Include the node name and parameter index in the variable name for easier debugging.
(Enabled for debug builds only)
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D16496
The main problem is that the node tree was not properly updated
after a property in the tree changed. More specifically, the collection
pointer in the Collection Info node was cleared, but the node tree
was not updated after that (usually this is handled by rna updates).
Differential Revision: https://developer.blender.org/D16289
Some operator layout buttons with custom text did not get the proper
context: they'd get * instead of Operator.
This was probably never noticed because the only operator that
actually had this issue was Import Images as Planes in the Add menu.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15993
The property assignment operators' tooltips were never actually
translated when they were constructed dynamically from the description
in the prop's RNA.
This was visible when using such operators in menus (example I found
was the Marker Settings, Shift + E in the Movie Clip Editor).
"%s: %s" is already extracted elsewhere, might as well use it.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16439
- The label for modal keymaps was extracted but did not use the proper
context on translation.
- Same goes for modal keymap items.
- Extract the UI messages from rna_keymap_ui.py
- Translate global keymap names.
- Use the proper context in the status bar for the tool prompt operator
Ref T102071
Maniphest Tasks: T102071
Differential Revision: https://developer.blender.org/D16348
Grease pencil data keyframes were listed twice in the summary.
First by the generic object data listing,
which did not handle properly grease pencil objects,
and did not account for the grease pencil filter.
Second by the specific grease pencil function.
Now only the second call is made,
and the filter hides keyframes in summary as well.
Reviewed By : Jeroen Bakker, Falk David
Differential Revision: https://developer.blender.org/D16369
Operations to rearrange channels in the main dopesheet
did not cover grease pencil layer channels.
Now grease pencil layer channels can be moved up and down
in the main dopesheet just like other channels.
Reviewed By: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D15542
Regression introduced by {rB601995c3b86986cf8f8e5b6e5a65bcfa7f8f2e32}.
Noticed by Heist project as they render final frames with workarounds enabled.
The mentioned patch introduces attaching VBO as textures. This used to be
done by the caller. The mechanism used a different order hence the VBO
could still be unbound when using. This cannot be solved inside the new
mechanism clearly so this patch will just bind when the buffer isn't bound
just before the drawing command is sent to the GPU driver.
Avoid keeping allocated overly large events_pending vector in case of
long delays between processing events.
While in practice this isn't likely to cause problems, it's better to
avoid keeping unnecessarily large allocations.
Also remove invalid comment.
Consume events in a thread to prevent Wayland's event buffer from
overflowing Waylands internal buffer and closing the connection.
From a users perspective this seemed like a crash.
Details:
- This is a workaround for a known bug in Wayland [0].
Threaded event handling has been if-defed so it can be removed when
it's no longer needed.
- GTK & QT use threaded event handling to avoid this problem
(SDL on the other hand doesn't).
- The complexity and number of locks needed to handle events in a
separate thread is a significant down-side, but as far as I can see
this is necessary.
- Re-connecting to the Wayland server is possible but not practical as
the OpenGL context is lost and as far as I can tell it's not possible
to keep it active (see: D16492).
[0]: https://gitlab.freedesktop.org/wayland/wayland/-/issues/159
Using a single draw works in my tests and I couldn't reproduce the
issue noted in the comment.
Also apply minor cleanup, assigning a variable before calling methods to
reduce diff-noise in planned changes.
This commit adds a new "Image Info" node to retrieve various
information from an image like its width, height, and whether
it has an alpha channel. It is also possible to retrieve the FPS
and frame count of video files.
Differential Revision: https://developer.blender.org/D15042
Adjusts behavior for trimming Bezier curves, specifically the outer
Bezier handles for the endpoints which do not influence the actual
curve. Handles are only adjusted if they lie within the same segment
with at most one endpoint being a control point (unless they are the
same in which handles are set to the point itself). The result yields
a curve in which the trim result can be inverted by re-setting the
cyclic property for the curve using 'Set Spline Cyclic' node
(iff both trim endpoints lie within a segment).
Differential Revision: https://developer.blender.org/D16488
Patch fixes versioning issue with NURBS files saved with Blender
version from commit 45d038181a to 0602852860 and opened with
Blender version from commit 0602852860. Cyclic Bezier NURBS
saved and then opened with Blender versions mentioned above
changed their shape.
Bug was reported in comments of T101160, circle problem.
Differential Revision: https://developer.blender.org/D16503
The weird code dealing with `MeshPrimitive` didn't increment the
material indices pointer for geometry types besides triangle fans.
Also use a proper accessor to avoid adding a duplicate material
indices attribute, just in case this code is used on existing meshes.
Selection range is +/-7 pixels to actual clicked position, but strip selection
was biased towards rightmost strip.
To make selection more intuitive, select closest strip to clicked position, and
stop iterating when strip intersects clicked pixel.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15728
To override the default quality and filepath. After changes to unify the image
operator and this method, the quality changed from 75 to 90 to make both
consistent. However there was no way to lower the quality to match the previous
behavior, this adds support for that.
Ref T102421
Though they are sometimes used by users of the BVH tree, mostly
vertex normals when building the BVH tree is unnecessary. Skip it
instead and avoid storing the vertex normals in the BVH tree cache.
They are just calculated in the few places they are actually needed.
This should save at least a few percent of the runtime in some cases
where the normals weren't needed otherwise.
This gives a friendlier interface, an inline buffer, RAII, etc.
Also switch some BMesh functions that were only used by the snap
system's use of BVH utils.
Generally the `extern "C" {` brackets shouldn't be added around other
headers since it causes problems when using C++ features in them.
Follow that convention for the "bmesh.h" header.
This patch adds a "Show Gizmo" toggle to the Movie Clip Editor header, for consistency with other editors.
{F13892765}
Differential Revision: https://developer.blender.org/D16437
Render time is reduced for overexposed scenes, by taking into account absolute
light intensity for adaptive sampling.
This can negatively affect some scenes where compositing or color management
are used to make the scene much darker or lighter. For best results adjust the
Film > Exposure setting to bring the intensity into a good range, and then do
further compositing and color management on top of that. Note that this setting
is different than color management exposure.
Previously Cycles' adaptive sampling used sqrt(I) to normalize noise level to
conform to a viewer's eye sensitivity. It is great for darker regions of the
image, but also requests too much samples in bright regions, sometimes several
times more than needed. Highlights can tolerate more noise because in most
examples it is still less noticeable then the noise in darker areas in the same
render.
Differential Revision: https://developer.blender.org/D16392
Disable the zoom in and out buttons on the when they would have no effect.
This also removes an incorrect comment that indicates the maximum zoom level
was 20x when in fact it was 25x.
Differential Revision: https://developer.blender.org/D16252
The anims data is a runtime cache similar to the image buffer or GPU texture
and needs to be preserved through undo in the same way.
Found as part of D15042 development.
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.
Motivation:
- Makes the asset system design more present (term wasn't even used in
code before).
- An `asset_system` directory is quite descriptive (trivial to identify
core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
`Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
map quite nicely to the `asset_system` directory.
Checked with some other core devs, consensus seems that this makes
sense.
Ensure each graph material_function only evaluates the input links that are connected to it.
Differential Revision: https://developer.blender.org/D16425
This implements the base needed for supporting multiple view concurently
inside the same drawcall.
The view used by common macros and view related functions is indexed using
a global variable `drw_view_id` which can be set arbitrarly or read
from the `drw_ResourceID`.
This is needed for EEVEE-Next shadow but can be used for other purpose
in the future.
Note that a shader specialization is needed for it to work. `DRW_VIEW_LEN`
needs to be defined to the amount of view the shader will access.
The number of views contained in a `draw::View` is set at construction
time.
Note that the maximum number of object correctly drawn by the shaders
using multiple views will be lower than thoses who don't.
Without this, a fatal error simply floods the stderr with the same
message without exiting.
Also add note on why reconnecting to the display server isn't practical.
If the edge you are going to slide along is very close to in line
with the adjacent beveled edge, then there will be sharp overshoots.
There is an epsilon comparison to just abandon loop slide if this
situation is happening. That epsilon used to be 0.25 radians, but
bug T86768 complained that that value was too high, so it was changed
to .0001 radians (5 millidegrees). Now this current bug shows that
that was too aggressively small, so this change ups it by a factor
of 10, to .001 radians (5 centidegrees). All previous bug reports
remained fixed.
Implement a new topology-based copy and paste solution for UVs.
Usage notes:
* Open the UV Editor
* Use the selection tools to select a Quad joined to a Triangle joined to another Quad.
* From the menu, choose UV > UV Copy
* The UV co-ordinates for your quad<=>tri<=>quad are now stored internally
* Use the selection tools to select a different Quad joined to a Triangle joined to a Quad.
* (Optional) From the menu, choose UV > Split > Selection
* From the menu, choose UV > UV Paste
* The UV co-ordinates for the new selection will be moved to match the stored UVs.
Repeat selection / UV Paste steps as many times as desired.
For performance considerations, see https://en.wikipedia.org/wiki/Graph_isomorphism_problem
In theory, UV Copy and Paste should work with all UV selection modes.
Please report any problems.
A copy has been made of the Graph Isomorphism code from https://github.com/stefanoquer/graphISO
Copyright (c) 2019 Stefano Quer stefano.quer@polito.it GPL v3 or later.
Additional integration code Copyright (c) 2022 by Blender Foundation, GPL v2 or later.
Maniphest Tasks: T77911
Differential Revision: https://developer.blender.org/D16278
OSD Lists as 0, 0, 0 this is due to opensubdiv_capi.cc not actually including
the OSD version header, so it's not getting the version define, and the code
in openSubdiv_getVersionHex is really well prepared to deal with any or no
version at all of OSD, catches the problem and returns 0, 0, 0
Given this file is only build when OSD is enabled we can just blindly include
opensubdiv/version.h here
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D16398
* Support bidirectional type lookups. E.g. finding the base type of a
field was supported, but not the other way around. This also removes
the todo in `get_vector_type`. To achieve this, types have to be
registered up-front.
* Separate `CPPType` from other "type traits". For example, previously
`ValueOrFieldCPPType` adds additional behavior on top of `CPPType`.
Previously, it was a subclass, now it just contains a reference to the
`CPPType` it corresponds to. This follows the composition-over-inheritance
idea. This makes it easier to have self-contained "type traits" without
having to put everything into `CPPType`.
