checks the names later on.
The filename extension (cc) is added to the namespace name as well.
This also possibly simplifies tooling but also makes it more obvious that this namespace is specific to a file.
- In the register function of every node, I added a namespace alias namespace `file_ns = blender::nodes::node_shader_*_cc`;.
This avoids some duplication of the file name and may also simplify tooling, because this line is easy to detect.
The name `file_ns` stands for "file namespace" and also indicates that this namespace corresponds to the current file.
In the future some nodes will be split up to separate files and given their own namespace
This will allow function names to be simplified similar to rBfab39440e94
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13480
As a followup to 338c1060d5, apply the same change to the node
drawing callback. This helps to simplify code when the complexity
of a callback isn't necessary right now.
Currently there are a few callbacks on `bNodeType` that do the same
thing for every node type except reroutes and frame nodes. Having a
callback for basic things complicates code and makes it harder to
understand, and reroutes and frames are special cases in larger way.
Arguably frame nodes shouldn't even be drawn like regular nodes,
given that it adds a case of O(N^2) looping through all nodes.
"Unrolling" the callbacks makes it easier to see what's happening,
and therefore easier to optimize.
Differential Revision: https://developer.blender.org/D13463
This will be useful in the future to use the new socket builder API
Aditional changes:
- Declare variables where initialized
- Do not use relative includes
Differential Revision: https://developer.blender.org/D13465
`GeometrySet` contains at most one component of each type.
Previously, a map was used to make sure that each component
type only exists once. The overhead of a map (especially with
inline storage) is rather large though. Since all component types
are known at compile time and the number of types is low,
a simple `std::array` works as well.
Some benefits of using `std::array` here:
* Looking up the component of a specific type is a bit faster.
* The size of `GeometrySet` becomes much smaller from 192 to 40 bytes.
* Debugging a `GeometrySet` in many tools becomes simpler because
one can easily see which components exists and which don't
The problem is that `current_mask` can become `selection.size()`.
The loop could also be refactored to break out of it when the end
of the selection is reached. This can be done separately.
This patch leaves a out a few nodes:
- Group Nodes
- Image input node
- File output node
- Switch View
- Cryptomatte
These nodes above are a bit more complicated and should be worked on individually.
Differential Revision: https://developer.blender.org/D13266
This patch extracts the modal functions from GRAPH_OT_decimate
and makes them generic so they can be reused by future operators
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9326
Ref: D9326
This helps to tell when a pointer is expected to be null, and avoid
overly verbose code when dereferencing. This commit also includes
a few other cleanups in this area:
- Use const in a few places
- Use `float2` instead of `float[2]`
- Remove some unnecessary includes and old code
The change can be continued further in the future.
`IMB_transform` is used in VSE. It had a required crop parameter
for cropping the source buffer. This is not always needed.
In the image engine we want to use the use the `IMB_transform`
with wrap repeat. Both options are mutual exclusive and due
to performance reasons the wrap repeat is only available when
performing a nearest interpolation.
Instead of using RPT_ERROR, use RPT_WARNING which will not raise an
exception to Python. This broke some scripts (including FBX import)
which already check for a None return value.
Ref D13458
Reviewed By: campbellbarton
This actually gives a quite nice behavior in my opinion, especially for
asset catalogs, where activating a catalog makes all assets inside it or
its (grand-)child catalogs visible, so showing the child catalogs then
adds useful information. Maybe this should become a feature for
asset catalogs only, to be evaluated once the tree-view API is used in
more cases. Only asset catalogs are affected by this change right now.
Part of T93582.
The "All" item will be expanded of course, and the tree will also be
expanded so that the active item is visible. But feedback was that in
some setups, opening all the top-level catalogs is a bit too much. So
collapse them for a more compact default layout.
Part of T93582.
Originally this wasn't really meant to stay there permanently, but
helped giving things a nicer alignment. Others seemed to like it at
first so it stayed, but after more feedback we decided to remove it
again. The alingment is better now with the previous commit.
Part of T93582.
Cycles preview rendering could free the image buffers being used by drawing in
another thread due to a race condition. This race condition was unlikely before,
but now that preview renders are started right before we draw the image in the
image editor or load it as a texture in the 3D viewport, it's likely to happen.
As we are close to release this is too risky to fix properly, just avoid freeing
the cache for preview renders instead and accept increased memory usage in some
cases.
The asset metadata custom property `["is_single_frame"]` was set
incorrectly. Since this is intended for forward compatibility, including
being covered by the asset metadata indexing, it's important to have it
set correctly from the first release of Blender that includes the asset
browser.
Differential Revision: https://developer.blender.org/D13452
The Ghost dependency was added to avoid a memory leak (rBc7a1e115b507),
but since that's only for the unit tests, it's better to add the path to
`TEST_INC`.
We often call `parallel_for` in places with very variable
sized workloads. When many elements are processed,
using multi-threading is great, but when processing
few elements (possibly many times) using `parallel_for`
can result in significant overhead.
I measured that this improves performance by >20% in
the refactored realize instances code I'm working on
separately. The change might also help with debugging
sometimes, because the stack trace is smaller and contains
fewer irrevelant symbols.
The OptiX denoiser does have an upper limit as to how many pixels it can denoise at once, so
this changes the OptiX denoising process to use tiles for high resolution images.
The OptiX SDK does have an utility function for this purpose, so changes are minor, adjusting
the configured tile size and including enough overlap.
Maniphest Tasks: T92308
Differential Revision: https://developer.blender.org/D13436
Since our design is to always keep data-blocks marked as assets on exit,
and our technical design for this is to do this via fake users, ensure
the fake user is set for an appended asset.
Reviewed by: Bastien Montagne
Differential Revision: https://developer.blender.org/D13443
The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
Dalai gave green light to cherry pick this fix for 3.0.
Instantiation is now fully handled by BKE_blendfile_link_append module.
Note that this also allows removal of the `BLO_LIBLINK_NEEDS_ID_TAG_DOIT`
flag.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
Close all active buttons when hiding a region as this can be called
from Python a popover is open from that region.
Failure to do this causes the popover to read from the freed button.
Also rename UI_screen_free_active_but to
UI_screen_free_active_but_highlight since it only frees highlighted
buttons.
The small circle used to choose the hue/saturation and value in the
color widget was drawn with a fixed screen space size. Now scale the
circle used as cursor in the color widget based on the zoom. This
could have been part of a9642f8d61 but the implementation is
different.
Based on a fix provided by Erik Abrahamsson
Differential Revision: https://developer.blender.org/D13444
The group output node did not have the same size padding as the group
input, leading to the node looking different and actually being smaller.
Differential Revision: https://developer.blender.org/D13092
These existing names were unhelpful at best, actively confusing at
worst. This patch renames them to be consistent with the terms
used to refer to the values in the UI.
- `width` -> `offset`
- `ext1` -> `extrude`
- `ext2` -> `bevel_radius`
Differential Revision: https://developer.blender.org/D9627
This was overlooked, as it seems there's no way for these strings to be
translated currently. Generally it's not that clear whether `N_` or
`TIP_` should be used in this case, but `TIP_` seems more consistent.
To avoid the cost of the translation lookup when the UI text isn't
necessary, we could allow the disabled hint argument to be optional.
Differential Revision: https://developer.blender.org/D13141
Wire-only meshes have a special case in the overlay drawing to give
the wire shader a special color (which avoids the lines being dashed,
somehow). The fast path for duplis didn't have that special case.
Differential Revision: https://developer.blender.org/D13196
Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.
Differential Revision: https://developer.blender.org/D13248
The problem is that drw_batch_cache_generate_requested_delayed
is called on the object, which uses the original object data type to
choose which data type to get info for. So for curves and text it uses
the incorrect type (not the evaluated mesh like we hardcoded in the
armature overlay code).
To fix this I hardcoded the "delayed" generation to only use the
evaluated mesh. Luckily it wasn't use elsewhere besides this
armature overlay system. That seems like the simplest fix for
3.0. A proper solution should rewrite this whole area anyway.
Differential Revision: https://developer.blender.org/D13439
* Spot lights are now handled as disks aligned with the direction of the
spotlight instead of view aligned disks.
* Point light is now handled separately from the spot light, to fix a case
where multiple lights are intersected in a row. Before the origin of the
ray was the previously intersected light and not the origin of the initial
ray traced from the last surface/volume interaction.
This makes both strategies in multiple importance sampling converge to the same
result. It changes the render results in some scenes, for example the junkshop
scene where there are large point lights overlapping scene geometry and each
other.
Differential Revision: https://developer.blender.org/D13233
After 1ef8ef4941 there were build warnings because of unused
arguments. Also missed to change code to iterate `strips` instead of
`seqbase` in 2 functions.
The Realize Instances and Join Geometry node can share most of their code.
Until now, both nodes had their own implementations though. This patch
removes the implementation in the Join Geometry node in favor of the more
general Realize Instances implementation.
This removes an optimization for avoiding spline copies. This can be brought
back later. The realize instances code has to be rewritten to support attribute
instances anyway.
Differential Revision: https://developer.blender.org/D13417
This node calculates the dual of the input mesh. This means that faces
get replaced with vertices and vertices with faces. In principle this
only makes sense when the mesh in manifold, but there is an option to
keep the (non-manifold) boundaries of the mesh intact.
Attributes are propagated:
- Point domain goes to face domain and vice versa
- Edge domain and Face corner domain gets mapped to itself
Because of the duality, when the mesh is manifold, the attributes get
mapped to themselves when applying the node twice.
Thanks to Leul Mulugeta (@Leul) for help with the
ascii diagrams in the code comments.
Note that this does not work well with some non-manifold geometry,
like an edge connected to more than 2 faces, or a vertex connected to
only two faces, while not being in the boundary. This is because there
is no good way to define the dual at some of those points. This type
of non-manifold vertices are just removed for this reason.
Differential Revision: https://developer.blender.org/D12949
Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
Now that we can store any dynamic attribute on the instances component,
we don't need the special case for `id`, it can just be handled by the
generic attribute storage. Mostly this just allows removing a bunch
of redundant code.
I had to add a null check for `update_custom_data_pointers` because
the instances component doesn't have any pointers to inside of
custom data.
Differential Revision: https://developer.blender.org/D13430
This patch adds a layer_idx and pass_idx parameter to the rna_Image_gl_load function. It exposes both to the Python API as optional parameters.
This allows python scripters to specifiy which layer and pass they want to load in to an OpenGL texture. Right now image.gl_load() always takes the first layer and first pass.
This is limiting when working with multilayer openEXRs.
With this patch scripters can do something like this:
```
pass_idx = area.spaces.active.image_user.multilayer_pass
layer_idx = area.spaces.active.image_user.multilayer_layer
image.gl_load(frame=0, layer_idx=layer_idx, pass_idx=pass_idx)
```
As the parameters are optional and default to 0, it should not break existing code.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13435
Commit f0d20198b2 used this field to flag rendered strips which were
queried by `SEQ_query_rendered_strips()`. Then operators iterate all
strips and checks state of `seq->tmp_flag`.
Use collection returned by `SEQ_query_rendered_strips` directly.
There should be no functional changes.
This commit adds functions `all_strips_from_context` and
`selected_strips_from_context` that provide collection of strips based
on context. Most operators can use this collection directly.
There is already `seq->tmp` DNA field, but is should not be used unless
absolutely necessary. Better option is to use human readable flag.
Best is to not use DNA fields for temporary storage in runtime.
When enabling or disabling a Mesh Sequence Cache modifier of an Object
with a hair particle system, the hair would switch positions. This is
caused because original coordinates in Blender are expected to be
normalized, and toggling the modifier would cause the usage of different
orco layers: one that is normalized, and the other which isn't.
This bug exposes a few related issues:
- if the Alembic file did not have orco data,
`MOD_deform_mesh_eval_get`, used by the particle system modifier, would
add an orco layer without normalization
- `MOD_deform_mesh_eval_get` would also ignore the presence of an orco
layer (e.g. one that could have been read from Alembic)
- if the Alembic file did have orco data, the data would be read
unnormalized
To fix those various issues, original coordinates are normalized when
read from Alembic and unnormalized when written to Alembic; and a new
utility function `BKE_mesh_orco_ensure` is added to add a normalized
orco layer if none exists on the mesh already, this function derives
from the code used in the particle system.