Differential Revision: https://developer.blender.org/D16479
rBa8f7d41d3898 added a "duplicate" check for being in curves sculptmode
unnecessarily afaict (`in_sculpt_curve_mode` in addition to the
previously existing `in_curves_sculpt_mode`).
Over time, the later evolved to also take into account the output of a
viewer node, see rBc55d38f00b8c (the previously existing
`in_curves_sculpt_mode` did not receive this).
This all results in the fact that selection is not drawn with a viewer
node (can be useful though, and there are separate opacity controls for
both selection and the viewer attribute, so these can be used/blended to
everyones liking).
So now deduplicate the check.
Differential Revision: https://developer.blender.org/D16467
A Loop to poly map was passed as an optional output to the loop normal
calculation. That meant it was often recalculated more than necessary.
Instead, treat it as an optional argument. This also helps relieve
unnecessary responsibilities from the already-complicated loop normal
calculation code.
It wasn't so obvious which functions were part of the GHOST API
and which system functions were utilities.
This convention was already in place but not always followed.
Add a non-blocking version wrapper for wl_display_dispatch_pending.
This uses roughly the same logic as Wayland_PumpEvents in SDL.
Noticed this when investigating T100855.
Note that performing a round-trip doesn't seem necessary from looking
into QT/GTK & SDL event handling loops.
This test is disabled for the following reasons:
This test is one of the longer ones in this suite (2979 out of 3559ms total)
and nothing is currently monitoring the performance, if this test were to be
20% slower one day, no-one would actually notice.
there are no asserts, the test actually cannot fail.
it's good to have some benchmark code, so like some of the other mesh
benchmark code, exclude it using an `#ifdef` guard so i can be easily
re-enabled when needed.
reviewed by: jbakker
Differential Revision: https://developer.blender.org/D16314
The OSL GPU services implementation of "osl_get_matrix" and
"osl_get_inverse_matrix" was missing support for the "common",
"shader" and "object" matrices and thus any matrix operations in OSL
shaders using these would not work. This patch adds the proper
implementation copied from the OSL CPU services.
Maniphest Tasks: T101222
A number of operators were missing poll messages when disabled.
These are the following new error messages:
1. "No markers are selected"
2. "Markers are locked"
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16403
This is a clean-up pass that eliminates a few problematic patterns:
* Eliminating redundant parentheses around simple expressions.
* Combing declaration and assignment of variables where appropriate.
* Moving variable declarations closer to their first use.
* Many variables and arguments have been marked as `const`.
* Using `LISTBASE_FOREACH_*` variants where applicable instead of
manually managing loop control flow.
There are no functional changes.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16459
The "visibility_instances.blend" cycles test was failing..
The stack of dupli generator types added in e508de0417
wasn't "popped" correctly after recursive duplis were generated.
This patch adapts D14754 for the Metal backend. Kernels of the same type are already organised into subdirectories which simplifies type matching.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16469
Show RGB value "1.000" instead of "1", jus like HSV mode. Also uses full labels
"Red", "Green" and "Blue" rather than the shortened labels "R", "G" and "B",
for both RGB and HSV.
Differential Revision: https://developer.blender.org/D14387
Commit c8dd33f5a37b6a6db0b6950d24f9a7cff5ceb799 in OSL
changed behavior of shader parameters that reference each other
and are also overwritten with an instance value.
This is causing the "NormalIn" parameter of a few OSL nodes in
Cycles to be set to zero somehow, which should instead have
received the value from a "node_geometry" node Cycles generates
and connects automatically. I am not entirely sure why that is
happening, but these parameters are superfluous anyway, since
OSL already provides the necessary data in the global variable "N".
So this patch simply removes those parameters (which mimics
SVM, where these parameters do not exist either), which also
fixes the rendering artifacts that occured with recent OSL.
Maniphest Tasks: T101222
Differential Revision: https://developer.blender.org/D16470
Previously the `CustomData_add_layer` function always returned
the existing layer data when used for types that can only have one
layer. This made it work like an "ensure layer exists" function for those
types. That was used in various places to make code more concise.
0a7308a0f1 changed that to always "recreate" the layer even
when it existed. Maybe this is more logical for an "add layer" function,
but that's not clear, and it breaks a bunch of existing code that relied
on the current behavior. Rather than spending a bunch of time going
through uses of the CustomData API, this patch resets the behavior
to what it was before, but adds an assert and a comment to help
avoid memory leaks and other issues. We should focus on moving
to the attribute API instead.
Differential Revision: https://developer.blender.org/D16458
Code in `deg_object_hide_original` uses the dupli object type to decide
whether to hide the original object. The geometry component system
changed the dupli object generator types, which made this not work.
To maintain existing behavior, maintain a stack of non-geometry-nodes
generator types while building the dupli list, and assign that to the
dupli object instead.
I think this code is on its last legs. It can't handle too many more
hacky fixes like this, and should be replaced soon. Hopefully that is
possible by using a `bke::Instances` type instead. However, this
bug is bad enough that it's worth fixing like this.
Differential Revisions: https://developer.blender.org/D16460
This random number is intended to be unique for every instance, however for
some cases with more than one level of nesting this was failing. This also
affected curves after they were refactored to use geometry sets.
For simple cases the random number is the same as before, however for more
complex nesting it will be different than before, changing the render result.
As part of rB3f91540cef7e, we already made `OB_MODE_SCULPT_CURVES` to be
allowed in `paint_curve_poll` (alongside `OB_MODE_ALL_PAINT`).
Now, to get the paintcurves transform systems to work with curves
sculptmode as well, we introduce this "additional case" in the
appropriate place in the transform system as well.
NOTE: as a next step, considering `OB_MODE_SCULPT_CURVES` to be
generally part of `OB_MODE_ALL_PAINT` is to be done (this might fix
another couple of bugs, but also has to be carefully checked in many
places, so this patch is just fixing this very specific case)
Fixes T102204.
Maniphest Tasks: T102204
Differential Revision: https://developer.blender.org/D16466
This was caused by rBc39eb09ae587e1d9. The optimization broke the case
when the socket is not in the provided node tree. Now there are two separate
functions, one that always does the slow check to see of the socket is really
in the node tree and a potentially much faster version when we are sure
that the socket is in the tree.
The viewport cleans up old subdivision buffers right after drawing.
During rendering this was not done and when rendering many frames
this lead to memory issues.
This patch will also clear up the GPU Subdivision buffers after any
offscreen render or final render. There is already a mutex so this
is safe to be done from a non main thread.
Thanks to @kevindietrich to finding the root cause.
Instead of CustomDataLayer, which exposes the internal implementation
more than necessary, and requires that the layer is always available,
which isn't always true.
Implements an operator to convert color attributes in
available domains and types, as described in T97106.
Differential Revision: https://developer.blender.org/D15596
The modifier needs a scene camera to work. Now
if the camera is not defined, there is a warning.
The optimal solution would be to use the `isDisabled` callback
but the callback function hasn't the scene parameter and to pass
this parameter is necessary to change a lot of things and now
we are focus in the next version of GPencil 3.0 and this change
not worth the work now.
The optimal solution will be implemented in the 3.0 refactor.
Related to T102375
Reviewed by: Pablo Vazquez, Matias Mendiola
The sculpt symmetrize operator's merge threshold now defaults
to 0.0005 instead of 0.001, which tends to be a bit too big for
metric scale.
Also changed its step and precision a bit to be more usable.
This is a minor naming update to make the box hide and show operators in sculpt mode follow current naming conventions.
Reviewed by: Joseph Eagar
Differential Revision: https://developer.blender.org/D16413
Ref D16413
With db40b62252 there have been various UI adjustments and improved renaming.
The Mask From Cavity menu operator didn't follow this new naming yet.
Reviewed By: Joseph Eagar
Differential Revision: https://developer.blender.org/D16409
Ref D16409
LLVM could kill the process during OSL PTX code generation, due
to generated symbols contained invalid characters in their name.
Those names are generated by Cycles and were not properly filtered:
- If the locale was set to something other than the minimal locale
(when Blender was built with WITH_INTERNATIONAL), pointers
may be printed with grouping characters, like commas or dots,
added to them.
- Material names from Blender may contain the full range of UTF8
characters.
This fixes those cases by forcing the locale used in the symbol name
generation to the minimal locale and using the material name hash
instead of the actual material name string.
The crash happened because the geometry nodes modifier is evaluated
before the node tree has been preprocessed. While there was a transitive
but non-flushing relation between these two depsgraph nodes.
However the relation between the modifier and the `ntree_output` depsgraph
node was ignored, because it had `DEPSOP_FLAG_NEEDS_UPDATE` *not* set
(which is actually correct, because not all node tree changes change its output).
Because this relation is ignored (e.g. in `calculate_pending_parents_for_node`)
the transitive relation is ignored as well.
The solution in this patch is to explicitly add this transitive non-flushing relation
to make sure the modifier only runs after the node tree has been preprocessed,
even when the node tree output has not changed. An alternative fix could be
to handle all links always but skip the execution of depsgraph nodes that are not
needed. This way all links are always taken into account. This solution would
require some deeper changes though and would be much more risky.
Also fixes T102402.
Some of the previous commits in Wayland related code added use
of this function, but did not update the dynamic loader. This
broke compilation of configurations which use dynamic loader
for Wayland (which is the official way oh how Blender is built).
The meta strip operator is available in the Add menu, but not in the
context menu.
This patch adds these two operators to the context menu:
* nla.meta_add
* nla.meta_remove
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D16353
Using output nodes inside node groups in compositor node trees doesn't
work for the realtime compositor.
Currently, the realtime compositor only considers top level output
nodes. That means if a user edits a node group and adds an output node
in the group, the output node outside of the node group will still be
used, which breaks the temporary viewers workflow where users debug
results inside a node group.
This patch fixes that by first considering the output nodes in the
active context, then consider the root context as a fallback. This is
mostly consistent with the CPU compositor, but the realtime compositor
allow viewing node group output nodes even if no output nodes exist at
the top level context.
Differential Revision: https://developer.blender.org/D16446
Reviewed By: Clement Foucault
`DeviceManager.h` uses `std::string` without explicitly including
the `<string>` header. While older MSVC implicitly included this
header somewhere, the headers for 17.4+ do not leading to a build
error.
Set the created frame node to be the active node when joining nodes
with the `NODE_OT_join` operator.
This behavior was unintentonaly changed in rB545fb528d5e1 when the
operator's execute function was simplified by utilizing the node tree
topology cache.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16440
The conversion is only able to handle NURBS curves with at least three
points. This commit just avoids the crash for shorter curves. If this
ends up confusing users, an error message could be added in the future.
Properly initialize clump curve mapping tables for duplis and other cases
where this was missed by making a generic init/free function instead of
duplicating the same logic in multiple places. Also fold lattice deform
init into this.
Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.
Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.
By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.
As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
When the materal slot index on mesh faces exceeds the number of slots, rendering
would use the last material slot while other operations like baking would fall
back to the default material.
Now consistently use the last material slot in such cases, since preserving
backwards compatibility for rendering seems most important. And if there is
one material slot, it's more useful to use that one rather than falling back
to the default material.
Correct trim for cyclical curves mentioned in T101379, splitting the
curves if the start/endpoint is at the 'loop point'.
Correct implementation based on comments in D14481, request was made to
use 'foreach_curve_by_type' to computing the point lookups.
Included corrections from D16066 as it may not be a adopted solution.
Exposed selection input by adding it as input to the node.
Note: This is disabled for 3.4 to avoid making UI changes in Bcon3.
Differential Revision: https://developer.blender.org/D16161
Small change to the text sample used for Korean font previews
See D16428 for details.
Differential Revision: https://developer.blender.org/D16428
Reviewed by Brecht Van Lommel
Replace our Noto Sans CJK with a version that has Simplified Chinese
set as the default script.
See D16426 for details and examples
Differential Revision: https://developer.blender.org/D16426
Reviewed by Brecht Van Lommel
Replace our Noto Sans CJK with a version that has Simplified Chinese
set as the default script.
See D16426 for details and examples
Differential Revision: https://developer.blender.org/D16426
Reviewed by Brecht Van Lommel
rB67e23b4b2967 revealed the bug. But the bug already existed before,
it just wasn't triggered.
Apparently the problem happens because the python code generated in
`initGuiding()` cannot be executed twice.
The second time the `initGuiding()` code is executed, the local python
variables are removed to make way for the others, but the reference to
one of the grids in a `Solver` object (name='solver_guiding2') is still
being used somewhere. So an error is raised and a crash is forced.
The solution is to prevent the python code in `initGuiding()` from being
executed twice.
When `FLUID_DOMAIN_ACTIVE_GUIDE` is in `fds->active_fields` this
indicates that the pointer in `mPhiGuideIn` has been set and the guiding
is already computed (does not need to be computed again).
Maniphest Tasks: T102257
Differential Revision: https://developer.blender.org/D16416
rB67e23b4b2967 revealed the bug. But the bug already existed before,
it just wasn't triggered.
Apparently the problem happens because the python code generated in
`initGuiding()` cannot be executed twice.
The second time the `initGuiding()` code is executed, the local python
variables are removed to make way for the others, but the reference to
one of the grids in a `Solver` object (name='solver_guiding2') is still
being used somewhere. So an error is raised and a crash is forced.
The solution is to prevent the python code in `initGuiding()` from being
executed twice.
When `FLUID_DOMAIN_ACTIVE_GUIDE` is in `fds->active_fields` this
indicates that the pointer in `mPhiGuideIn` has been set and the guiding
is already computed (does not need to be computed again).
Maniphest Tasks: T102257
Differential Revision: https://developer.blender.org/D16416
This patch generalizes the OSL support in Cycles to include GPU
device types and adds an implementation for that in the OptiX
device. There are some caveats still, including simplified texturing
due to lack of OIIO on the GPU and a few missing OSL intrinsics.
Note that this is incomplete and missing an update to the OSL
library before being enabled! The implementation is already
committed now to simplify further development.
Maniphest Tasks: T101222
Differential Revision: https://developer.blender.org/D15902
The issue was introduced by the optimization of hidden objects and modifiers
in the f12f7800c2.
The solution here detects that either an object is hidden or the modifier is
disabled and does special tricks to ensure the dependencies are evaluated.
This is done by constructing a separate minimal dependency graph needed for
the object on which the modifier is being applied on. This minimal dependency
graph will not perform visibility optimization, making it so modifier
dependencies are ensured to be evaluated.
The downside of such approach is that some dependencies which are not needed
for the modifier are still evaluated. There is no currently an easy way to
avoid this. At least not without introducing possible race conditions with
other dependency graphs.
If the performance of applying modifiers in such cases becomes a problem the
possible solution would be to create a temporary object with a single modifier
so that only minimal set of dependencies is pulled in the minimal dependency
graph.
Differential Revision: https://developer.blender.org/D16421
When using two transformed compositor results, the transformation of one
of them is apparently in the local space of the other, while it should
be applied in the global space instead.
In order to realize a compositor result on a certain operation domain,
the domain of the result is projected on the operation domain and later
realized. This is done by multiplying by the inverse of the operation
domain. However, the order of multiplication was inverted, so the
transformation was applied in the local space of the operation domain.
This patch fixes that by inverting the order of multiplication in domain
realization.
The Equalize Handles and Snap Keys operators would allow the user to
invoke them successfully even when they would have no effect due to
there not being any selected control points.
This patch makes it so that an error is displayed when these operators
are invoked with no control points are selected.
The reason this is in the `invoke` function is because it would be too
expensive to run this check in the `poll` function since it requires a
linear search through all the keys of all the visible F-Curves.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16390
libdecor (for window decorations) was crashing on exit with the shader
builder, avoid the crash by calling the "background" system creation
function which doesn't initialize window management under Wayland.
libdecor (for window decorations) was crashing on exit with the shader
builder, avoid the crash by calling the "background" system creation
function which doesn't initialize window management under Wayland.
Re-order checks to ensure a zeroed matrix results in a quaternion
without rotation. Also avoid some redundant calculation where the
'trace' was calculated but not used, flip the scaling value early
on instead of negating the quaternion after calculating it.
This fixes a bug in the function that determines what properties to show
on the Decimate Keyframes operator.
Before the fix, the "Remove" (i.e., `factor`) slider was visible no
matter what "Mode" was being used. This meant that the slider was
visible and modifiable when it had no effect, creating confusion.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16318
In anticipation of UV Copy+Paste, we need fast access to indices
of unique UvElements. Can also be used to improve performance and
simplify code for UV Sculpt tools and UV Stitch.
No user visible changes expected.
Maniphest Tasks: T77911
See also: D16278
The issue was caused by refactoring, see 7afcfe111a. Function
`SEQ_transform_fix_single_image_seq_offsets` modified offsets after
handle was moved, but this was not done correctly.
Remove function mentioned above and move strip start when moving left
handle of strips that have only single frame of content by design
(image, text, color, ...).
Motivated by long loading times in T101969, reduces render preparation time from 14sec to 6sec.
Another possible improvement would be to use C++ and template based on OCIO vs. sRGB,
but moving the file to C++ seems nontrivial (and opens up the question whether ocio_capi
makes any sense then or we should just use OCIO directly) so I left it at a direct 1:1
parallelization of the existing code for now.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16317
Simplify API and improve accuracy of uv packing placement
by using pre-translation and double precision internally.
Will protect against future precision problems with UDIM.
No user visible changes expected.
Maniphest Tasks: T68889
Differential Revision: https://developer.blender.org/D16362
The preferred domain is used to decide which domain the viewer node
should use when set to "Auto" domain. This commit adds it to some curve
input nodes and the curve and mesh topology nodes. This makes debugging
node setups with these nodes a bit faster and less frustrating.
The "all curve" sampling is implemented as two functions internally.
The first finds which curve each "global" sample should be on. Then
the second is the regular evaluation and sampling in that curve.
The first operations creates lengths, but they were processed as
factors when passed to the second function.
If no OPTIX_ROOT is set, nvcc fails to compile because there is a stray "-I"
in the arguments. Detect if the include path is empty and act accordingly.
Differential Revision: https://developer.blender.org/D16308
Effect strip start position was translated twice. This is caused by
recent refactoring, see 7afcfe111a.
Don't change `seq->start` of attached effect strips during translation
and only rely on `seq_time_update_effects_strip_range` function.
The node has always be a bit confusing for the NURBS case, since it
uses the distance between control points since the evaluated/control
point mapping isn't obvious, but it also went above 1, which wasn't
correct.
Instead, retrieve the total length from the point lengths calculated
in the previous step. The results should be the same for other curve
types.
The spacing and alignment of the properties in the geometry nodes
modifier could vary depending on the type of the socket or
whether the input can accept attributes.
Wrapping each property in its own `row` layout allows us to make
the spacing and alignment between them consistent.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16417
The spacing and alignment of the properties in the geometry nodes
modifier could vary depending on the type of the socket or
whether the input can accept attributes.
Wrapping each property in its own `row` layout allows us to make
the spacing and alignment between them consistent.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16417
Not quite sure why {rBd37d17019c52} forcefully set the Mesh to NULL if
in editmode, but this caused the attribute lookup to fail/crash.
Now only use the attribute if we have the mesh (reducing the scope where
it is used), bmesh editmode case does not rely on it.
Maniphest Tasks: T102318
Differential Revision: https://developer.blender.org/D16406
The auto-masking was working by Brush and this was very
inconvenient because it was necessary set the options by
Brush, now the options are global and can be set at once.
Also, the automa-masking now works with `and` logic
and not with `or` as before. That means that a stroke
must meet all the conditions of the masking.
Added new Layer and Material options to masking the
strokes using the same Layer/Material of the selected stroke.
Before, only Active Layer and Active Material could be masked.
The options of masking has been moved to the top-bar using
the same design of Mesh Sculpt masking.
As result of the changes above, the following props changed:
Removed:
`brush.gpencil_settings.use_automasking_strokes`
`brush.gpencil_settings.use_automasking_layer`
`brush.gpencil_settings.use_automasking_material`
Added:
`tool_settings.gpencil_sculpt.use_automasking_stroke`
`tool_settings.gpencil_sculpt.use_automasking_layer_stroke`
`tool_settings.gpencil_sculpt.use_automasking_material_stroke`
`tool_settings.gpencil_sculpt.use_automasking_layer_active`
`tool_settings.gpencil_sculpt.use_automasking_material_active`
Reviewed by: Julien Kaspar, Matias Mendiola, Daniel Martinez Lara
Previously, the code would incorrectly free the passed in custom data
layer even when `CD_ASSIGN` was not used. Now the function actually
supports assigning the data to the layer. This only fixes the case for
custom data layer types that only support a single layer like `CD_MEDGE`.
Informally reviewed by Hans Goudey.