Reviewed By: brecht
Maniphest Tasks: T92561
Differential Revision: https://developer.blender.org/D13306
This is part of T92926, and is very similar to 221b7b27fc, except
slightly similar, because it only transfers from one component, and
it doesn't handle multi-threading at the moment.
Should be safe to do so now that 2.8+ has been out for 8 releases and over 2 years now.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12984
When the select action was set to "Select Tool", shift-clicking
on sequence strips wasn't selecting the strip.
Regression in 2a2d873124
Thanks to @a.monti for the fix.
- Integer Field input of the number of control points on each spline
in the spline domain.
- In the point domain, it is the number of points on the spline that
contains the given control point.
Differential Revision: https://developer.blender.org/D13279
No behavioral changes are expected here.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
This will be used by the copy/paste code.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
When appended collections are instantiated in viewlayers, do not add to
viewlayers collections children of other instantiated collections.
This default behavior is required for proper copy/paste behavior. If
previous behavior needs to be brought back for regular append operation,
this can be decided and done, but think this default behavior also makes
sense in normal append case.
part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
Unfortunately the drop logic for file-path based drag & drop checks the
used icon for its logic. This is very bad and should be changed. But
doing this involves some changes that are better not done during bcon4,
so for now stick to it and update the icon check.
Reviewed by: Julian Eisel
Differential Revision: https://developer.blender.org/D13383?id=45314
When adding `INSERT` operations over RNACollection items, rna diffing
code did not properly report the properties as not being equals.
This in turn triggered the 'purge unused exiting override properties'
mechanism, thus deleting the exitsting (valid) insert override property
operation.
NOTE: This should also be backported to 2.93, and probably 2.83.
Reviewed By: sybren, jbakker
Maniphest Tasks: T93353
Differential Revision: https://developer.blender.org/D13426
The default snap behavior to perform on tools and cursors is to the
final geometry and not edited geometry.
In snapping to edited geometry, there are some specific behaviors that
are not convenient in some cases. For example the general occlusion
test of X-Ray geometries during dragdrop.
This fix also resolves a regression for tools like measure and placement
that were also ignoring the snap to face in x-ray mode.
Differential Revision: https://developer.blender.org/D13410
Note that this fully replaces the 'PyCapsule' storage of linked/appended items
in the python API code by the generic storage of items in the
`BlendfileLinkAppendContext` data.
Maniphest Tasks: T91414
Differential Revision: https://developer.blender.org/D13331
- Rename the Curve Parameter node to Spline Parameter.
- Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.
Differential Revision: https://developer.blender.org/D13275
The `ASSET_OT_bundle_install` operator only works when the blend file is
self-contained. It reports any external dependencies. Before this patch:
- every dependency was mentioned, even when it repeated the same
filename over and over again, and
- multiple dependencies were all mentioned in the error popup,
potentially filling the screen.
This is now resolved by:
- only reporting each external file once, and
- referring to the console when there are multiple external dependencies.
Reviewed by: severin, dfelinto
Differential Revision: https://developer.blender.org/D13413
`file.select()` wasn't handling redirects as it should when it also
opens directories. This was only uncovered by a change in the keymap.
Reviewed By: Bastien Montagne, Harley Acheson
Differential Revision: https://developer.blender.org/D13388
Combined view of timeline and preview causes seemingly unpredictable
behavior after some operators have been allowed to run in preview
region.
Disable new features in this combined view, so behavior should be
consistent with previous versions.
ref: https://developer.blender.org/T92584
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13419
Add flag to `BKE_bpath_traverse_id()` and friends to skip weak
references (see below). This makes a distinction between "this blend
file depends on that file" and "this blend file references that file,
but doesn't directly use its data". This distinction is for the Asset
Bundle install operator, which refuses to copy the blend file when it's
not self-contained.
Weak references are those that are not directly used by the blend file,
but are still present to allow path rewriting. For example, when an
Asset is loaded its originating blend file is saved in
`ID::library_weak_reference`; this reference is purely for deduplication
purposes, and not for actually loading any data.
Reviewed by: mont29, brecht
Differential Revision: https://developer.blender.org/D13412
If strip is removed while proxy is built, this causes crash when
building is finished. This happens because proxy anims are freed in
`SEQ_proxy_rebuild_finish()`.
Iterate over available strips and check if original strip still exists
by comparing `SessionUUID`.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13408
It's important the coordinates the knife is operating on are never
manipulated since it will cause problems which are difficult to
troubleshoot.
Instead, use a cast in the MEM_freeN(..) call.
This reverts commit 8600d4491f.
The Domain Size node has a single geometry input and a selection for
the component type. Based on the component chosen, outputs containing
single values for the related domains are shown.
Mesh:
- Point Count
- Edge Count
- Face Count
- Face Corner Count
Curve:
- Point Count
- Spline Count
Point Cloud:
- Point Count
Instances:
- Instance Count
Differential Revision: https://developer.blender.org/D13365
The crash was caused by allocating an uninitialized amount of memory.
This fix initializes a bunch of variables that could cause the error.
It should be possible to also fix this in the function that actually uses
the uninitialized memory, but that could cause unknown consequences
that are a bit too risky for 3.0. Just initializing some variables should
be safe though. For more details see D13369.
Differential Revision: https://developer.blender.org/D13369
The are few things in the dependency graph which lead to the issue:
- IDs are only built once.
- Object-data level (Armature, i,e,) builder dependent on the object
visibility.
This caused issues when an armature is first built as not directly
visible (via driver, i.e.) and then was built as a directly visible.
This did not update visibility flag on the node for the custom shape
object.
The idea behind the fix is to go away form passing object visibility
flag to the geometry-level builders and instead rely on the common
visibility flush post-processing to make sure certain objects are
fully visible when needed.
This is the safest minimal part of the change for 3.0 release which
acts as an additional way to ensure visibility. This means that it
might not be a complete fix (if some configuration was overseen) but
it should not make currently working cases to not work.
The fix should also make modifiers used on rigify widgets to work.
The more complete fix will have `is_object_visible` argument removed
from the geometry-level builder functions.
Differential Revision: https://developer.blender.org/D13404
Regression since 3.93 caused by 752c6d668b.
Follow the code from 2.93 which was always leaving curve modifiers
evaluation with a valid and clean state of the bounding box.
This is also what was proposed and agreed on in the following
design task: T92206: Bounding Box: compute during depsgraph evaluation
Tested with files from T90808 and T93384.
For the 3.0 going with the safest and minimal change. The rest of
the bounding box un-entanglement is to happen outside of the stable
branch.
Thanks The patch is based on the code from Philipp Oeser and
investigation by Germano Cavalcante and Dr. Sybren A. Stüvel,
thanks!
Differential Revision: https://developer.blender.org/D13409
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code:
- MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`.
- MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers.
- Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13353
This patch adds new arg-type parameters to `DeviceQueue::enqueue` and its overrides. This is in preparation for the Metal backend which needs this information for correct argument encoding.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13357
Make `ED_preview_id_is_supported(ID *)` NULL-safe. It's semantically
valid, as it's not possible to render a preview of a NULL ID.
The crash was introduced in 481f032f5c
Reviewed By: sybren, jbakker
Maniphest Tasks: T93431
Differential Revision: https://developer.blender.org/D13398
The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
Currently, nodes with custom sockets do not get their internal links
populated. So operators like Delete And Reconnect don't work with such
nodes. This patch put custom sockets into consideration when computing
priorities for internal links such that sockets of the same idname get
connected. Additionally, the patch cleanup the function in the process
to avoid redundant code repetition.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13386
Currently, custom sockets are no longer supported for automatic linking
when dropping a node on a link. This is because SOCK_CUSTOM is given a
negative priority and is ignored. To fix this, SOCK_CUSTOM is now given
the lowest priority and the rest of the sockets got their priority
incremented.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13403
Currently we have a separate `InstancesDataSource`, which does almost
exactly the same thing as `GeometryDataSource`, except that it hardcodes
a few more columns: "Name", "Rotation", and "Scale". We can easily
replace that with a couple of if statements in the geometry data source.
This also makes named attributes on instances display
in the spreadsheet.
Differential Revision: https://developer.blender.org/D13391
Linux distributions are using newer TBB versions than official releases, and
TBB 2021 is an API breaking release.
In general we should avoid using TBB directly and go through the abstractions
in BLI_task.hh, though there is no abstraction for this.
For 3.0 the safe option is to just not cancel the task but instead early out
in the lambda function. Given the grain size of 2048 there should be no
significant performance difference.
Differential Revision: https://developer.blender.org/D13382
This patch gets rid of the O(N^3) complexity
of calculate_vertices. Execution time of the node is
reduced from 250ms to 140ms with 500^3 vertices.
In the future edge calculations could be done manually
and reduce the execution time even further.
Differential Revision: https://developer.blender.org/D13207
Parallelizes the loop that converts splines.
It gives around a 2x speedup on curves with over 1k splines.
Differential Revision: https://developer.blender.org/D13389
The isect_line_sphere algorithm became very imprecise when the line and
the sphere were reasonably far away from the world origin.
This would lead to no intersections being reported even if there was a
guaranteed intersection (line crossing from inside the sphere to the
outside).
To fix this we now use the secant root finding method to get an
intersection point. This is much more stable and robust it seems.
This implements four optimizations in the Set Position node:
* Check whether the position input is the current position and ignore
it if it is. This results in a speedup when only the Offset input is used.
* Use multi-threading when copying to computed values to the
position attribute. All geometry types benefit from this.
* Use devirtualization for the offset and position input. This optimizes
the common case that they are either single values or computed
in the fly in a span.
* Write to `Mesh->mvert` directly instead of creating a temporary span.
This makes setting mesh vertex positions even more efficient.
In my simple benchmark I'm using a White Noise node to offset the
position of 1,000,000 vertices. The speed is `20 ms -> 4.5 ms` in the
multi-threaded case and `32 ms -> 22 ms` in the single-threaded case.
This patch fixes an address space mismatch in the film convert kernels on Metal. The `film_get_pass_pixel_...` functions take a `ccl_private` result pointer, but the film convert kernels pass a `ccl_global` memory pointer. Specialising the pass-fetch functions with templates results in compilation errors on Visual Studio, so instead this patch just adds an intermediate local on Metal.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13350
For some underlying data (e.g. spans) we had two virtual array
implementations. One for the mutable and one for the immutable
case. Now that most code does not deal with the virtual array
implementations directly anymore (since rBrBd4c868da9f97a),
we can get away with sharing one implementation for both cases.
This means that we have to do a `const_cast` in a few places, but
this is an implementation detail that does not leak into "user code"
(only when explicitly casting a `VArrayImpl` to a `VMutableArrayImpl`,
which should happen nowhere).
This leads to division by zero in Freestyle's NoiseShader which also
crashes blender.
Not sure if we really need a do_version patch for old files, as an
alternative we could also force a positive number in the NoiseShader.
This patch does not do either, just force a positive range in RNA from
now on.
Maniphest Tasks: T89081
Differential Revision: https://developer.blender.org/D13332
This broke with {rB20fac2eca723} (which landed in 2.63), so long
standing bug.
Convention for paint modes is:
- when no paint mask is active, `Frame Selected` will focus the last
stroke
- when paint mask is active, `Frame Selected` will focus the selected
mask faces
To check the right vert coords we have to offset with `mp->loopstart`.
Maniphest Tasks: T93130
Differential Revision: https://developer.blender.org/D13247
Caused by {rBaf162658e127}, so long standing bug.
When changing clone slots (report involved a quite complicated sequence
of selecting textures and undo -- but I think this could happen in more
situations) code checks for UV of new clone slot.
However, since above commit the slot and the clone slot were mixed up,
so in this case the responsible NULL check (for when no UV is assigned)
wasnt working.