Change the behaviour of circle select on FCurves:
- Before any key is touched, the behaviour is as it was (key included in
circle-select area → select it; otherwise → select entire curve)
- If any key has been touched, an internal option
(`use_curve_selection`) is flipped and selecting the entire curve is
disallowed.
This ensures that once a key changes selection state, it's no longer
possible to select the entire curve. This allows dragging over keys and
subsequently drag over a keyless part of the curve.
Reviewed By: RiggingDojo, troopy28
Maniphest Tasks: T101894
Differential Revision: https://developer.blender.org/D16307
This patch introduces a new `CacheMutex` which makes it easy to implement
lazily computed caches in e.g. `Curves`. For more details see `BLI_cache_mutex.hh`.
Differential Revision: https://developer.blender.org/D16419
When changing the texture paint slot index or activating a Texture Node, the texture displayed in the Image Editor changes accordingly.
This patch syncs the Image Editor when a new texture paint slot was added, which currently is not the case.
Also deduplicates some code.
Rotation and scale was done around the wrong center (always around mouse
position) in paint_draw_tex_overlay [on the other hand,
paint_draw_cursor_overlay already got the center right].
Now make the center dependent on UnifiedPaintSettings "draw_anchored".
Maniphest Tasks: T102312
Differential Revision: https://developer.blender.org/D16418
The distinction existed for legacy reasons, to easily port of Embree
intersection code without affecting the main vector types. However we are now
using SIMD for these types as well, so no good reason to keep the distinction.
Also more consistently pass these vector types by value in inline functions.
Previously it was partially changed for functions used by Metal to avoid having
to add address space qualifiers, simple to do it everywhere.
Also removes function declarations for vector math headers, serves no real
purpose.
Differential Revision: https://developer.blender.org/D16146
The color-band needs to do some special, rather awkward updating of the
UI state when certain values are changed. As @lichtwerk noted in the
report, this was done to the wrong buttons. Now lookup the proper
buttons, and don't assume that `uiItemR()` only adds a single button
(which often isn't the case).
The new Xcode 14.1 brings the new Apple Clang compiler which
considers sprintf unsafe and geenrates deprecation warnings
suggesting to sue snprintf instead. This only happens for C++
code by default, and C code can still use sprintf without any
warning.
This changes does the following:
- Whenever is trivial replace sprintf() with BLI_snprintf.
- For all other cases use the newly introduced BLI_sprintf
which is a wrapper around sprintf() but without warning.
There is a discouragement note in the BLI_sprintf comment to
suggest use of BLI_snprintf when the size is known.
Differential Revision: https://developer.blender.org/D16410
Avoid accessing freed memory from dynamically allocated EnumPropertyItem
arrays. Rely on the memory being held by the iterator which isn't the
case when it was converted to a tuple.
Function casts hid casting between potentially incompatible type
signatures (using int instead of Py_ssize_t). As it happens this seems
not to have caused any bugs on supported platforms so this change is
mainly for correctness and to avoid problems in the future.
Missed these changes in [0].
Also replace designated initializers in some C code, as it's not used
often and would need to be removed when converting to C++.
[0] e555ede626
Seems like the new audio channel api was not as backwards compatible as we thought.
Therefore we need to reintroduce the usage of the old api to make older ffmpeg version be able to compile Blender.
This change is only intended to stick around for two releases or so. After that we hope that most Linux distros ship
ffmpeg >=5.0 so we can switch to it.
Reviewed By: Sergey
Differential Revision: http://developer.blender.org/D16408
As instances are often generated geometries, we cannot rely on the data
provided by `DupliObject::ob`.
Use `DupliObject::ob_data` when possible.
This required a major refactor in the code as the output variables are
now gathered in context and easier to access.
Use struct identifiers in comments before the value.
This has some advantages:
- The struct identifiers didn't mix well with other code-comments,
where other comments were wrapped onto the next line.
- Minor changes could re-align all other comments in the struct.
- PyVarObject_HEAD_INIT & tp_name are no longer placed on the same line.
Remove overly verbose comments copied from PyTypeObject (Python v2.x),
these aren't especially helpful and get outdated.
Also corrected some outdated names:
- PyTypeObject.tp_print -> tp_vectorcall_offset
- PyTypeObject.tp_reserved -> tp_as_async
As instances are often generated geometries, we cannot rely on the data
provided by `DupliObject::ob`.
Use `DupliObject::ob_data` when possible.
This required a major refactor in the code as the output variables are
now gathered in context and easier to access.
This is not the case though, the modifier act explicitly on mesh edges,
if no tesselated mesh is provided, it would simpy early out and do
nothing.
Now always disable the "Apply on Spline" option with a tip that this
modifier can only smooth the tesselated curve (not the underlying curve
control points). Similar to rB1a6b51e17502.
Fixes T102060.
Maniphest Tasks: T102060
Differential Revision: https://developer.blender.org/D16386
The operator was acting on non selected items (wasnt checking SpaceFile
bookmarknr for being -1) which could end up removing items even.
Now sanatize this by introducing proper poll (which returns false if
nothing is selected).
Fixes T102014.
Maniphest Tasks: T102014
Differential Revision: https://developer.blender.org/D16385
Regression in [0] needs further investigation
(building docs may crash again).
This effectively reverts [0], however de-duplicating the color-space
enum can be kept.
[0]: 037b771e1a
This patch tunes maximum threads-per-threadgroup and threads-per-block for faster renders on Apple GPUs. Appropriate tuning is selected based on the GPU architecture (M1 or M2). We see a benchmark uplift of around 5-10% on M1 family chips. Similar uplift is expected on M2 with upcoming OS changes. (Ref T101931)
Reviewed By: brecht
Maniphest Tasks: T101931
Differential Revision: https://developer.blender.org/D16299
The operator was acting on non selected items (wasnt checking SpaceFile
bookmarknr for being -1) which could end up removing items even.
Now sanatize this by introducing proper poll (which returns false if
nothing is selected).
Fixes T102014.
Maniphest Tasks: T102014
Differential Revision: https://developer.blender.org/D16385
As described in the comment on `BLI_task_isolate`, deadlocks can happen
when isolation is used with threading primitives that separate spawning tasks
from executing them. All threads are waiting the tasks to complete but no
thread is able to continue working due to task isolation.
The fix is to not pass lazy-threading hints through task isolations. This way
isolated regions can't create new tasks in a scheduler further up the call stack.
This may lead to minor slowdowns because less threading may be used.
It's generally possible to get rid of the slowdown again by sending the
lazy-threading hint before entering the isolated region.
Use the node topology cache and avoid modifying the node tree
in a non-threadsafe way to improve the predictability of using
the helper function. Replaces the implementation from
e0d4047136.
Reorder the items in the `Locks` menu:
* Split into three groups: Lock, Unlock, Invert.
* Use icon only in the first item of each group, following the HIG.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D16383
The removed function call removes all attributes from mesh edges
and rebuilds the mesh edge topology. This isn't necessary because
meshes always have edges in the first place.
Exporting a 4 million face grid, this saved 1.5 seconds out of 4
seconds total for the whole export.
Tests files have to be updated, since the edge calculation could
potentially change the order of elements. This is also a fix, since
previously the exporter would delete all attributes on the evaluated
mesh edges.
Differential Revision: https://developer.blender.org/D16391
Color space conversion item-function missed checking the context was
NULL to return a static array. This caused freed memory access when
building docs.
Currently there are both "EDGERENDER" and "EDGEDRAW" flags, which are
almost always used together. Both are runtime data and not exposed to
RNA, used to skip drawing some edges after the subdivision surface
modifier. The render flag is a relic of the Blender internal renderer.
This commit removes the render flag and replaces its uses with the
draw flag.
This patch introduces the concept of a Cached Resource that can be
cached across compositor evaluations as well as used by multiple
operations in the same evaluation. Additionally, this patch implements a
new structure for the realtime compositor, the Static Cache Manager,
that manages all the cached resources and deletes them when they are no
longer needed.
This improves responsiveness while adjusting compositor node trees and
also conserves memory usage.
Differential Revision: https://developer.blender.org/D16357
Reviewed By: Clement Foucault
Many connected edge loops could result in two edge loops sharing
vertices. This is more of a workaround, the reason for two edge loops
sharing vertices could be prevented some other way.
Add this check since it's a straightforward solution,
furthered investigation noted as a TODO.
BlendType max incorrectly returns the minimum in BLI_color_mix.hh
This differential fixes it to return the maximum.
Maniphest Tasks: T102216
Ref D16364
This fixes T102218, where baked f-curves would display incorrectly when normalized.
This bug was a result of the code making no effort to determine the y-range of baked f-curves, so it fell back to a default that looked horrible.
I've added specific handling for finding the y-range of each f-curve (I extracted this functionality out to a new function, `fcurve_scene_coord_range_get`, for organization purposes). In addition, a minor optimization was made to eliminate redundant range-checks when in preview range mode.
{F13838304}
Reviewed By: sybren
Maniphest Tasks: T102218
Differential Revision: https://developer.blender.org/D16363
Normalize is no longer necessary as BLI_path_name_at_index skips
redundant path components such as "//" and "/./".
This has the advantage that the path length isn't limited to FILE_MAX.
This commit reduces the amount of white space generated and keeps parameter documentation of a single line.
This makes the resulting rst files easier to read in the case of debugging.
This was useful while looking into T97464
Regression in [0], however the primary purpose of that code was to
cycle away from the active object (behavior which was intentionally
removed, see: T96752).
This broke weight-paint + pose-selection (Ctrl-LMB)
when the GPU depth picking preference was disabled.
Causing selection to pick the mesh object instead of the pose bones.
This de-selected the armature, making the pose bones unselectable
instead of selecting the pose bone as intended.
Adding the old code back (restricting it to weight-paint mode)
fixes the bug but reintroduces fairly involved logic unnecessarily.
Instead, prioritize bone selecting when in weight-paint & pose mode
(previously this was only done in pose-mode).
[0]: b1908f2e0b
This moves the implementation from the View to the draw manager itself.
However, this is not its final place and should be moved to the shader
create info at some point in the future.
For now it is not possible because of possible interaction with the
old draw manager codebase.
The regression is caused by D13824 0f89bcdbeb.
This fix follows the code from Sybren (D7785) to make object-mode
drivers from shapekey value to work. This intuitively makes sense
since the D13824 made the edit mode evaluation and ownership follow
the object mode more closely.
Differential Revision: https://developer.blender.org/D16380
On Ubuntu 20.04 running X11, there was this message on every Blender startup:
Unable to find 'wl_proxy_marshal_flags' in 'libwayland-client.so.0'.
The reason is that we build against Wayland protocols 1.21, which in turns requires
Wayland on the distribution to be 1.21+, which is not the case on Ubuntu 20.04.
This simply silences the warning. An improvement would be to explain the user that
their Wayland version is too old when neither X11 or Wayland can be found. Though
that's not trivial and a situation with old Wayland and no XWayland seems unlikely
to happen in practice.
Differential Revision: https://developer.blender.org/D16266
The non-deprecated API dates back to 2017, so it should be safe
to simply migrate to it.
Fixes verbose error prints, making it easier to see actual issues.
Differential Revision: https://developer.blender.org/D16370
The new Xcode declares the `sprintf()` function deprecated and
suggests to sue `snprintf()` as a safer alternative.
This change actually moves away from any formatted printing and
uses inlined byte-to-hex-string conversion which is also safe
and is (unmesurably) faster.
Differential Revision: https://developer.blender.org/D16378
Seems to be introduced by 99e5024e97.
The crash is caused by the difference in the expected alignment
of the `uiPopupMenu` which is 16 bytes and the actual alignment
returned by the `MEM_mallocN()` which is 8 bytes due to the memory
head.
Now made it so that `MEM_new()` can be used for types with any
alignment.
Differential Revision: https://developer.blender.org/D16375
* BLENDER_VERSION_CYCLE set to beta
* Update pipeline_config.yaml to point to 3.2 branches and svn tags
* Update and uncomment BLENDER_VERSION in download.cmake
Add a macro that implements something similar to cmake_path's IS_PREFIX
which isn't supported in older versions of CMake.
This caused the build-bot to fail.
C++ doesn't support taking the temporary address of a temporary array,
use inline functions instead.
Also change array joining functions to return the length of the string
instead of returning the pointer (matching BLI_path_join).
Creating `__pycache__` directories in SVN's lib/ directory can cause
updating SVN to fail. Add the -B flag when TEST_PYTHON_EXE from LIBDIR
is used so so Python doesn't generate this cache.
In high poly meshes the reprojections after remesh can become slow.
This parallelizes reprojection of face sets, paint mask and vertex paint.
It also adds flags to disable dependency graph updates on
setting remesh options to remove UI lag.
Profiling of remeshing a 3.4M poly mesh (in sculpt mode):
Before: 19.6s
After: 8.7s
Differential Revision: https://developer.blender.org/D15638
Render stored a shallow copy of the scene view layers and views for thread
safety, without proper functions to free it. But with the CoW depsgraph this
scene is already a copy of the original and an additional copy is not needed.
Refactor to use the scene view layers and some other settings directly instead
of making a copy.
The goal is to improve clarity and readability, without
introducing big design changes.
Follows the recent obmat to object_to_world refactor: the
similar naming is used, and it is a run-time only rename,
meaning, there is no affect on .blend files.
This patch does not touch the redundant inversions. Those
can be removed in almost (if not all) cases, but it would
be the best to do it as a separate change.
Differential Revision: https://developer.blender.org/D16367
This patch moves the GLSL shaders and their infos to the compositor
module as decided by the EEVEE & Viewport module. This is a non
functional change.
Differential Revision: https://developer.blender.org/D16360
Reviewed By: Clement Foucault
Currently, the realtime compositor treat vector types as 3D vectors,
which is true for most operations. However, some operations deal with
vector types as 4D vectors that encode two 2D vectors or one 3D vector
with the last component ignored. So this patch expands vector types to
include a fourth component that is only sometimes used.
Since we already stored vectors in RGBA textures, the necessary changes
are straightforward and are mostly concerned with adjusting the Result
class.
Differential Revision: https://developer.blender.org/D16359
Reviewed By: Clement Foucault
**Problem**
Currently multiple input sockets are created when a new node group is
made from selected nodes. Some of these are linked from the same source.
It is not convenient to sort out and remove multiple input sockets that
represent the same input. These inputs usually have meaningless names
like 'value', 'x', etc.
**Solution**
Create common input sockets for each link starting from the same input.
Move links inside the new group's node tree and reroute it to connect
the common input socket to the original nodes. This is done by building
up a mapping between the incoming link sources to the input interfaces
created for them. The input interfaces are reused by the rest of the
links having the same source.
This patch also changes the way the input sockets get their names.
Output socket names of the group nodes usually are specific and are
given consciously. Use the output socket names from group nodes instead
of the inputs where the links point to.
Differential Revision: https://developer.blender.org/D15802
As described in T92474 and T91650, this patch adds two features to the
sample curve node. First is an index input, to allow choosing the curve
to sample for each point. Second is a custom field input, which is
evaluated on the control points of the curve and then sampled like the
other outputs. There is an "All Curves" option for the old behavior
which takes the length of all curves into account.
For invalid curve indices, the node outputs zeros (default values).
Invalid lengths and factors are clamped.
There have been various discussions about splitting the node up more,
but this is an intuitive combination of options and will work well
enough for current use cases. The node could still be generalized more
in the future.
Keep in mind that the source field is evaluated on curve control points,
not the evaluated points used for sampling. This is necessary so that
fields like "Index" work as expected.
Differential Revision: https://developer.blender.org/D16147
While relatively harmless, BLI_path_parent_dir wasn't returning failure
when passed in "./" which wouldn't succeed.
Instead of adding a ".." and normalizing, normalize the path and remove
the last directly. This is simpler than inspecting the resulting path
to see if normalize removed it or not.
Add additional tests which failed previously.
Tests for BLI_path_normalize, BLI_path_parent_dir & BLI_path_rel
were disabled on WIN32 because of complications with slash direction.
Enable these tests using character replacement to manipulate test data.
Regression in [0] on WIN32 caused joining paths {"//", "path"} to
result in "//\path".
This made the file selector show paths with a "\" prefix.
Add an exception for WIN32 where an initial path of forward slashes
is joined without a back-slash.
[0]: 8f7ab1bf46
The check for BLI_path_normalize having succeeded only checked for a
trailing "../" which isn't correct. This caused going up a directory
in the file selector to do nothing on directories ending with "..".
This also caused an empty path to expand into "../" because
BLI_path_extension_check didn't account for this case.
Resolve using BLI_path_name_at_index which extracts the last component
of the path without having to match the the surrounding slashes.
The logic to go up a directory (using "..") ran before stripping "/./"
from the path. This caused "/a/b/./../" to result in "/a/b/"
instead of "/a/". Now redundant characters are removed before before
checking for ".." in paths.
Include test to ensure this works as expected.
ASAN is more often broken than working depending on the MSVC version
you have. As it is causing too many support incidents of people that
unknowingly turned ASAN on by running `make developer` and running
into issues starting blender due to the broken ASAN support in MSVC.
This commit changes the default not enable it for MSVC in the
developer profile. Devs that still want to enable it can do so though
turning WITH_COMPILER_ASAN on in their CMakeCache.txt or by running
`make developer asan`
Previously it would use a hardcoded location where the AMD driver installs it,
but Linux distributions may use other locations. Now look for both cases.
Adds a listener to the node add menu so that it refreshes as assets get
loaded asynchronously.
Followup to cf98518055, also see 99e5024e97 and the previous commit.
Updated the code to use the UsdGeomPrimvarsAPI class to read
and write mesh primvars instead of the now deprecated primvars
accessors in UsdGeomImageable. This will be required to build
with USD 22.11 in the future, where the deprecated functions
have been removed.
This allows us to asynchronously load items into the menu, see
cf98518055. All menus spawned from Python using the `wm.call_menu`
operator will be affected by this. We could avoid that and only refresh
the menu we need to, but it's worth trying to get this to work as a
general menu feature.
This is a slightly risky change, so keeping an eye open for bugs.
This patch builds on the work from bdb5754147 to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.
There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.
Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.
Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.
Differential Revision: https://developer.blender.org/D16135
UsdImagingCapsuleAdapter static functions GetMeshPoints() and
GetTopology() have been removed in USD 22.11. In anticipation
of this upcoming change, I've updated the test code to call
the corresponding virtual functions instead.
For one, paintcurves were not considered in curves sculpt mode at all
(so you couldnt draw them). This is now enabled.
And the second issue was that since curves sculpt mode uses the reguar
paint_stroke_modal() [which handles paintcurves], this was actually
excuted, freeing the PaintStroke from SculptCurvesBrushStrokeData (but
not the CurvesSculptStrokeOperation) and immediately return
OPERATOR_FINISHED from modal (resulting in a double MEM_delete of
SculptCurvesBrushStrokeData -- in both invoke and modal).
There might be better ways to handle the memory free, for now the double
freeing is prevented by setting the operator customdata to NULL (and
check for that later).
Maniphest Tasks: T101062
Differential Revision: https://developer.blender.org/D16099
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
Support layouts such as AZERTY where the shift key is held for number
keys. Text entry remains unchanged but these keys now activate shortcuts
as expected.
This matches a fix in X11 for the same problem: T47228.
This isn't full multi-seat support, instead set the active seat using
pointer/tablet & keyboard enter handlers.
This means that seats beside the first aren't prevented from having
their events handled.
Fixes very rare cases where the UV Cylinder Project, UV Sphere Project
and UV From View might not set the translation correctly if the scale
is exactly 1.0.
Mainly fixed because this code might later be reused elsewhere.
Retrieve the surface UV coordinates with the attribute API instead of
the helper function. This allows more flexibility of data types (and
domains), which is helpful especially because geometry nodes
can't write 2D vectors yet.
Use the newly added node topology cache to find the node that contains
a socket rather than looping through all nodes every time. The change
improves performance of drawing a some large node trees by 2-3x.
This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.
This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16338
Previously both slashes were considered when joining paths, meaning
slashes that were part of the path name could be stripped before joining
the path.
Prefer using the native path separator for low level path functions,
callers can always convert slashes into the expected direction if they
need. This also matches BLI_path_append behavior.
With a full SVN checkout of "../lib", updating all paths is slower
than running an update on the whole repository at once.
Also collect paths and run the update in separate passes, this avoids
some duplicate checks such as checking the svn command exists.
This was because `stroke_id` was not using `vertex_start`.
But since `vertex_start` is not 1 based like it used to be, we need to add
1 to it to avoid a fragment depth of `0.0` which would be equal to the
background and not render.
There were two problems:
* The stroke was deleted if the last point was selected. Now
the stroke is flipped because is faster.