Now correct this (NULL check the clone slot uv -- instead of the paint
slot UV).
note: not sure why low level CustomData functions actually dont do the
name NULL checks themselves (seems like callers are always responsible).
Maniphest Tasks: T93117
Differential Revision: https://developer.blender.org/D13378
Reproduce the logic we already do in C (BKE_blender_version_is_alpha)
and the CMake file.
Otherwise it can get out of sync if we add/rename the non-alpha release cycles.
No functional change.
Differential Revision: https://developer.blender.org/D13379
This was crashing using the clone tool without a clone image assigned.
Caused by {rB9111ea78acf4}.
Since above commit, `BKE_image_acquire_ibuf` was using `ima->runtime`
without checking for NULL first.
Since callers are not required to check for this, just return early
here.
note: there is still a memory leak using the clone tool without a clone
image assigned (but this was also the case before said commit and needs
to be investigated separately).
Maniphest Tasks: T93380
Differential Revision: https://developer.blender.org/D13377
Instead of drawing the mask layers in the sequence of their occurence, draw the active mask *always* on top.
Implementation:
- move drawing loop for splines to separate static function
- draw active mask last
Example: lowest layer is active, yet still drawn on top.
{F12140355}
This is part of an effort to make mask editing more intuitive & easy to use: https://developer.blender.org/T93097
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13372
Previously, there was a fixed grain size for all multi-functions. That was
not sufficient because some functions could benefit a lot from smaller
grain sizes.
This refactors adds a new `MultiFunction::call_auto` method which has the
same effect as just calling `MultiFunction::call` but additionally figures
out how to execute the specific multi-function efficiently. It determines
a good grain size and decides whether the mask indices should be shifted
or not.
Most multi-function evaluations benefit from this, but medium sized work
loads (1000 - 50000 elements) benefit from it the most. Especially when
expensive multi-functions (e.g. noise) is involved. This is because for
smaller work loads, threading is rarely used and for larger work loads
threading worked fine before already.
With this patch, multi-functions can specify execution hints, that allow
the caller to execute it most efficiently. These execution hints still
have to be added to more functions.
Some performance measurements of a field evaluation involving noise and
math nodes, ordered by the number of elements being evaluated:
```
1,000,000: 133 ms -> 120 ms
100,000: 30 ms -> 18 ms
10,000: 20 ms -> 2.7 ms
1,000: 4 ms -> 0.5 ms
100: 0.5 ms -> 0.4 ms
```
Affect and effect are too confusing for non-native english speakers
(like me). Also BAKING_MASK_MARGIN doesn't exist anymore in the code.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13361
Under some circumstances that can lead to more than a 2x
performance increase, because math nodes can better optimize
for the case when the slice is a single value or span.
Caused by 6b0869039a
Above commit introduced selection after renaming. This includes calling
`file_select_deselect_all` [which resorts and refilters].
So now, to have the correct file for scrolling, get it again after
sorting by calling `file_params_find_renamed` again.
Differential Revision: https://developer.blender.org/D13368
A minor cosmetic fix. When the view was scrolled all the way to the
bottom, the lowest panel would end right on the view edge. The
scrollable view should get the same margin at the bottom as used at the
top.
This corrects some alignments issues through new margins introduced in
93544b641b. Basic idea of this fix is to only add the new margins when
drawing a panel with background. These margins were added specifically
for the background boxes, so that makes sense.
Alternative fix to D13199.
This also fixes some margings added unintentionally in mentioned commit.
There is a little jump of the toolbar and the tabs in the Properties
when comparing the UI without this fix to 2.93:
{F12158085} {F12158039}
The jump is gone with this fix applied (compare to the 2.93 screenshot):
{F12158064}
While not a serious issue, this confirms that this fix actually tackles
the root of the issue.
Don't use the side padding for menu item contents when displaying
previews or icons in a row or grid layout. This can cause problems for
the preview drawing and doesn't make sense to draw there anyway.
This not only fixes the mentioned issue, but also too small heighlight
for the collection color tag in the Outliner context menu.
Alternative to and similar to D13125.
Assigning a catalog to an asset via drag-and-drop in the asset browser
now creates an undo step. Not only does this allow undoing the action,
it also tags the blend file as modified.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13370
This fixes a crash when muting the "Group Output" node.
It should not be possible to mute it so this patch
sets the `no_muting`-variable on it.
Differential Revision: https://developer.blender.org/D13364
Liboverride properties and operations list need to be fully up-to-date
before libraries are reloaded, otherwise re-applying those liboverrides
after linked data is reloaded may miss some changes.
This reverts the changes to fix T87448, where entering the same value in number
buttons causes an unnecessary update. This is not stable enough for 3.0 and so
is being reverted, better to have an unnecessary update than no update in other
cases.
This effectively reverts the changes from rBeb06ccc32462 and follow up fixes
rBe1a9ba94c599, rBbbb52a462ef9, rBec30cf0b742f, and rB071799d4fc44. The code is
disabled with a comment on how it could be implemented better.
Bug introduced in {rBaa0ac0035a0d}.
The invalid depth fallback was changed to `FLT_MAX` in order to match the
annotation and gpencil operations.
This broke the `Interactive Light Track` operator which invalidates the
operation if the depth value is `1.0f`.
The chosen solution was to change the value tested in the annotation and
gpencil operations.
Caused by {rBcf2baa585cc8}.
For Curve Guide force fields to work, the `Path Animation` option has to
be enabled. With it disabled, we are lacking the necessary
`anim_path_accum_length` data initialized [done by
`BKE_anim_path_calc_data`] which `BKE_where_on_path` relies on since
above commit.
Now just check for this before using it - and return early otherwise.
Prior to said commit, `BKE_where_on_path` would equally return early
with a similar message, so that is expected behavior here.
Maniphest Tasks: T93338
Differential Revision: https://developer.blender.org/D13371
The issue was that the attribute propagation in the Fillet Curve node seems
pretty broken. I couldn't really make sense of the old code. It changed the
size of the point attribute domains on splines to 1 for some reason which
led to a crash in the next node.
Differential Revision: https://developer.blender.org/D13362
The mirror modifiers merge option caused unnecessary re-ordering
to the vertex array with original vertices merging into their copies.
While this wasn't an error, it meant creating a 1:1 mapping from input
vertices to their final output wasn't reliable (when looping over
vertices first to last) as is done in
BKE_editmesh_vert_coords_when_deformed.
As merging in either direction is supported, keep the source meshes
vertices in-order since it allows the vertex coordinates to be extracted.
NOTE: Since this change introduce issues for some cases (e.g. bound
modifiers like SurfaceDeform), this change is only applied to newly
created modifiers, existing ones will still use the old incorrect merge
behavior.
Reviewed By: @brecht
Maniphest Tasks: T93321, T91444
Differential Revision: https://developer.blender.org/D13355
Revert "Fix T91444: Edge Loop Preview fails with two Mirror Modifiers"
This reverts commit 1a7757b0bc.
Caused issue reported in T93321, boiling down to the fact that other
operations or modifiers (like the SurfaceDeform one) rely on the order
of the vertices in the mesh to remain consistent.
Changing this in a modifier would mean those operations need to be
reset/re-created (e.g. rebound for the SurfaceDeform case), which is not
doable in `do_version` code.
Was happening during rendering, causing visual artifacts when doing
CPU+GPU rendering, and giving different in-progress results on different
devices.
The root of the issue comes to the fact that math used in the approximate
shadow catcher calculation might have resulted in negative alpha channel,
and negative values for display are handled differently on CPU and GPU.
Such difference in handling is caused by an approximate conversion used on
the CPU for the performance reasons.
This change makes it so no negative alpha is generated by the approximate
shadow catcher. Not sure if we need some explicit clamping somewhere to
deal with possible negative values coming from somewhere else.
The shadow catcher cornell box tests are to be updated for the new code,
but the new result seems to be more accurate.
Differential Revision: https://developer.blender.org/D13354
Noticed when was looking into T93155. Steps to reproduce:
- Open the .blend file from the report
- Hit F12 to start rendering
- After some tiles were rendered hit Esc
The issue is caused by "sticky" cancel reported via Progress. This means
that once user hit Esc all further requests for cancel state will return
truth, which was preventing OIDN denoiser from completing the denoising
task.
Now only allow stopping the denoiser when interactive rendering requests
a very fast stopping.
Aiming the fix for 3.0 branch.
Differential Revision: https://developer.blender.org/D13352
With the current code in master, scrambling distance is enabled on non-hardware accelerated ray tracing devices see a measurable performance decrease when compared scrambling distance on vs off. From testing, this performance decrease comes from the large tile sizes scheduled in `tile.cpp`.
This patch attempts to address the performance decrease by using different algorithms to calculate the tile size for devices with hardware accelerated ray traversal and devices without. Large tile sizes for hardware accelerated devices and small tile sizes for others.
Most of this code is based on proposals from @brecht and @leesonw
Reviewed By: brecht, leesonw
Differential Revision: https://developer.blender.org/D13042
A parallel loop to create the interesection meshes for each triangle
meant that with parallelism, the output order of the created meshes
could vary with each execution. Keep the parallelism for doing the CDTs
for interesection, but move the extraction of the new faces into a
serial loop afterwards, for repeatability.
This commit improves the scaling of some ui widgets when
zooming by making the radius of the rounded corners
dependent on the element's zoom level.
Needed to fix T92278 without padding issues, see D13125.
Reviewed By: Hans Goudey, Julian Eisel
Differential Revision: https://developer.blender.org/D12842
There are two functions that recalculate the boundbox of an object:
- One that considers the evaluated geometry
- Another that only considers the object's `data`.
Most of the time, the bound box is calculated on the final object
(with modifiers), so it doesn't seem right to just rely on `ob->data`
to recalculate the `ob->runtime.bb`.
Be sure to calculate the BoundBox based on the final geometry and
only use `ob->data` as a fallback
Differential Revision: https://developer.blender.org/D12282
Changes icon used to indicate blend file when overlaid over larger
document icon when in thumbnail view. Only seen when file does not
have a preview.
Followup to {rB611e4ffaab43}
For more details and examples see D13342
Differential Revision: https://developer.blender.org/D13342
Reviewed by Julian Eisel
Changes icon used to indicate blend file when overlaid over larger
document icon when in thumbnail view. Only seen when file does not
have a preview.
Followup to {rB611e4ffaab43}
For more details and examples see D13342
Differential Revision: https://developer.blender.org/D13342
Reviewed by Julian Eisel
Without this it's easy to loose track of which catalog you are dragging.
Things feel generally quite jumpy/disconnected, activating the catalog
makes things feel far less like that.
I consider this an important usability fix, therefore I'm adding it to
the release branch.
When dropping catalogs it is ensured that the name of the moved catalog
is unique within the new parent catalog. When dropping a catalog into
the parent, the catalog would not actually move to a different location,
but it would still be renamed. The unique name logic simply isn't smart
enough to ignore the catalog that is about to be moved.
Address this by disallowing dragging a catalog into its own parent. It's
already there.
This was an oversight when I added catalog drag & drop support. I forgot
to add this for dragging catalogs into the top level by dragging into to
the "All" item as well. This made the drag & drop support rather broken
because it wouldn't work for a basic case.
When a node is executed, it usually schedules other nodes.
Right now, those newly scheduled nodes are added to a
task pool so that another thread can start working on them
immediatly.
However, that leads to the situation where sometimes each
node in a simple chain is executed by another thread. That
leads to additional threading overhead and reduced cache
efficiency (for caches that are not shared between cores).
Now, when a node is executed and schedules other nodes,
the first of those newly scheduled nodes will always be
executed on the same thread once the current node is done.
If it schedules more than one other node, those will be
added to the task pool as before.
The speedup achieved by this is hard to measure. I found it
to be a couple percent faster in some extreme cases, not
much to get excited about. It's nice though that the number
of tasks added to the task pool is commonly reduced by a
factor of 4 or 5.
This part of the drawing code assumes that the bone custom object
has only one evaluated geometry component, and it also uses the
object type to check which data to draw, with the functions like
`DRW_cache_object_surface_get` that just take an object input.