* If the second point was selected, the first point was removed
because the internal api, removed one point strokes by
default. This was done becaus ethe tools that used this API
did not need one point strokes as result. Now this optional
and keep one point strokes.
This allows using drawcalls with non default vertex range.
These calls will be culled like any other instance by the GPU culling
pipeline. But they will not be batched together since the vertex range
is part of the group.
Regression in [0], accessing the path from the file selector relied on
BLI_join_dirfile adding a trailing "/" when the filename was empty.
[0]: 9f6a045e23
This can be used for example for VR video formats that use this projection
instead of perspective projection for cubemap faces.
Differential Revision: https://developer.blender.org/D13525
A copy of the clipboard was always being, changes would re-read it.
Now read the clipboard on request. This avoids having to keep a copy
of the clipboard in memory as well as the need to keep a thread
to running to read the clipboard for each data-offer.
To prevent a deadlock when pasting from Blender's own clipboard.
- Sending the clipboard (using write(..)) runs in a background thread.
- Reading the clipboard uses a thread that performs round-trips to the
Wayland server to prevent until the read is complete.
This is an update to [0] that resolves the deadlock.
[0]: c03838dbc8
When the Wayland pipe can't be opened, don't leave the mutex locked.
Also skip checking wl_data_device_manager when reading from the primary
clipboard.
There was a problem with the hash table that was
not created as expected.
Also fixed an unreported memory leak in Grab tool not
related to this crash but detected during debug.
There were two issues caused by deferred registration (added by [0]),
one crash on startup (T102075), another unreported issue with the GLX/EGL
context failing to initialize. Unfortunately I'm unable to reproduce the
errors but it seems likely deferring interface registration is not well
supported so this commit uses an alternative solution to some interfaces
depending on others for initialization.
Instead of relying on the order of registration, a separate "update"
callback has been added which is called after binding interfaces.
This has the advantage that it can be called when adding/removing
interfaces at run-time to avoid the dangling pointers being left in
locally allocated structures. In practice adding/removing interfaces
happens so rarely (only with "outputs" as far as I'm aware) that this
benefit is theoretical at the moment.
This should resolve T102075.
[0]: 9fe9705bc0
* External engines do not use the PBVH and need slower depsgraph updates.
* Final depsgraph tag after stroke finishes was missing for sculpt color
painting, caused missing updates for other viewports as well as any
modifiers or nodes on other objects using the colors.
Updates for cursor could cause the paint data to be continuously refreshed,
which is pretty cheap by itself, but not when it starts tagging the depsgraph.
The paint slot refresh code ideally should not be doing depsgraph tags at all,
but checking if there were changes at least avoids continuous updates.
Recent refactoring to use uint relied on indirect includes and precompiled
headers for uint to be defined. Explicitly include BLI_sys_types where this
type is used now.
Intel documentation for Ubuntu 22.04 does list all runtime components
needed by the driver and oneAPI Cycles device but end-users getting
drivers from (other) sources can easily end-up missing required
Level-Zero Loader and struggle root causing what's wrong in their
system. Calling this requirement out in the UI will hopefull help them.
oneAPI Level-Zero incl. Loader: https://github.com/oneapi-src/level-zero
Common package names: level-zero, level-zero-loader
This fixes a 15% performance regression silently introduced by
79ab76e156 that aligned the compact
float3 on 16 bytes for oneAPI.
Current change is minimalist, there are further cleanup opportunities
such as removing packed_float3 definition for oneAPI but for some
reason, it cuts the recovered speedup in half, so we're starting with
this small fix for now.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D16340
This patch fixes T101790 by adding a macOS version check for deciding whether to show the caustics settings in the UI (MNEE kernels don't compile on macOS < 13.0)
Reviewed By: brecht
Maniphest Tasks: T101790
Differential Revision: https://developer.blender.org/D16339
Followup to rBfb424db2b7bb. Found some more candidates.
UI colors should use PROP_COLOR_GAMMA to avoid being affected by scene
color management (clarification by @brecht).
Differential Revision: https://developer.blender.org/D16337
When pinning a Mesh, we cannot rely on the context object.
Instead, use the context mesh now.
For vertexgroups names [which are still on the object API wise], this
means name collisions cannot be checked when pinning a Mesh (so print
this as a warning in that case)
Maniphest Tasks: T102045
Differential Revision: https://developer.blender.org/D16333
A copy of the clipboard was always being, changes would re-read it.
Now read the clipboard on request. This avoids having to keep a copy
of the clipboard in memory as well as the need to keep a thread
to running to read the clipboard for each data-offer.
Keep the registry listener active at runtime, now plugging/unplugging
monitors at run-time is detected and the associated data stored by
Blender is added/removed as well.
Previously all interfaces were detected at startup, afterwards no
changes were supported.
Defer interface registration so all known interfaces can be called in
the order defined by the array of supported types.
Without this, the compositor defined the order of registration so it
wasn't possible to rely on registration functions to depend on other
interfaces.
This caused initialization for 'seats' to be moved out of the
register callback to ensure multiple interfaces were initialized.
This isn't good for readability or maintenance since it meant the
add/remove callbacks didn't act on matching data.
the windows builder has 2 different build folders for the debug and
release libs, hardcoding the path like this leads to an extra 1GB
of downloaded files. The windows builder supplies a single PACKAGE_DIR
for both but gets ignored.
This change promotes PACKAGE_DIR to be cached in CMakeCache so it can
be changed if needed.
Differential Revision: https://developer.blender.org/D16213
Reviewed by; brecht, dfelinto
Moving widows between monitors with different scale set could flicker
in a feedback loop because the bounds of the window resizing could
cause the bounds of the windows to overlap different monitors.
Now the window is resized immediately, instead of letting the change
to the windows surface scale resize the window.
This change the attribute binding scheme to something similar to the
curves objects. Attributes are now buffer textures sampled per points.
The actual geometry is now rendered using an index buffer that avoid too
many vertex shader invocation.
Drawcall is wrapped in a DRW function to reduce complexity of future
changes.
This led to the color actually looking different on the node body itself
vs. in the panel, also using the colorpicker gave unexpected results.
UI colors should use PROP_COLOR_GAMMA to avoid being affected by scene
color management (clarification by @brecht).
Maniphest Tasks: T99603
Differential Revision: https://developer.blender.org/D16334
As a consequence of this, subsequent box-selection of bones would not
show correctly in Animation Editors (not showing the channels there
because of the lack of an active object).
The bug was caused by rBba6d59a85a38.
Prior to said commit, code logic was relying on the check for `basact`
being NULL to determine if object selection changes need to happen.
After that commit, this was handled by a `handled` variable, but this
was not set correctly if `basact` is actually NULL after the initial
pick (aka deselection by picking).
Maniphest Tasks: T101933
Differential Revision: https://developer.blender.org/D16326
There looks to be an inconsistency between Gnome/KDE here,
match KDE and Gnome applications under X11 (even XWayland)
by making the button closest to the nib MMB, and the other button RMB.
The number of node groups was including the fake user count.
I was ignoring the Fake User, and how it affects the id->us count.
This problem was present since the initial commit: 84825e4ed2.
Avoid top level global pointers, remove the window_manager pointer
and move the clipboard mutex along side the clipboard data.
Also skip updating window DPI if the window doesn't use the output
that changed it's scale.
Using the 3DConnexion Universal Wireless Receiver on MS-Windows caused
a different ID to be reported. While I'm not sure of the cause of this,
adding the ID doesn't conflict with other devices and fixes the problem.
Share logic for adding/removing global objects and freeing them on exit.
Refactor object registration add/remove into an array of callbacks
to localize logic into generic functions for each kind of interface.
Also corrects own error where the primary clipboard manager wasn't
being destroyed on exit.
UI panel may suggest, that disabling "Proxy & timecode" would cause
timecodes not being used, but this was not the case. Now timecodes will
be used only if the checkbox is checked.
The bug has existed since crasy space was implemented.
rBbf8a26b7453d made the error even worse as the
`modifiers_disable_subsurf_temporary` function, which works like a
toggle, did not temporarily re-enable subsurf.
The main problem is that the derived mesh is modified but not marked as
dirty at the end.
Internal links are run-time/derived data. Therefore it is not necessary
to load them from .blend files where invalid internal links may be stored.
They will be regenerated after a node tree is loaded anyway.
This patch tunes the integrator state sizing for Metal (`num_concurrent_states` and `num_concurrent_busy_states`).
On all GPUs architecture, we adjust the busy:total states ratio to be 1:4 which gives better rendering performance than the previous 1:16 ratio (independent of total state count). This gives a small performance uplift (e.g. 2-3% on M1 Ultra).
Additionally for M2 architectures, we double the overall state size if there is available headroom. Inclusive of the first change, we can expect uplift of close to 10% in future, as this results in larger dispatch sizes and minimises work submission overheads. In order to make an accurate determination of available headroom, we defer the calculation of `num_concurrent_states` and `num_concurrent_busy_states` until the time of integrator state allocation (i.e. after all of the scene data has been allocated). We also refactor `alloc_integrator_soa` to calculate an *exact* single-state-size in a first pass, right before allocating the integrator SoA buffers in a second pass.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16313
Mistake in own rBb6a35a8153c3 which caused code to always recurse into
bone hierarchies (no matter which collapsed level an armature was
found).
This led to bone counts always being displayed even outside a collapsed
armature (e.g. if an armature was somewhere down a object or collection,
the collapsed object or collection would show this bonecount).
This is inconsistent with other data counting in the Outliner, e.g.
vertexgroups or bonegroups do have their indicator at object level,
however the counter only shows if `Vertex Groups` or `Bone Groups` line
shows (so if the object is not collapsed).
And this also led to the bug reported in T101946 which was that the bone
counts would be treated as collections when further down a collapsed
hierarchy.
Background: The whole concept of `MergedIconRow` is based on the concept
of counting **objects types or collectinons/groups**. If other things
like overrides, vertexgroups or bonegroups are displayed in a counted/
merged manner, then these will always be counted in the array spots that
are usually reserved for groups/collections. But for things this is not
a problem (since these are only displayed below their respective
outliner entry -- and will never be reached otherwise).
So to correct all this, we now only recurse into a bone hierarchy if a
bone is at the "root-level" of a collapsed subtree (direct child of the
collapsed element to merge into).