Those functions usually work on evaluated objects, which use the
instancing system to access a temporary object with `object.data`
replaced for data types that don't match the original object.
That assumption used to work, but now curve, point cloud, or volume
objects can have an evaluated mesh which is not accessed with the
same object for render engine drawing.
The "correct" solution for the way this code is structured would be to
loop through all of the geometry components and try to get GPU batches
from every one of them. However, that significantly increases complexity
in an area that should probably be refactored anyway. This patch treats
the mesh as a special case, and only draws the evaluated mesh.
The **best** solution in my opinion might be refactoring this area to
use the instancing system with some sort of viewport-only flag so
the custom shape instances aren't added in the render.
The solution is "partial" because the "Wireframe" option only works
for meshes from mesh objects, even after this fix, and because other
data besides meshes is not displayed at all.
Differential Revision: https://developer.blender.org/D13038
Some enum names were changed/removed in OptiX 7.4, so some changes are necessary to
make things compile still.
In addition, OptiX 7.4 also adds built-in support for catmull-rom curves, so it is no longer
necessary to convert the catmull-rom data to cubic bsplines first, and has endcaps disabled
by default now, so can remove the special handling via any-hit programs that filtered them
out before.
Differential Revision: https://developer.blender.org/D13351
The patch slightly modifies two recently added icons "FILE_BLEND" and
"CURRENT_FILE" to better align them to the pixel grid, and change the
design of "FILE_BACKUP" to avoid alignment and readability issues, as
well as avoiding the outline version of the Blender logo which violates
the official logo guidelines.
Differential revision: https://developer.blender.org/D13346
When a manual frame range is set, allow marking an action as having
Cyclic Animation. This does not affect how the action is evaluated,
but the Cycle-Aware Keying option will automatically make any newly
added F-Curves cyclic. This allows using the option from the start
to build the cycle, rather than only for tweaking an existing loop.
The curves are made cyclic when they have only one key, either
after inserting the first key, or before adding the second one.
The latter case avoids the need to manually make the first added
curve cyclic after marking a newly added action cyclic.
Differential Revision: https://developer.blender.org/D11803
Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action. However, currently it
can only be deduced by scanning the keyframes of the curves within
it. This is not ideal if e.g. curves are staggered for overlap.
As suggested by Nathan Vegdahl in comments to T54724, this patch adds
Action properties that allow manually specifying its active frame range.
The settings are exposed via a panel in the Dopesheet and Action Editor.
When enabled, the range is highlighted in the background using a striped
fill to distinguish it from the solid filled regular playback range.
When set, the frame range is used when adding or updating NLA tracks,
and by add-ons using `Action.frame_range`, e.g. FBX exporter.
Differential Revision: https://developer.blender.org/D11803
Add a new 'selected_visible_actions' property to allow querying
actions that are selected in animation related editors for use in
UI and operators. The 'selected_editable_actions' variant excludes
linked actions (the only reason an action can be read-only).
In the Action and Shape Key editors there is only one action
that is specified by the field at the top of the editor.
In Dope Sheet it scans the channel rows and returns all actions
related to the selected items. This includes summary items for
actions and groups.
In Graph Editor, it lists actions associated with selected curves.
The new property is also used for Copy To Selected and Alt-Click.
Ref D11803
This is only meant to be used for development purposes for now,
not to show warnings to the user.
Differential Revision: https://developer.blender.org/D13348
Previously, there were a couple of cases where nodes were scheduled when
that was not really necessary. This change doesn't seem to have a big impact
on performance, but simplifies the code a bit.
There are few layers of things which lead to the situation
of more noisy material preview: the do-version of the
preview.blend did not happen (at least from the Python
side as we did not investigate the C side deep). This made
Cycles to use default integrator settings for the preview
file ever since the Cycles X was merged. Those settings are
adaptive sampling with max 4K samples, noise threshold 0.01.
Opening the file in Blender 3.0 for edit did run the versioning
code which effectively lowered the number of samples used for
rendering.
This change makes it so the preview file is configured with
the exact effective settings as seen by Cycles prior to the
file was re-saved (adaptive sampling with the parameters noted
above).
This fix does not chaneg the fact that the versioning code is
not used for preview.blend, it only solves the regression in
the quality of previews.
The fix is done and reviewed with collaboration with Dalai and Sergey.
This dependency was a bit ugly and the functions from the mask modifier
did a few things that we don't need in the Delete Geometry node:
* The mask modifier uses `CustomData_copy_data` which the node doesn't need.
* The mask modifier checks for `-2` in some values, but this special value is
not used by the node.
Differential Revision: https://developer.blender.org/D13335
Unity builds are only used in the `bf_nodes_geometry` module for now.
This module has been prepared to support unity builds already.
Usually, there is a 2-4x speedup when building `bf_nodes_geometry`
compared to without unity builds (e.g. 145s to 55s).
For more information about how unity builds work and how they help
with compile times, see D13341.
Differential Revision: https://developer.blender.org/D13341
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.
The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.
This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.
The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.
The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.
This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.
The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
Two issues addressed here:
I) `asset_type_info` is sub-data, not a callback. Therefore, move it
before the callbacks in the `IDTypeInfo` struct.
II) More important, initialize this new attribute in *ALL* `IDTypeInfo`
instances. No member of this struct should ever be left implicitely
uninitilazed, ever.
Aftermath of rBa84f1c02d251.
Asset library indexing would store indexes of asset files to speed up
asset library browsing.
* Indexes are read when they are up to date
** Index should exist
** Index last modify data should be later than the file it indexes
** Index version should match
* The index of a file containing no assets can be load without opening
the index file. The size of the file should be below a 32 bytes.
* Indexes are stored on a persistent cache folder.
* Unused index files are automatically removed.
The structure of the index files contains all data needed for browsing assets:
```
{
"version": <file version number>,
"entries": [{
"name": "<asset name>",
"catalog_id": "<catalog_id>",
"catalog_name": "<catalog_name>",
"description": "<description>",
"author": "<author>",
"tags": ["<tag>"]
}]
}
```
Reviewed By: sybren, Severin
Maniphest Tasks: T91406
Differential Revision: https://developer.blender.org/D12693
This patch adds test cases to detect edge cases when finding
keylist columns.
The patch originated during development of D12052 to make sure
the new implementation matches the old implementation. It would
be good to add these test cases to master so this part is covered
in a next change might influence the expected edges.
The patch covers `ED_keylist_find_next`, `ED_keylist_find_prev`
and `ED_keylist_find_exact` methods.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12302
extracts the search for keyframe segments (consecutive selection of keys)
It will be reused by future graph editor operators
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9360
Ref: D9360
In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.
So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).
Differential Revision: https://developer.blender.org/D13239
windows.h `#defines rct1` as a number which is
problematic if we include `BLI_rect.h` after
`windows.h` .
by renaming `rct1/2` to `rct_a/b` we side step
the collision and straighten up the naming with
the functions directly above it.
In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.
So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).
Differential Revision: https://developer.blender.org/D13239
Alternative to D13291 (description partially copied from there).
New drag & drop reordering code would call constraints reordering
operator with the generic context, and not the one from the panel's
layout. missing the "constraint" member which is mandatory for poll
function to properly deal with override vs. local constraints.
For this to work in a decent way, there needs to be some panel-wide
context that we can restore when executing callbacks outside of the
normal draw context. So similar to uiLayoutSetContextPointer() to set
context on a layout level, this introduces
UI_panel_context_pointer_set() for panel level context (this calls the
former for the current panel root layout as well).
Differential Revision: https://developer.blender.org/D13308
The bounding box transform code assumed that the pivot would always be
the sequence object transform center.
Rework the code so that this assumption is true even if the general
transform pivot is set to be the 2D cursor.
Previously, attribute propagation did not work correctly in when only
deleting edges and faces (but not points). Face and face corner attributes
were propagated wrongly or not at all respectively.
In order to keep the patch relatively small for the release branch,
it does not include some small optimizations. These can be done in 3.1:
* Use a `Span<int>` instead of `IndexMask` to avoid creating an
unnecessary `Vector<int64_t>`.
* Only prepare index mappings when there are actually attributes to
propagate.
Differential Revision: https://developer.blender.org/D13338
Adds a new overlay called "Timings" to the Geometry Node editor.
This shows the node execution time in milliseconds above the node.
For group nodes and frames, the total time for all nodes inside
(recursively) is shown. Group output node shows the node tree total.
The code is prepared for easily adding new rows of information
to the box above the node in the future.
Differential Revision: https://developer.blender.org/D13256
With this commit, we no longer use the prefixes for every node type
function like `geo_node_translate_instances_`. They just added more
places to change when adding a new node, for no real benefit.
Differential Revision: https://developer.blender.org/D13337
This disables motion blur for geometry instances in eevee, which did
not work correctly anyway. See code comment for more details.
Differential Revision: https://developer.blender.org/D13334
This happens if the Wavelength is set to 0.0f.
Not sure if we really need a do_version patch for old files, as an
alternative we could also force a slight offset in the
SinusDisplacementShader. This patch does not do either, just force a
positive range from now on.
Maniphest Tasks: T93322
Differential Revision: https://developer.blender.org/D13329
21.Q4 is required, older version should not show devices in the preferences.
This adds a check for the file version of amdhip64.dll file during hipew
initialization.
Differential Revision: https://developer.blender.org/D13324
This was just a typo in {rBb408d8af31c9}
Must be 'MINIMUM' (instead of 'MININUM').
Maniphest Tasks: T93320
Differential Revision: https://developer.blender.org/D13328
Intention of the icon is to mark add-ons that are official/bundled.
Doesn't make much sense to use the .blend file icon for that. It's
arguable if the Blender logo should be used for this, but the file icon
is definitely the wrong choice.
Intention of the icon is to mark add-ons that are official/bundled.
Doesn't make much sense to use the .blend file icon for that. It's
arguable if the Blender logo should be used for this, but the file icon
is definitely the wrong choice.
This puts all static functions in geometry node files into a new
namespace. This allows using unity build which can improve
compile times significantly (P2578).
* The name space name is derived from the file name. That makes
it possible to write some tooling that checks the names later on.
The file name extension (`cc`) is added to the namespace name as
well. This also possibly simplifies tooling but also makes it more
obvious that this namespace is specific to a file.
* In the register function of every node, I added a namespace alias
`namespace file_ns = blender::nodes::node_geo_*_cc;`. This avoids
some duplication of the file name and may also simplify tooling,
because this line is easy to detect. The name `file_ns` stands for "file
namespace" and also indicates that this namespace corresponds to
the current file. In the beginning I used `node_ns` but `file_ns` is more
generic which may make it more suitable when we want to use unity
builds outside of the nodes modules in the future.
* Some node files contain code that is actually shared between
different nodes. For now I left that code in the `blender::nodes`
namespace and moved it to the top of the file (couldn't move it to
the bottom in all cases, so I just moved it to the top everywhere).
As a separate cleanup step, this shared code should actually be
moved to a separate file.
Differential Revision: https://developer.blender.org/D13330
Currently the geometry nodes evaluator always stores a field for every
type that supports it, even if it is just a single value. This results in a lot
of overhead when there are many sockets that just contain a single
value, which is often the case.
This introduces a new `ValueOrField<T>` type that is used by the geometry
nodes evaluator. Now a field will only be created when it is actually
necessary. See D13307 for more details. In extrem cases this can speed
up the evaluation 2-3x (those cases are probably never hit in practice
though, but it's good to get rid of unnecessary overhead nevertheless).
Differential Revision: https://developer.blender.org/D13307
This changes what domain is used by the raycast mode. This should fix the
behavior for face corner attributes (but may make it a bit slower for other
attributes). I think for 3.0 this is an acceptable trade off. For 3.1 we can do
what the comment suggests already.
Differential Revision: https://developer.blender.org/D13333
The problem was that we forgot to actually remove the vertex group when
it should be deleted. We only removed all the data that was attached to it.
Differential Revision: https://developer.blender.org/D13326
rB33c5e7bcd5e5b79 doversion code was incorrectly dealing with 'insert in
first position' case from older blendfiles.
Specifically, a NULL anchor is valid (it means that the new item is the
first of the stored override data, and should be inserted at start of
the list).
Reported as part of T93321.
The Blender icon must not be used to refer to anything that is not
Blender itself. Using the Blender icon on its own to refer to .blend
files or the currently open file is a no-go, which was brought up by
Ton.
This does the following changes to the icon file:
* Add new "Current File" icon
* Change the .blend file icon to contain a file icon with the Blender
logo, but not merely the Blender logo.
* Change the backup .blend file icon accordingly.
The new "Current File" icon is used in the Asset Browser, but
could/should be used in the Outliner as well. That needs more design
discussion though.
Add an operator "Copy to Asset Library" for installing asset bundles
into already-existing asset libraries.
The operator is shown when:
- the "Current File" library is selected,
- the blend file name matches `*_bundle.blend`, and
- the file is not already located in an asset library.
The user can select a target asset library, then gets a "Save As"
dialogue box to select where in that library the file should be saved.
This allows for renaming, saving in a subdirectory, etc.
The Asset Catalogs from the asset bundle are merged into the target
asset library.
The operator will refuse to run when external files are referenced. This
is not done in its poll function, as it's quite an extensive operator
(it loops over all ID datablocks).
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13312
This enables calling code to deal with the blendfile handle themselves,
BKE_blendfile_link then just borrows, uses this handle and does not
release it.
Needed e.g. for python's libcontext system to use new
BKE_blendfile_link_append code.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
This enables calling code to deal with the blendfile handle themselves,
BKE_blendfile_link then just borrows, uses this handle and does not
release it.
Needed e.g. for python's libcontext system to use new
BKE_blendfile_link_append code.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
This was broken by rB0c3b215e7d5456878b155d13440864f49ad1f230.
The caching of loaded exr files needed some special treatment.
Differential Revision: https://developer.blender.org/D13313
This was probably broken by rB5c2330203e11e0d916960218b07d88d2193bf526.
For now just add the padding back in a spreadsheet specific way.
Differential Revision: https://developer.blender.org/D13315
There was a missing normals layer that was requested by the data transfer
modifier from the target object. The normal layer was correctly added to
the target object. However, it never reached the data transfer modifier
because the mesh was copied in `BKE_object_get_evaluated_mesh`
(in the call to `get_mesh_for_write`) and the copy does not include the normals
layer.
The solution is to not use `get_mesh_for_write` here which was only used
because `BKE_object_get_evaluated_mesh` returns a non-const `Mesh *`.
Mid term, it should actually return a `const Mesh *` to avoid the confusion.
Differential Revision: https://developer.blender.org/D13319
For some users, dropping assets into preview area may be more practical
due to space constraints or it may be just more intuitive.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D13311
For using the Outliner and/or the Asset Browser as scene independent
tools to organize a/v source material is necessary for the users to be
able to drag and drop data blocks into the VSE. This was also an
unfulfilled design target for the Outliner Gsoc project.
Datablocks won't be used directly. Path to file will be passed to strip
add operator instead.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D13304
Use the correct device function (hipDeviceGet) for multi GPU setups, instead
of hipGetDevice which just returns the default device.
Differential Revision: https://developer.blender.org/D13323
We already supported previews for lights, just didn't actually use them
when making a light object an asset. They were only used when making the
light data itself an asset.
Mistake in e7bea3fb6e.
We should only skip preview generation for objects that don't support
preview rendering, not completely forbid accessing preview data of such
IDs.
BVH2 triangle intersection was broken on the GPU since packed floats can't
be loaded directly into SSE. The better long term solution for performance
would be to build a BVH2 for GPU and Embree for CPU, similar to what we do
for OptiX.
Fix problem with duplicated initial character when initiating or
switching to new windows. This is done by updating our copies of state
and modes from the new window when it receives WM_IME_SETCONTEXT
message. This problem and fix are only for the Windows platform.
* Rename "Auto Tiles" to "Use Tiling", it's not really automatic and
confusing with the old auto tile size add-on.
* Rename "Adaptive" scrambling distance to "Automatic", to avoid confusion
with adaptive sampling.
Fix problem with duplicated initial character when initiating or
switching to new windows. This is done by updating our copies of state
and modes from the new window when it receives WM_IME_SETCONTEXT
message. This problem and fix are only for the Windows platform.
Add the following methods to the CurveEval class:
total_length() : returns the total length of the curve without needing to
allocate a new array
total_control_point_size() : returns the total number of control points without
needing to allocate a new array
* Rename "Auto Tiles" to "Use Tiling", it's not really automatic and
confusing with the old auto tile size add-on.
* Rename "Adaptive" scrambling distance to "Automatic", to avoid confusion
with adaptive sampling.
Use a map to speed up search for UI block names.
Time to redraw the node editor was decreased from
around 75-120ms to 40-70ms in a tree with many
Geometry Nodes.
Differential Revision: https://developer.blender.org/D13225
According to Blender selection rules, selections should be flushed
to containing elements. Added an EDMB_select_flush() after edit
mode booleans or intersects are done. Hopefully this doesn't break
any scripts that might have been depending on the old (broken) behavior.
Happens when device runs out of memory and Cycles is moving some
textures to the host memory.
The delayed memory free for OptiX BVH was moving data from one
device_memory to another, leaving the original device memory in
an invalid state. This was ruining the allocation map in the CUDA
device which is using pointer to the device_memory.
This change makes it so the memory pointer is stolen from BVH
into the delayed memory free list.
Additionally, forbid copying and moving instances of device_memory
and added sanity checks in the device implementation.
Differential Revision: https://developer.blender.org/D13316
This allows to reduce signature of several functions, and make it eaiser
to integrate more higher-level usages later on.
This should be a non-behavioral-change commit.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
This removes the last main usage of BLO's instantiation code.
Also required some limited refactoring of BKE_blendfile_link_append's
instantiation to make it more modular, and usable by both linking and
appending code paths.
NOTE: This should be a non-behavioral change commit.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
This will allow to expose all those advanced features of the WM
operators to other parts of the code, like the python library context
manager, copy/paste code, etc.
This is expected to be a strictly no-behavioral-change commit.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
Maniphest Tasks: T91414
Differential Revision: https://developer.blender.org/D13222
A good sphere preview material has a 1:1 UV ratio (so we see squares as
least distorted as possible), as well as good poles.
Square UV:
The original sphere expected a 2:1 panorama to be mapped to it. This
patch changes that (I scaled Y by 0.5) so that square textures look ok.
Poles:
The original sphere had a low initial resolution, so no ammount of
subdivision would fix the poles.
The sphere has a subdivision modifier with 0 resolution. Later (3.1?) I
want to try to change the resolution on-the-fly based on whether the material
has a displacement map.
Old sphere (1.9K vertices):
{F11845752, size=500px}
New sphere (2.0K vertices):
{F11845710, size=500px}
Differential Revision: https://developer.blender.org/D13309
`IMB_moviecache` is implemented as a singleton. When destructing the
singleton via `IMB_moviecache_destruct` it will not be created anymore
resulting inusage of unallocated memory and potentional memory
corruption.
When running blender this doesn't happen, but when creating images in
test cases the moviecache should be able to be recreated after it is
destroyed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13287
This patch separates the static-part from the dynamic-part when
generate brush masks. This makes the generation of brush masks 2-5 times
faster depending on the size of the brush.
More improvements can be done, this was just low hanging fruit.
This regression was introduced by D11832, but there was problems before
that as well. I seem to have missed it in review. See the differential
revision for a screenshot of the difference.
Differential Revision: https://developer.blender.org/D13216
It seems that update_from_old assumed there would be an old
tree view available in the old block. This works for the asset browser
because the tree is always drawn, but for the spreadsheet that depends
on having an active object, which isn't necessarily always true.
Differential Revision: https://developer.blender.org/D13301
Generating curve mask for 2d texture painting had some hard-coded
parameters that eventually weren't used in the algorithm (hardness and
rotation of the brush). This patch removes these parameters.
Curve mask generation is done during 2d texture painting. There are some
performance issues in this part of the code. Before addressing those we
move the code to CPP.
New drag&drop reordering code would call constraints reordering operator
with the generic context, and not the one from the panel's layout.
missing the "constraint" member which is mandatory for poll function to
properly deal with override vs. local constraints.
This commit fixes it by generating a temp bContextStore in the panel
re-ordering callback.
NOTE: this fix will have to be extended to modifiers (which happen to
work currently because they have an 'active' status), and gpencil
modifiers (which are also broken currently).
Differential Revision: https://developer.blender.org/D13291
The idea behind this change is the same as in
rB6ee2abde82ef121cd6e927995053ac33afdbb438.
A `MultiFunction::debug_parameter_name` method could be
added separately when necessary.
Previously, the function names were stored in `std::string` and were often
created dynamically (especially when the function just output a constant).
This resulted in a lot of overhead.
Now the function name is just a `const char *` that should be statically
allocated. This is good enough for the majority of cases. If a multi-function
needs a more dynamic name, it can override the `MultiFunction::debug_name`
method.
In my test file with >400,000 simple math nodes, the execution time improves from
3s to 1s.
This allows the use of better/more readable data structures,
and will also make some refactors to the search button easier.
The build completed on the buildbot for all platforms.
A recent security update to macOS 10.15.7 causes crashes when using Eevee and
various other 3D viewport features. It appears that glGenerateMipmap is
broken, causing a crash whenever its commands are flushed/submitted to the GPU.
Ideally this would be fixed in a driver update, however it's unlikely this will
happen. Earlier macOS versions have been receiving security updates for 2 years,
and that window has just passed for 10.15. Further, computers with these GPUs
can't upgrade to a newer macOS version.
As a workaround, disable mipmaps on these GPUs, by setting the mipmap max level
to 0 and not calling glGenerateMipmaps. Effects like depth of field also use
mipmaps, but fill in the mip levels by other means. In those cases we keep the
mipmap level.
Differential Revision: https://developer.blender.org/D13295
This fixes the the app crash happening when trying to render smoke as a dense
3D texture. The changes are related to matching up hipew with the actual HIP
headers.
Differential Revision: https://developer.blender.org/D13296
Same fix as rB0a3b4d4c64f1, but this time for greasepencil.
To repeat: dopesheet in greasepencil mode was ignoring the temporariy
visibility flag of collections. As a result, even though the dopesheet
was supposed to show animation data of visible greasepencils only was
still showing such data of greasepencils that were hidden by hiding
their collection.
Updates the Transfer Attributes and Capture Attributes nodes
to support attributes from instances.
Differential Revision: https://developer.blender.org/D13292
This patch removes a bunch of specific code for drawing the spreadsheet
data set region, which was an overly specific solution for a generic UI.
Nowadays, the UI tree view API used for asset browser catalogs is a much
better way to implement this behavior.
To make this possible, the tree view API is extended in a few ways.
Collapsibility can now be turned off, and whether an item should
be active is moved to a separate virtual function.
The only visual change is that the items are now drawn in a box,
just like the asset catalog.
Differential Revision: https://developer.blender.org/D13198
This isn't a problem in 3.0 or master, but I'm porting the spreadsheet
data set region to a tree view and ran into this. This line needs to
whether the function is empty before calling it.
Differential Revision: https://developer.blender.org/D13197
Now that `node_intern.hh` is a C++ header, we can use C++ types
there. This patch replaces the linked list of dragged links with a
vector. Also, the list of drag operator custom data, `nldrag`, doesn't
seem to need to be a list at all, so I just made it a unique pointer.
Differential Revision: https://developer.blender.org/D13252
Use the `GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR` shader instead of `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`.
This is just a partial solution as "protected" fcurves still use the dashed shader.
Differential Revision: https://developer.blender.org/D13290
CC-BY Blender Studio https://studio.blender.org
Update the splash artwork for the daily builds (`master`) to
celebrate the beginning of a new major series in Blender.
The badges of the Development Fund membership levels have been removed for
a simpler design, and the font matches the one used elsewhere in blender.org
After rB97533eede444217b, instances have their own attribute domain,
but the spreadsheet code worked under the assumption that the component
used the point domain. Old files have to re-select the instances data
source to make it properly active
Adds an attribute provider for instance attributes.