NOTE: there are certainly other candidates for counted/merged display
further up the hierarchy (not just bones -- constraints come to my mind
here, but that is for another commit)
Maniphest Tasks: T101946
Differential Revision: https://developer.blender.org/D16319
Currently, if an image exceed the texture limit setup by the user or the
GPU backend, it will be scaled down to satisfy the limit. However,
scaling happens independently per axis, that means the aspect ratio of
the image will not be maintained.
This patch corrects the smaller size to maintain the aspect ratio.
Differential Revision: https://developer.blender.org/D16327
Reviews By: Clement Foucault
rBb70bbfadfece allowed scaling of zero-radius points, but as it behaves
differently from other radius, it may not be suitable for multi-point
transformation.
It was too easy accidentally break builds without WITH_GHOST_DEBUG
enabled because the arguments were ignored. Now they are expanded in an
`if (0) {...}` block, so invalid expressions result in errors.
This could result in wrong behavior depending on the order in which the
Image.filepath and Image.source fields are set from within Python for
example.
Caused by rB72ab6faf5d80
Disable libdecor Wayland requirement which would use an X11 fallback.
While the crash could be investigated, using libdecor at all makes
no sense in background mode.
Kind of intentional regression on rB2d1fe736fabd.
But the solution now is (theoretically) better than adding a hard coded
threshold.
For cases with zero radius, the new radius is now the offset of the
ratio projected onto the plane of the origin point.
For the JPG preview, the only thing that was changed in the image
format was the format itself. However, the colorspace code now also
checks the bitdepth through BKE_image_format_is_byte, so the depth
needs to be explicitly set to 8-bit for the JPG preview output.
Error introduced in rB1edebb794b76.
In that commit it was kind of forgotten that the snap to grid is also
used in 3D views.
Also a refactoring and cleanup was applied to simplify the code.
Code adding stash track was clearing out track flags, instead of editing
them as it should have...
Note that there are a lot of other weaknesses in action stash code (like
relying on the (translated!!!!!!) name of the track to know whether it's
a stah or not).
Add support for zoom & rotate gestures, hold and swipe may
be used in the future although swipe maps to 2D smooth-scroll for
Gnome & KDE.
Tested to work with Apple track-pad & Wacom tablet on Gnome & KDE.
Previously, the Blender video renderer did not have support for
encoding video to AV1 (not to be confused with the container AVI).
The proposed solution is to leverage the existing FFMpeg renderer
to encode to AV1.
Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns
"libaom-av1" which is the "reference implementation" for AV1 encoding
(the default for FFMpeg, and is slow). "libsvtav1" is faster and
preferred so there is extra handling when fetching the AV1 codec for
encoding such that "libsvtav1" is used when possible.
This commit should only affect the options available for video
rendering, which includes the additional AV1 codec to choose from, and
setting "-crf".
Also note that the current release of FFMpeg for ArchLinux does not
support "-crf" for "libsvtav1", but the equivalent option "-qp" is
supported and used as a fallback when "libsvtav1" is used (as
mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ).
(Actually, both "-crf" and "-qp" is specified with the same value in
the code. When a release of FFMpeg obtains support for "-crf" for
"libsvtav1" is released, the code shouldn't be needed to change.)
The usage of the AV1 codec should be very similar to the usage of the
H264 codec, but is limited to the "mp4" and "mkv" containers.
This patch pertains to the "VFX & Video" module, as its main purpose
is to supplement the Video Sequencer tool with the additional AV1
codec for encoded video output.
Differential Revision: https://developer.blender.org/D14920
Reviewed By: sergey , ISS, zeddb
When the image colorspace is not data, linear or sRGB, the image will
be converted to float (and colorspace-converted) during loading.
However, if it also needs to be rescaled (due to exceeding the GPU
texture size limit), the resizing assumed that it's still a byte
texture.
The check was already there, but given it was not
exposed as an option it didn't show up in my cmakecache
and i got tired of having to lookup the exact name
all the time.
This is to help ensure buildbot builds are correct, while still gracefully
disabling features in user/developer builds.
* Add WITH_STRICT_BUILD_OPTIONS to give an error when features can't be
enabled due to missing libraries or other reasons. Add new macro
set_and_warn_library_found used everywhere features were being
automatically disabled.
* Remove code from Windows and macOS for various libraries that would
automatically disable features. set_and_warn_library_found could be
used here also, but we are generally assuming the precompiled libraries
are complete and only test for availability when libraries are just
added.
Differential Revision: https://developer.blender.org/D16104
It has not actually been enabled there for a long time in official releases,
so this just fixes the warning. Making it work again would be good, but for
now JACK is only supported on Linux.
The issue we ran into a lot is we have a python script that updates
git+SVN. Which works fine most of the time, except when we have a
python update in SVN, or worse a python version change. Python really
doesn't enjoy having its files being deleted or changed while it is
running and users generally end up with a corrupted lib folder.
This change updates the library folder using svn.exe first before
letting the python script run sidestepping the issue in most cases.
The python script will still run and do the more elaborate work
like updating git and switching SVN branches which could still
run into issues cause python still doesn't like being changed
while running but there's not a whole lot we can about that,
for *most* people however things will just work now.
Buildbot infrastructure relies on the fact that it can enable and
disable `WITH_CYCLES_<COMPUTE>_BINARIES` without affecting speed of
incremental builds. This allows buildbot to skip GPU kernels when
doing CI regression tests which do not need GPU kernels, as well as
it allows to move GPU kernels compilation to a separate step where
all the resources are available to the GPU kernel builders.
For the oneAPI compute enabling and disabling AoT kernels has much
higher implications due to the kernels being a part of the device
implementation from the build target perspective.
This change makes it so different target names are used for JIT and
AoT configurations, which allows CMake to more fully benefit from
"caching" the compiled result.
The end goal of this change is to make it so sequential build of the
same code base on the buildbot happens super fast,
Blender binary still needs to be re-linked when the AOT of oneAPI
option is toggled, but that's already the case in the buildbot due
to the WITH_BUILDINFO.
Differential Revision: https://developer.blender.org/D16312
sycl::info::device::ext_intel_* descriptors are deprecated,
replaced with sycl::ext::intel::info::device:: that are available from
6.0+, for which we now check version in CMake.
For debugging it is useful to known the active GPU backend. Although
it could be determined from looking at the extensions, this is easier
to understand when not activly working in this area.
The opencollada dependency will be using an external xml2 library
for 3.4. This change allows to build against both old and new
style lib folders.
As it is a C library it did not need a special debug version.
In rBed6c8d82b804 it was wrongly assumed that the constraint functions
always apply the transformations.
But that is not the case for when axes are aligned.
The `mul_m3_v3(t->con.pmtx, out)` fallback is still required.
The bokeh blur node flipped its bokeh input due to the conceptual
difference between the search window space and the weights texture
space. This patches fixes that by inverting the weights texture to match
the search window.
The variable size option actually flips the bokeh input for the CPU
compositor. It is unclear if this is expected, so we deviate from that
behavior for now.
When changing a scene's unit scale from 1 to something else, 0.1 for
e.g. walk navigation no longer worked properly. Whenever gravity is
enabled, and the user starts to fall or jump, the view-port glitched out
into low earth orbit.
Reviewed By: campbellbarton
Ref D16277
- build and use our version of libxml
- the cli tools had a linker error due
to it trying to link a shared version
of libxml, disabled both and zlib 1.2.3
with a patch since we do not want/need
them for blender.
- postfix the libraries with _d for debug
automatically so we don't have to fix that
during the harvest.
due to this only being windows changes no
rebuild needed for the other platforms.
- Clarify how data_offer is used for both the clipboard & drag-and-drop.
- Acquire the clipboards mutex lock before freeing.
- Log a warning when creating a pipe fails.
- Add doxy-sections.
The `ED_object_get_active_image` is used from the renderer which deals with
evaluated objects. This means the material api for evaluated objects has
to be used.
Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
This patch implements the normalize node for the realtime compositor.
Differential Revision: https://developer.blender.org/D16279
Reviewed By: Clement Foucault
During object duplication the syncing is temporarily disabled.
With {D15885} this isn't useful as when disabled the view_layer
is still accessed to locate bases. This can be improved by first
locating the source bases, then duplicate and sync and locate
the new bases.
This patch removes the resync forbid and improve the times
that resyncing actually must happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15886
This patch implements the tone map node for the realtime compositor
based on the two papers:
Reinhard, Erik, et al. "Photographic tone reproduction for digital
images." Proceedings of the 29th annual conference on Computer graphics
and interactive techniques. 2002.
Reinhard, Erik, and Kate Devlin. "Dynamic range reduction inspired by
photoreceptor physiology." IEEE transactions on visualization and
computer graphics 11.1 (2005): 13-24.
The original implementation should be revisited later due to apparent
incompatibilities with the reference papers, which makes the operation
less useful.
Differential Revision: https://developer.blender.org/D16306
Reviewed By: Clement Foucault
After the last library update cve_check still reported some false positives.
One GMP issues was mitigated with a patch in the library update. The others
are ignored, with a description explaining why they do not affect Blender.
Ref D16269, T101403
THis is bumping dependencies to fix known CVEs, with the exception of
OpenImageIO which also includes bugfixes for performance and correctness
with some image types.
zlib 1.2.12 -> 1.2.13
freetype 2.11.1 -> 2.12.1
openimageio 2.3.13.0 -> 2.3.20.0
python 3.10.2 -> 3.10.8
openjpeg 2.4.0 -> 2.5.0
ffmpeg 5.0 -> 5.1.2
sndfile 1.0.28 -> 1.1.0
xml2 2.9.10 -> 2.10.3
expat 2.4.4 -> 2.4.9
openssl 1.1.1g/i -> 1.1.1q
sqlite 3.31.1 -> 3.37.2
Notable changes:
* AOM: the hack we had in place to make it not detect pthreads on windows no
longer worked with a more recent cmake version. Disabled pthreads with a
diff on Windows.
* Python: embedded copy of zlib 2.1.12 swapped out for our 2.1.13 copy with
some folder manipulation on Windows.
* Freetype: was harbouring a copy of zlib 2.1.12 as well, so that had to end.
* FFmpeg: patch used to fix D11796 is no longer needed. Add new patch to deal
with simple_idct.asm generating an object file with no sections in it,
backport from upstream commit.
* TinyXML: still being downloaded but no longer used by OpenColorIO, removed.
* GMP applied upstream patch to fix CVE-2021-43618, as there is no release yet.
* SQLite and Libsndfile patches no longer needed.