A new domain `ATTR_DOMAIN_INSTANCE` is implemented.
Instance attributes are not yet realized correctly.
Differential Revision: D13149
With very long ray distance, OptiX ends up traversing many BVH nodes due to
a feature that improves precision. However this causes very slow rendering.
We now avoid generating such long rays by rejecting the few samples that have
long ray distances and very low probability of being generated. This should not
meaningfully affect render results.
Thanks to Sergey and Patrick for the investigation.
After rBb9febb54a492, the evaluated mesh from a curve is now presented
to render engines as a separate mesh object, but some code still assumed
that a curve object itself could have an evaluated mesh. However, this is
still true for surface objects and metaballs, which don't
use geometry sets yet.
Differential Revision: https://developer.blender.org/D13272
Asset libraries should be directories on disk. By manually entering a
file path it was possible to have a single blend file as asset library,
but that was not a designed-for situation, and it doesn't play well
with the asset catalog system.
Original implementation was a quick prototype which should have never
landed as-is in master. It had very limiting constraints and did not
allow for any real further development.
This commit fixes the internal implementation to make more sensible,
maintainable and evolutive.
NOTE: This commit introduces another forward-incompatibility in the
Blender file format: Files saved after this commit won't open properly
in older versions of blender regarding local inserted constraints or
modifiers into overrides of linked data.
NOTE: Technical details: The 'anchor' item name/index is now stored in
`subitem_reference_` members, and the actual 'source' item name/index is
stored in `subitem_local_` members of the override property operation
data.
Previously, only the `subitem_local_` members were used, storing the
anchor item name/index, and assuming the 'source' item was always the
next in the list.
Milestone I of T82160.
Maniphest Tasks: T82160
Differential Revision: https://developer.blender.org/D13282
If a valid matching string is found, return that item, otherwise
fallback to the item matching the given index, if any.
This will be useful in RNA override code, and potentially other
areas where data in lists can be referenced by their names or indices.
The old code did not work when there were multiple ids with
the same name (which can happen when ids are linked in).
The solution is to use the session ids instead. Those are different
even when two ids have the same name.
Differential Revision: https://developer.blender.org/D11116
D13044 allowed the link color overlay to be used with custom sockets.
This no longer works due to a condition that checks if the socket is
standard or not, which was in place to avoid bad indexing of the
std_node_socket_colors array. Since that array is no longer used, this
condition needs to be removed.
Differential Revision: https://developer.blender.org/D13274
Reviewed By: Hans Goudey
Constraints, modifiers and NLA tracks can now report from RNA whether
they are defined as comming from the override's reference linked data,
or are local to the override.
This is a bit similar to rBb7260ca4c9f4b7618c9c214f1270e31d6ed9886b.
Sometimes a group node may not reference a node group
because it was linked and can't be found.
Separating geometry nodes into a new library will make it
easier to improve compile times with features like unity
builds and precompiled headers.
Differential Revision: https://developer.blender.org/D13261
Offsets for meta strip were invalid. No steps to reproduce the issue are
available, but it is quite possible that there are files with incorrect
state after issues with meta strips were fixed.
Ensure correct offsets for meta strips in versioning code.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13257
The existing RNA CollectionRef class only offers a length() operation
which is sometimes used for checking if the collection is empty. This is
inefficient for certain collection types which do not have a native
length member; the entire list is iterated to find the count.
This patch creates an explicit empty() method to be used in such cases
for better semantics. Additionally, many collection types will behave
more efficiently when using the new method instead of checking length.
Making use of the new method will follow separately.
Differential Revision: https://developer.blender.org/D12314
Now with Geometry Nodes in Blender,
trees can become much bigger than before.
This changes the minimum zoom value in the node editor.
Differential Revision: https://developer.blender.org/D13254
Socket drawing can be heavy with many nodes.
This patch skips drawing them on scale < 0.2
when they are barely visible anyway.
Differential Revision: https://developer.blender.org/D13255
This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;
In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes.
The node editor is also impaired because some nodes are far between them and the connectors are too small.
The only disadvantage of this patch (as I see it) is the conflict with the existing key map:
MIDDLEMOUSE:
- enable axis constrain in 3D view;
WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY:
- change the threshold of the proportional edit;
So the patch solution was to change these keymaps:
- MIDDLEMOUSE to Alt+MIDDLEMOUSE;
- WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key);
When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D).
But quickly the user gets used to it.
Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option).
The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79
Differential Revision: https://developer.blender.org/D2624
This patch implements part of what was stated in {T66484}, with respect to `Base Point`.
## Introduction
The snapping feature of the transform tools has a variety of applications:
- Organization of nodes.
- Positioning of frames in precise time units.
- Retopology with snap to face
- Creation of armatures with bone positioning through the snap to volume
- Precise positioning of 3D or 2D objects in the surrounding geometry (CAD modeling)
The goal of this document is to make it more powerful for precision modeling and still supporting the old use cases without extra complexity.
The main topic addressed here is the introduction of a **interactive mode for setting a snap source** (See terminology).
## Terminology
* **Snap Source**: 3d coordinate * we want to snap from. (Currently defined by the `Snap With` options: `Closest`, `Center`, `Median` and `Active`).
* **Snap Target**: 3d coordinate* we want to snap to. (Vertices, Edges, Faces, Grid...)
## Interactive Mode for Editing a Snap Source
Currently the fixed snap point can only be obtained through the `Snap With` options. So it's a little tricky for the user to define a snap source point having so much geometry on an object.
Because of this, the user needs to resort to impractical solutions to get a point in the geometry.
See example of an impractical use:
{F11714181, layout=left, width=960, alt="The user used the cursor (which can be snapped) to choose the snap origin point."}
The user used the cursor (which can be snapped) to choose the snap source point.
While it is possible to work around this current limitation, it is important to reduce the number of steps and allow the user to set a snap source point through an optional interactive mode during a transformation.
The proposed solution is to be able to move the current snap source point through a modal modifier activated with a key (eg. B).
The snap source point can thus "snap" to the elements in the scene (vertex, mid-edge, Lamp, …) during this mode.
{F9122814, layout=left, width=960, alt="Base Point Snap, example of transform operation via the shortcut (not the tool). After pressing g and the snap base change shortcut (e.g., shift + ctrl) the user set the base point. The base point is then visible until the end of the operation. The z axis constrains the final position."}
## Implementation Details
- The feature will only be available in 3D View.
- The feature will only be available for `Move`, `Rotate` and `Scale` transform modes.
- The snap source editing will be enabled with a single click on the modifier key (B).
- Having a snap point indicated, the new snap origin point will be confirmed with the same buttons that confirms the transformation (but the transformation will not be concluded).
- The snap source editing can be canceled with the same key that activated it (B).
- If the transformation is done with "release_confirm" (common for gizmos), the new feature cannot be enabled.
- During the transformation, when enabling the feature, if the snap option is turned off in the scene, the snap will be forced on throughout the rest of the transformation (unless interactive mode is canceled).
- During a transformation, if no snap target is set for an element in the scene (Vertex, Grid...), the snap targets to geometry Vertex, Edge, Face, Center of Edge and Perpendicular of Edge will be set automatically.
- Snap cannot be turned off during the snap source editing.
- Constraint or similar modification features will not be available during the snap source editing.
- Text input will not be available during the snap source editing.
- When adding multiple snap points (A) the new prone snap source point will be indicated with an "X" drawing.
{F11817267}
Maniphest Tasks: T66484
Differential Revision: https://developer.blender.org/D9415
Add the "Convert Old Pose Library" operator to the old pose library (in
the Armature properties editor). This makes it more discoverable; before
it only was available in the Action editor.
When filtering the asset browser, also include results that have partial
tag matches. So searching for "xite" will include results tagged with
"excited".
This brings the tag filtering in line with other search boxes in
Blender. Later we might want to provide users with more options for
prefix-only ("excite" would match "excited", but "xited" would not) or
only exact matches.
The Cycles accurate mode was removed, but the Eevee option for this has
a different meaning and should not have been removed. The Eevee accurate
makes cryptomatte accumulate for every sample, which Cycles has always
done regardless of any option.
MSL requires that constant address space literals be declared at program
scope. This patch moves the `blackbody_table_r/g/b` and `cie_colour_match`
constants into separate files so they can be declared at the appropriate scope.
Ref T92212
Differential Revision: https://developer.blender.org/D13241
This patch contains many small leftover fixes and additions that are
required for Metal-enablement:
- Address space fixes and a few other small compile fixes
- Addition of missing functionality to the Metal adapter headers
- Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for
atomic support & maths functions)
Ref T92212
Differential Revision: https://developer.blender.org/D13263
Previously the check was done based on dimension of image and if any
of dimensions were larger than tile size tiling was used.
This change makes it so that if image does not exceed number of pixels
in the tile no tile will be used. Allows to render widescreen images
without tiling.
Differential Revision: https://developer.blender.org/D13206
The calculation based on preserving device occupancy was conflicting
with the fact that time limit needs to render less samples at the last
round of render work.
For example, rendering BMW27 for 30sec on i9-11900k was actually
rendering for almost a minute. Now the render time limit is respected
much more close.
Differential Revision: https://developer.blender.org/D13269
Build HIP kernels with NanoVDB, and patch NanoVDB to work with HIP.
This is a header only library so no rebuild is needed. The changes are being
submitted upstream to openvdb, so this patch should be temporary.
Thanks Thomas for help testing this.
For data-blocks from the current file, the image-buffer for dragging
wasn't set at all. This wasn't intentional, dragging things in the Asset
Browser should just always show the preview.
stack_assign_if was used in the middle of creating the shader value blocks.
Which caused stack variables to be inserted in the middle of the shader value data.
This resulted in the shader node data no being in sequential order. This was also
the case for the wave texture wave node.
Reviewed By: brecht
Maniphest Tasks: T93102
Differential Revision: https://developer.blender.org/D13262
This function can be used to "dissolve" meta strip anywhere in strip
hierarchy. This has same effect as `meta_separate` operator.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/T91005
This patch changes the thumbnails' height used for image and movie
strips by choosing the proper size according to the VSE's text overlay
settings: i.e. thumbnails use the whole strip's height when no overlay
text is displayed; otherwise, some space is left for the overlay.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D13043
Some when adding multiple movies at once and only some of them have
audio track, this causes crash on NULL dereference. Issue was introduced
in bdbc7e12a0 to align sound and video properly.
Check if sound is present in movie file. If it's not, don't try to align
sound with video.
This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.
The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods
Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).
Differential Revision: https://developer.blender.org/D13152
Introduce a packed_float3 type for smaller storage that is exactly 3
floats, instead of 4. For computation float3 is still used since it can
use SIMD instructions.
Ref T92212
Differential Revision: https://developer.blender.org/D13243
Previously, node types had a callback that creates internal links. Pretty
much all nodes used the same callback though. The exceptions are the
reroute node (which probably shouldn't be mutable anyway) and some
input/output nodes that are not mutable.
Removing the callback helps with D13246, because it makes it easier
to reason about which internal links are created and when they change.
In the future, the internal links should be part of the node declaration.
This cleans up part of the code that still set the flag manually. Also, this
change helps with D13246 because it makes it easier to tag the node
tree as changed when the availability of a socket changed.
This patch includes:
View vector fix for ortho back face.
Point on segment logic correction.
Better handling of boundary cases.
See review page for detailed description.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D13143
This patch includes:
View vector fix for ortho back face.
Point on segment logic correction.
Better handling of boundary cases.
See review page for detailed description.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D13143
This change was introduced in 997b5fe45d, to not display pixelated
thumbnails. However when VSE timeline height is made smaller, this
limits strip height.
Change limit, so one strip can occupy full height of VSE timeline
This commit contains a few mostly-related changes to this node:
- Add a warning when retrieving the geometry from the modifier object.
- Only create the output geometry when it is necessary.
- Decompose transform matrices in a more friendly way.
- Use default return callbacks like other newer nodes.
Differential Revision: https://developer.blender.org/D13232
It's valid for a node group connected to the modifier not to
have a geometry input, but I didn't consider that case
with the last change I made here, f3bdabbe24.
Differential Revision: https://developer.blender.org/D13231
The spline code, especially Bezier splines, often make use of lazily
evaluation and caching. In order to do that, they use mutex locks.
When multi-threading, this can lead to problems. Further detail
can be found in rBfcc844f8fbd0d1.
To fix the deadlock, isolate the task before multi-threading
when holding a lock.
Differential Revision: https://developer.blender.org/D13229
Due to asynchronous process, the preview for a given image may be
generated several times.
This regenerates many thumbs unnecessarily.
The solution is to add the `FILE_ENTRY_PREVIEW_LOADING` flag for file
entries that are still in the thread queue.
So this flag is checked not to redraw the thumb when it is still being
created on a different thread.
Differential Revision: https://developer.blender.org/D11150
Fix a crash when a hair system's `ParticleSettings` ID datablock was
linked from another file but couldn't be found. This results in default
settings, with `type = PART_EMITTER`, where the particle data still has
a non-NULL `hair` pointer. Previously, copies of such a particle system
would NOT copy hair data for non-hair particle systems, hence the
pointer of the copy pointed to the original data, which got freed (at
least) twice upon closing the blend file.
This is now fixed by always copying the hair data, regardless of the
particle system type.
Reviewed by: mont29
Differential Revision: https://developer.blender.org/D13245
Add comment explaining `MEM_dupallocN` is NULL-safe, in that it returns
NULL when it receives a NULL pointer. This is currently true for both
implementations of the function (`MEM_lockfree_dupallocN` and
`MEM_guarded_dupallocN`), and will be expected of other implementations
as well.
No functional changes.
Add a new "experimental" debug option `show_asset_debug_info`, and use
that to determine the visibility of the active asset's catalog UUID and
simple name. Previously this was only determined by the "Developer
Extras" option, which meant it was visible in too many situations. It's
not really a "developer extra", and really just a debugging tool, so the
new option is more in line with its purpose.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13242
This patch adapts the existing volumetric read/write lambda functions for Metal. Lambda expressions are not supported on MSL, so two new macros `VOLUME_READ_LAMBDA` and `VOLUME_WRITE_LAMBDA` have been defined with a default implementation which, on Metal, is overridden to use inline function objects.
This patch also removes the last remaining mention of the now-unused `ccl_addr_space`.
Ref T92212
Reviewed By: leesonw
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13234
In 499dbb626a, the background color of drag tooltips were changed so
text becomes more readable. But multiple people were touching the same
code, so the disabled hint tooltips didn't get the same tweak. They
would benefit from them even more, since the red text is even harder to
read on the transparent background than the regular, white text.
Dispose of GHOST system paths when tearing down `BlendfileLoadingBaseTest`
and some other test cases. This prevents a memory leak.
A better solution would be to rework Blender's initialisation & teardown
structure, but that's outside the scope of this fix.
No functional changes to Blender.
While there is nothing technically that would cause issues when moving a
catalog into itself (it just changes the path of the catalog, and the
missing parent catalogs will be created), it seems broken to the user.
So disable this in the drag & drop code for asset catalogs.
Refreshing the assets requires `file_OT_asset_library_refresh` in the
asset browser, and `asset_OT_list_refresh` for the asset view. Both
are now done from `ASSET_OT_open_containing_blend_file`.
Python Operator templates made accessible from respective menus
(required to also use F3 search for quick access)
Also fixed Modal Draw Operator id_name (had duplicate name from other template)
Maniphest Tasks: T90866
Differential Revision: https://developer.blender.org/D13182
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
`ABCPointsWriter::is_supported` already checked for valid particle
system types (liquid, spray, foam, bubbles, ...).
`AbstractHierarchyIterator::make_writers_particle_systems` did not
create a writer for these though, so now bring these in line and also
create writers for these.
With transform tools, it is expected to see backgroud image when overlay
is transformed.
Alpha over caused performance to be not optimal when used with opaque
media. This should be addressed with D12914 at least partially. There
may be some corner cases not addressed.
Differential Revision: https://developer.blender.org/D12952
When scaling down image, users expect to see background, which doesn't
currently happen in VSE. This is because strips use cross blend mode by
default, because alpha over is much slower. Reason is, because any area
of image can be transparent, and therefore it can't have early out
implemented in a way that cross blend mode can.
Flag images rendered by codecs that don't support transparency as fully
opaque and implement a form of early out for alpha over blend mode.
When rendering image stack, 2-input effects are ignored on the
"way down". Alpha over needs rendered overlay image to decide whether it
will use only overlay or background too. Therefore overlay can be
rendered safely before it is used. Image flags can be checked and it can
be freed if needed. Freeing doesn't cause any performance degradation,
because image is always stored in cache.
This feature does not improve blend mode performance. In summary, it
only allowes for having alpha over blend mode on background images
without suffering from lower performance.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D12914
`v2d->tot` rect was set for backdrop drawing. Set range before drawing
scrollbars.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13099
Some RNA properties and operators did not invalidate cache or did it
incorrectly.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13101
Issue was caused by incorrect FFmpeg asynchronous decoding API. In most
cases, decoder returns 1 frame each time it is fed by 1 packet. Here
decoder wanted to return more frames, but our code always expected only
one.
Before sending new packets to decoder, check if there are frames to
receive. If there are, process them, otherwise continue decoding as
usual.
Reviewed By: zeddb, sergey
Differential Revision: https://developer.blender.org/D13079
When proxy size lower than 100% is used, clip strips are rendered with
incorrect image size.
This is because if proxies aren't enabled in movieclip, it automatically
falls back on rendering original media. Sequencer doesn't have knowledge
about this and since 9c99292a16 it assumes that image is proxy,
because it explicitly requested this size.
Check movieclip flag to see if proxies are enabled.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13080
There were two issues:
- The third math node socket does not exist in old enough files.
- The comment incorrectly referred to the vector math node.
Differential Revision: https://developer.blender.org/D13219
When cut an stroke using the option Flat Caps, the falt was not done if the cut was done in the middle of the stroke.
Now the flat is applied to the segments created and also some cleanup of the code done.
Cause of this issue is that Custom Node Sockets info type was
initialized as SOCK_FLOAT when registering. Areas within the core that
would ignore custom socket types by checking its type would use the
socket as being a float type.
When custom node sockets have a property called default_value blender
tries to store it as an internal default value what failed in debug
builds.
This patch will set the socket type to SOCK_CUSTOM when registering a
custom socket type and allow, but skip storage of custom default values.
In this case the default values should already be stored as custom
properies.
Reviewed By: campbellbarton, JacquesLucke
Maniphest Tasks: T89260
Differential Revision: https://developer.blender.org/D13174
Allow the use of floating-point values for font point sizes, which
allows greater precision and flexibility for text output.
See D8960 for more information, details, and justification.
Differential Revision: https://developer.blender.org/D8960
Reviewed by Campbell Barton
Fix own mistake in rB7061d1e39fe
In my attempt to quickly address T92838, along with the original bug, I
made a nonsensical choice to use the limiter lock to guard the check
against the cache item itself. While harmless, it is not necessary and
semantically wrong / potentially confusing to future readers of the code.
Differential Revision: https://developer.blender.org/D13122
Suppressing the splash was only done when passing in an argument from
the command line.
Remove G.file_loaded, as it is misleading, only set once on startup,
replace with G.relbase_valid which is used everywhere else to check
if the file path should be used.
Support the ability to close relevant characters like '(', '[' and '{'.
It will also delete the pair character if they're empty.
Ref D13119
Reviewed By: campbellbarton
This reverts commit 6b4ca78108.
A simpler fix was used for 3.0, but rBd845ba481c6d2ef already contained
a more complete solution to the problem of inconsistent socket ids.
Previously, unique identifiers for sockets were created automatically,
sometimes using .001 and sometimes _001. Now they are created
manually with the second format, but some files were saved with .001
format. I think this was only an issue in the vector math node.
rBd845ba481c6d fixed this problem in 3.1, but in a more general way.
After I merge this patch to 3.1, I will revert it, since the versioning
added in that commit will make this redundant.
Differential Revision: https://developer.blender.org/D13209
The node does support curves, but only in index mode (see T88630)
So add a specific error message for the nearest mode, and let the
node support curves in the declaration.
Differential Revision: https://developer.blender.org/D13205
We need to increase GPU memory usage a bit. Unfortunately we can't get away
with writing either reflection or transmission passes because these BSDFs may
scatter in either direction but still must be in a fixed reflection or
transmission category to match up with the color passes.
Previously both `.` and `_` were used as separators when finding
a unique name for a socket. This removes the use of `.`, since `_`
was more common. It also does versioning for all of a file's node
trees to make sure that they all use the `_` convention.
Differential Revision: https://developer.blender.org/D13181
Partially reverts commit rB440a3475b8f5410e5c41bfbed5ce82771b41356f because
"optixDenoiserComputeIntensity" does not currently support input images that are not packed (the
"pixelStrideInBytes" field is not zero). As a result the intensity calculation would take into account
data from other passes in the image, some of which was scaled by the number of samples still and
therefore produce widely incorrect results that then caused artifacts in the denoised image.
Maniphest Tasks: T93029
The UI was always drawing all buttons in a layout, no matter if they
were scrolled out of view (as in, outside of the visible part of the
region) or not. This means it's doing quite some work that can be
avoided.
UI drawing generally isn't a big bottleneck in Blender, so I don't
expect huge speedups from this. But while playing back animation, we do
redraw a fair bit of the UI, so in cases where there are many buttons
out of view, it may bring a little FPS boost. E.g. say in complex node
trees (the node editor is redrawn on animation playback in case there
are animated values that need updated UI feedback). This also mitigates
the issue in T92922 significantly.
Differential Revision: https://developer.blender.org/T92922
Reviewed by: Brecht Van Lommel
UI_GetThemeColorBlendShade4fv incorrectly changing alpha by the amount
of the shading offset.
See D9944 for more details.
Differential Revision: https://developer.blender.org/D9944
Reviewed by Hans Goudey
UI_GetThemeColorBlendShade4fv incorrectly changing alpha by the amount
of the shading offset.
See D9944 for more details.
Differential Revision: https://developer.blender.org/D9944
Reviewed by Hans Goudey
Blender 3.0 will only support single-frame Actions in the pose library.
The goal of this patch is to lay the groundwork for making it possible
for the Asset Browser to reject/hide "animation snippet" Action assets.
Determining whether an Action has one or more frames (i.e. whether it
has a single pose or animation) requires inspecting the Action itself,
and thus loading the data-block itself. This would make it impossible to
quickly determine from the asset browser.
To solve this, the Action is inspected before saving, and a
`"is_single_frame"` boolean (well, 0/1 integer) IDProperty is added.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13202
Channel protection flags were only used in global mode,
this doesn't make any sense, especially for rotation and scale.
Follow pose-bones, only using protection flags for
local & gimbal orientation.
Adds a boolean field output containing a selection of the
points of the star that are controlled by the outer radius
of the star.
Differential Revision: https://developer.blender.org/D13097
The root of the problem lies in bug in OIIO which we can work around
from our side (which does not affect pack memory usage).
Thanks Brecht for finding the root cause!
Differential Revision: https://developer.blender.org/D13186
When the file browser is in asset browser mode, it sets the callback
`filelist->prepare_filter_fn` to an asset browser specific function. This
function will segfault if there is no current asset library. Switching back
from asset browser to file browser would not reset that callback to
`NULL`, causing it to be called and crash Blender. This is now fixed.
* Rename the 'copy' functions to make it clear they belong to the same
'group' and are to be used together.
* Fix `flag` parameter of `BKE_copybuffer_paste` being a short instead
of an int.
* Improve documentation.
Adds a method to profiler that can be used to check if it is active.
This is used to determine if stop_profiling and start_profiling
should be called.
| patch | Juans Scene UI 256 samples | Juans Scene bg 256 samples | junkshop UI | junkshop bg |
| No patch | 6:16.59 | 4:05.37 | 2:08.48 | 1:59.7 |
| D13187 | 4:12.15 | 3:57.36 | 2:07.25 | 1:58.16 |
| D13185 | 4.11.18 |3:54.74 | 2:07.44 | 1:58.03 |
| D13190 | 4:12.39 | 3:55.42 | 2:07.62 | 1:58.68 |
UI - means rendered from within Blender
bg - means rendered from the command line using ##blender -b scene.blend -f 1##
Reviewed By: sergey, brecht
Maniphest Tasks: T92601
Differential Revision: https://developer.blender.org/D13190
Adds a method to profiler that can be used to check if it is active.
This is used to determine if stop_profiling and start_profiling
should be called.
| patch | Juans Scene UI 256 samples | Juans Scene bg 256 samples | junkshop UI | junkshop bg |
| No patch | 6:16.59 | 4:05.37 | 2:08.48 | 1:59.7 |
| D13187 | 4:12.15 | 3:57.36 | 2:07.25 | 1:58.16 |
| D13185 | 4.11.18 |3:54.74 | 2:07.44 | 1:58.03 |
| D13190 | 4:12.39 | 3:55.42 | 2:07.62 | 1:58.68 |
UI - means rendered from within Blender
bg - means rendered from the command line using ##blender -b scene.blend -f 1##
Reviewed By: sergey, brecht
Maniphest Tasks: T92601
Differential Revision: https://developer.blender.org/D13190
The mirror modifiers merge option caused unnecessary re-ordering
to the vertex array with original vertices merging into their copies.
While this wasn't an error, it meant creating a 1:1 mapping from input
vertices to their final output wasn't reliable (when looping over
vertices first to last) as is done in
BKE_editmesh_vert_coords_when_deformed.
As merging in either direction is supported, keep the source meshes
vertices in-order since it allows the vertex coordinates to be extracted.
The code assumed that any geometry input that wasn't the first input
was a second geometry input. Fix by separating the warning for the
first input and for the number of geometry inputs.
Adds a vector offset field to the "Curve Handle Position Node".
This vector is added to the incoming position (which is the
implicit handle position if not connected) which will set the
position of the handle. Default is (0,0,0)
Differential Revision: https://developer.blender.org/D13035
This patch adds list colors to the light theme for the spreadsheet,
which are needed for the data set region. Addresses T92492.
Differential Revision: https://developer.blender.org/D13090
Remove outdated CUDA comments for bindless textures and cleanup some HIP comments that still mentioned CUDA.
Differential Revision: https://developer.blender.org/D13189
When Constructing bezier splines from dna, the positions of the
left/right handles were set directly in the internal vectors, by
requesting a reference to them. The problem is that
BezierSpline::handle_positions_left() calls ensure_auto_handles()
before returning the reference. That function does some calculations on
uninitialized memory if the positions array is not yet filled.
Differential Revision: https://developer.blender.org/D13107
The issue was caused by splitting happening twice.
Fixed by checking for split flag which is assigned to the both states
during split.
The tricky part was to write catcher data at the moment of split: the
transparency and shadow catcher sample count is to be accumulated at
that point. Now it is happening in the `intersect_closest` kernel.
The downside is that render buffer is to be passed to the kernel, but
the benefit is that extra split bounce check is not needed now.
Had to move the passes write to shadow catcher header, since include
of `film/passes.h` causes all the fun of requirement to have BSDF
data structures available.
Differential Revision: https://developer.blender.org/D13177
rB60fee69682ac39 only partially fixed the issue, `BlendFileReadReport
bf_reports` was now properly stored in `BPy_Library` `self` for the
lifetime of the context, but its `reports` member was still referencing
local variable to `bpy_lib_enter` function.
This patch exposes the sampling offset option to Blender. It is located in the "Sampling > Advanced" panel.
For example, this can be useful to parallelize rendering and distribute different chunks of samples for each computer to render.
---
I also had to add this option to `RenderWork` and `RenderScheduler` classes so that the sample count in the status string can be calculated correctly.
Reviewed By: leesonw
Differential Revision: https://developer.blender.org/D13086
Apply a local-workaround instead of adding support for this use-case
since pre-selection isn't the intended purpose of gizmos.
This also resolves a glitch where poly-build and loop cut would
briefly show loop-cut or poly-build pre-selection after transforming.
See gizmo_preselect_poll_for_draw note for more details.
#### Motivation
The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand.
The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem.
#### Implementation
The View pie menu has been added to the following editors and sub-modes where applicable:
* Node Editor
* Video Sequencer
* Dopesheet
* Graph
* NLA
* Image
* Clip
* Outliner
More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right).
For positioning I went with the following layout:
{F11791186, size=full}
I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on).
The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`?
The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`).
#### Screenshots
Node Editor
{F11778387, size=full}
Dopesheet
{F11778400, size=full}
Graph
{F11778403, size=full}
Image Editor (Paint and View)
{F11791113, size=full}
Image Editor (Mask)
{F11791114, size=full}
UV Editor
{F11791119, size=full}
Clip Editor (Tracking)
{F11791137, size=full}
Clip Editor (Mask)
{F11791140, size=full}
Clip Editor (Graph)
{F11791151, size=full}
View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll).
Reviewed By: #user_interface, campbellbarton
Differential Revision: https://developer.blender.org/D13169
rBc473b2ce8bdbf8fa42 improved the situation somewhat, but
attribute search still crashes during animation playback, because
the UI search data references stale memory. The proper solution
is to allow the search to own data rather than just referencing it,
but I would prefer not to do that for 3.0. In the meantime, just
disable attribute search when animation is playing.
Differential Revision: https://developer.blender.org/D13179
This is due to a driver bug, so disable it for now until it gets resolved
in a future driver release.
Ref T92972
Differential Revision: https://developer.blender.org/D13167
It's unclear why this fails. Maybe the size of half4 is not the expected
8 bytes and adjacent pixels are overwritten. Or there is some bug in the
HIP compiler writing a struct into global memory, which we probably don't
do elsewhere in the kernel.
Thanks to Thomas, William and Jeroen for helping investigate this.
This commit adds modifier error messages to some of the cases
where the node group is configured improperly. It also clears the
geometry set when there is an error with the node group. This is
consistent to what we do in nodes themselves, and feels more
intuitive than passing the input geometry through the node group
silently.
Fixes T87142
This function was renamed in rB2bb9a465e6c0e1ca765, but it looks like
that commit missed changing the corresponding translation regular
expression.
Differential Revision: https://developer.blender.org/D13171
rB3a4c8f406a3a3bf0627477c6183a594fa707a6e2 changed the macros that create the film
convert kernel entry points, but in the process accidentally changed the parameter definition
to one of those (which caused CUDA launch and misaligned address errors) and changed the
implementation as well. This restores the correct implementation from before.
In addition, the `ccl_gpu_kernel_threads` macro did not work as intended and caused the
generated launch bounds to end up with an incorrect input for the second parameter (it was
set to "thread_num_registers", rather than the result of the block number calculation). I'm
not entirely sure why, as the macro definition looked sound to me. Decided to simply go with
two separate macros instead, to simplify and solve this.
Also changed how state is captured with the `ccl_gpu_kernel_lambda` macro slightly, to avoid
a compiler warning (expression has no effect) that otherwise occurred.
Maniphest Tasks: T92985
Differential Revision: https://developer.blender.org/D13175
When clearing geometry the runtime mutexes of a mesh were freed. This
resulted in crashes afterwards. The clear geometry is an RNA function so
would only effect when using from scripts.
This patch separates init/freeing of the mutexes from other code so they
can be used when needed.
Reviewed By: mont29
Maniphest Tasks: T91518
Differential Revision: https://developer.blender.org/D13142
The issue was that the `object_is_geometry` method was used in two different
contexts that expected the function to behave differently. So a recent change
that fixed `object_is_geometry` for one context, broke it for the other context.
The two contexts are:
* Check if a "real" object can contain a geometry to check if it has to be tagged
for sync after an update.
* Check if an object/instance actually is a geometry that cycles can work with.
I created a new `object_can_have_geometry` method for the first use case, instead
of trying to adapt the existing object_is_geometry method to serve both uses.
Additionally, I changed it so that a BObjectInfo is passed into `object_is_geometry`
to make it more explicit when this method is supposed to be used.
Differential Revision: https://developer.blender.org/D13135
First this was wrong for files written in 2.93 read into blender in 3.0
after the CyclesX merge.
Then this was fixed by versioning in rB6321dd3d4007.
But this caused files written in 3.0 to have this versioning applied as
well (leading to socket shifting).
Now only do the versioning for files created before the CyclesX
merge.
Maniphest Tasks: T92979
Differential Revision: https://developer.blender.org/D13173
"Defines the lens projection as polynomial to allow real world camera lenses to be mimicked."),
)
enum_curve_shape=(
@@ -111,7 +114,8 @@ enum_device_type = (
('CPU',"CPU","CPU",0),
('CUDA',"CUDA","CUDA",1),
('OPTIX',"OptiX","OptiX",3),
("HIP","HIP","HIP",4)
('HIP',"HIP","HIP",4),
('METAL',"Metal","Metal",5)
)
enum_texture_limit=(
@@ -218,6 +222,12 @@ enum_denoising_prefilter = (
('ACCURATE',"Accurate","Prefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing time",3),
)
enum_direct_light_sampling_type=(
('MULTIPLE_IMPORTANCE_SAMPLING',"Multiple Importance Sampling","Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracing",0),
('FORWARD_PATH_TRACING',"Forward Path Tracing","Direct light contributions are only sampled using forward path tracing",1),
('NEXT_EVENT_ESTIMATION',"Next-Event Estimation","Direct light contributions are only sampled using next-event estimation",2),
)
defupdate_render_passes(self,context):
scene=context.scene
view_layer=context.view_layer
@@ -325,6 +335,13 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=1024,
)
sample_offset:IntProperty(
name="Sample Offset",
description="Number of samples to skip when starting render",
min=0,max=(1<<24),
default=0,
)
time_limit:FloatProperty(
name="Time Limit",
description="Limit the render time (excluding synchronization time)."
@@ -346,7 +363,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
name="Scrambling Distance",
default=1.0,
min=0.0,max=1.0,
description="Lower values give faster rendering with GPU rendering and less noise with all devices at the cost of possible artifacts if set too low. Only works when not using adaptive sampling",
description="Reduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too low. Only works when not using adaptive sampling",
)
preview_scrambling_distance:BoolProperty(
name="Scrambling Distance viewport",
@@ -354,10 +371,10 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Uses the Scrambling Distance value for the viewport. Faster but may flicker",
)
adaptive_scrambling_distance:BoolProperty(
name="Adaptive Scrambling Distance",
auto_scrambling_distance:BoolProperty(
name="Automatic Scrambling Distance",
default=False,
description="Uses a formula to adapt the scrambling distance strength based on the sample count",
description="Automatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts. Only works when not using adaptive sampling",
)
use_layer_samples:EnumProperty(
@@ -415,6 +432,13 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=0,
)
direct_light_sampling_type:EnumProperty(
name="Direct Light Sampling",
description="The type of strategy used for sampling direct light contributions",
items=enum_direct_light_sampling_type,
default='MULTIPLE_IMPORTANCE_SAMPLING',
)
min_light_bounces:IntProperty(
name="Min Light Bounces",
description="Minimum number of light bounces. Setting this higher reduces noise in the first bounces, "
@@ -770,8 +794,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
)
use_auto_tile:BoolProperty(
name="Auto Tiles",
description="Automatically render high resolution images in tiles to reduce memory usage, using the specified tile size. Tiles are cached to disk while rendering to save memory",
name="Use Tiling",
description="Render high resolution images in tiles to reduce memory usage, using the specified tile size. Tiles are cached to disk while rendering to save memory",
default=True,
)
tile_size:IntProperty(
@@ -870,6 +894,32 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
default=pi,
)
fisheye_polynomial_k0:FloatProperty(
name="Fisheye Polynomial K0",
description="Coefficient K0 of the lens polinomial",
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