Includes contributes by Ray Molenkamp, Campbell Barton and Brecht Van Lommel.
Ref T101403
Differential Revision: https://developer.blender.org/D16269
Previously this was using `GPU_SHADER_TEXT` as default value indicating
an "unset" state. This wasn't documented in the definition (and so
D16284 added a new enumerator that broke this). Plus code was assuming
this enumerator would always have the value 0 without specifying this in
the definition either.
In this case it's easy to not rely on the enum value at all, and just
use `std::optional` to add a "unset" state.
Differential Revision: https://developer.blender.org/D16303
- Improve reporting when reading a file descriptor into a buffer fails,
also check for failure to allocate memory.
- Store buffers with size in a simple struct.
- Use shared utility functions for simple buffer operations.
Reduce amounts of viewlayer updates during remapping while relocating
libraries. Gives some improvements on relocating process, depending on
complexity of existing scene and reloaded libraries, whether there is
liboverrides to resync, etc., can give up to 10% speedup.
Liboverrides that were using a missing linked reference ID would not get
their 'MISSING' tag properly cleared afer relocating, in case their
linked reference is no more missing.
Reported by Andy (@eyecandy) from Blender studio.
Use store-current-and-restore-previous OpenGL program in the OpenGL
Shader Interface. This is a better fix for the initial error, which
additionally solves interface artifacts when opening non-default
startyp files on macOS with AMD GPU.
Use the official spelling of the WebM codec. Only affects the interface
string and not the identifier used in the Python API. Should not even
affect translations: the current msgstr's do no translate the original
string.
Reported by Anton Raves, thanks!
In T93382, the problem was that the Blender-side rendering code was
still generating the subsurface passes because the old render pass
flags were set, even though Cycles doesn't generate them anymore.
After a closer look, it turns out that the entire hardcoded pass
creation code can be removed. We already have an Engine API function
to query the list of render passes from the engine, so we might as
well just call that and create the returned passes.
Turns out that Eevee already did this anyways. On the Cycles side, it
allows to deduplicate a lot of `BlenderSync::sync_render_passes`.
Before, passes were defined in engine.py and in sync.cpp. Now, all
passes that engine.py returns are created automatically, so sync.cpp
only needs to handle a few special cases.
I'm not really concerned about affecting external renderer addons,
since they already needed to handle the old "builtin passes" in
their Engine API implementation anyways to make them show up in the
compositor. So, unless they missed that for like 10 releases, they
should not notice any difference.
Differential Revision: https://developer.blender.org/D16295
Part of a wider set of changes to migrate UV packing from
uv_parametrizer.cc to uvedit_islands.cc.
This allows UV packing improvements including margin calculation,
correctness fixes such as support for non-manifold geometry,
and new packing algorithms including speed and quality improvements.
See for example c2256bf7f7, T82637
This change migrates UV.unwrap and Live UV Unwrap.
Differential Revision: https://developer.blender.org/D16296
The external cancel callback destroyed the data source but didn't
clear the pointer. While this didn't cause problems,
avoid keeping references freed pointers.
Remove NURBS or Bezier specific attributes after removing points or
curves. In theory we could avoid copying those attributes in the
first place, but that doesn't seem worth the extra complexity here,
since we don't necessarily know the result curve type counts before
copying attributes.
`V2D_VIEWSYNC_AREA_VERTICAL` flag was mistakenly set to the sequencer
toolbar region instead of the channels region.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D16155
The instance attributes assignment operators were broken in multiple
ways: there wasn't a move constructor (probably causing performance
issues), and the destination attributes weren't freed before they
were replaced.
Attribute copying often uses identical logic for copying selected
elements or copying with an index map. Instead of reimplementing
this in each file, use the common implementation in the array_utils
namespace. This makes the commonality more obvious, gives improved
performance (this implementation is multithreaded), reduces binary
size (I observed a 173KB reduction), and probably reduces compile time.
Known Issues:
- Command buffer failures when using binary archives (binary archives is disabled for Intel GPUs as a workaround)
- Wrong texture sampler being applied (to be addressed in the future)
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D16253
Mistake in own rB358155a8da60, change ended up discarding the case where
we need to also delete IDs using a tagged-to-be-deleted ID in a 'never
NULL' way. Typical example: Whene deleting a Mesh ID, one also needs to
delete all the Objects using that mesh, since obdata pointer is of type
'never NULL'.
Note that luckily, this fix does not affect the performance improvements
from rB358155a8da60.
Noted by Brecht and Clement because of failing unittests, shame on me.
Previously, a first build using ninja would throw "ninja: error:
'intern/cycles/kernel/cycles_kernel_oneapi.lib', needed by
'bin/blender.exe', missing and no known rule to make it".
"dg2" target is deprecated from the GPU compiler/ocloc.
We switch to targeting acm-g10 instead, for which generated binaries are
compatible with other Arc GPUs.
MSVC Tools version doesn't match MSVC Redist version on some systems and
it's not populated when using Ninja outside of Visual Studio shell,
trying another way.
Oversight in rBf8b1483566cc which resulted in fonts/surfaces not having
their draw caches being tagged dirty.
Not only OB_CURVES_LEGACY have their object data of type ID_CU_LEGACY,
but also OB_SURF/OB_FONT objects.
Maniphest Tasks: T101922
Differential Revision: https://developer.blender.org/D16298
Add command line argument to switch gpu backend. Add `--gpu-backend` option to
override the gpu backend selected by Blender.
Values for this option that will be available in releases for now are:
* opengl: Force blender to select OpenGL backend.
During development and depending on compile options additional values can exist:
* metal: Force Blender to select Metal backend.
When this option isn't provided the internal logic for GPU backend selection will be used.
Note that this is at the time of writing the same as always selecting the opengl backend.
Reviewed By: fclem, brecht, MichaelPW
Differential Revision: https://developer.blender.org/D16297
During teleport event, gravity is disabled and WalkMethod
is stored in `teleport.navigation_mode` which is used later to reset
the status after execution. Calling teleport events consecutively
will change the initial WalkMethod value. So update it only on the
first call. Also remove `else condition` as it stops the previously running
teleport when the new teleport call fails to find a hit point.
Reviewed by: dfelinto, mano-wii
Differential Revision: https://developer.blender.org/D15574
The interface needs to bind the shaders for some parameter setup.
This program change wasn't reflected in the GPUContext.
This was then conflicting with the next shader bind if the next shader was
the same as the shader bound before the interface creation.
Setting the state to the correct shader ensures a rebind if needed.
Fix T101792 New hair curves do not render properly first time in EEVEE with motion blur enabled
Smooth & discrete scrolling may both be set, instead of always
prioritizing discrete, use discrete scrolling when the source is a
mouse wheel, otherwise prioritize smooth scrolling.
Add the eModifierMode_Editmode to the required modes for curves modifier
evaluation. Only this way the modifier can be skipped in evaluation.
Maniphest Tasks: T101888
Differential Revision: https://developer.blender.org/D16280
The users had to type in a name here, but we can also make it a dropdown
choice with existing UV Maps for convenience:
- dont have to remember a name or copy paste obviously
- shows in red if it was removed / invalid
Came up in T101028
Maniphest Tasks: T101028
Differential Revision: https://developer.blender.org/D15956
Batch-delete by-passes a lot of ID usages handling in to-be-deleted IDs,
so usercount of deleted IDs needs to be manually reset to avoid the
annoying error messages in the console.
Simplify and optimize remapping handling in bacth ID deletion, by moving
it outside of the initial loop gathering all IDs to be deleted, and and
by using batch remapping code.
Speedup can be over 100 times faster in complex production scenes using
thousands of IDs, when e.g. deleting a whole library.
Examples before/after times on my machine (deleting two different libraries):
lib1: 5.55 sec/0.03 sec
lib2: 13.60 sec/0.13 sec
Found while investigating T101903.
Remapping in batch deletion could end up calling viewlayer resync code
on partially invalid BMain (some IDs still in Main using IDs removed
from Main).
Think this code can actually be further optimized, but this fix should
be safe enough for 3.3 (and potentially 2.93).
Thanks to Jeroen (@jbakker) for the initial investigation.
For consistency with other brush based (paint) systems we should add
these entries in the brushes context menu.
For this, expose the brushes `ob_mode` to RNA and show this (along with
the tool choice) to the appropriate menus.
Differential Revision: https://developer.blender.org/D16287
Currently harmless (since atm. it is not possible to trigger this part
of the code from curves sculpting), but in a future fix (for T101518), it
would be good to use `BKE_paint_init` (and having the correct ob_mode
for the brush would be nice).
Differential Revision: https://developer.blender.org/D16286
This was added in rB4c9fe657458f, however that new code never used this
menu (but the existing `VIEW3D_MT_brush_paint_modes` instead).
Differential Revision: https://developer.blender.org/D16285
These events are interpreted as MOUSEPAN by Blender.
Tested with a Wacom Intuos5. This isn't full touch support
which is needed to support gestures such as Swipe, Rotate .. etc.
Skip BMesh conversion and read the selection attribute directly.
With a Ryzen 3700x, my test face of a simple 4 million face grid
became over 4000 times faster, from 2.6s to 0.6ms.
Caused by 21f2bacad9 which misunderstood the logic handling
shape keys in this function. The shape key on the original mesh in the
main data-base should be cleared if the "no-main" mesh doesn't have any
shape key layers and the vertex count has changed. The complexity is
necessary because shape keys are stored differently on original and
evaluated meshes.
Also change to "Warn" because this is expected behavior in some cases,
like when applying a geometry nodes modifier that creates a new mesh
from scratch.
String attributes are intentionally not fully supported in geometry nodes
yet because more design work is necessary to decide how they should behave.
For now just disable handling string attributes to avoid crashes.
`Brush` has two attributes for holding texture information (`MTex`).
One for color textures (`mtex`) and one for mask textures (`mask_mtex`).
Unfortunately sculpt mode due to reasons used `mtex` to store mask textures.
Changes like brush asset/paint mode require modes/tools to read the mask/color texture from
one place.
To start sanatizing this we isolate the attributes in functions.
`BKE_brush_color_texture_get` and `BKE_brush_mask_texture_get`. All object
paint modes should use these functions.
When the File (or Asset) Browser would display data-blocks without
previews in a heavy .blend file, there would be a drastic slowdown.
See patch for details and comparison videos.
Differential Revision: https://developer.blender.org/D16273
Reviewed by: Bastien Montagne
MTLBatch and MTLDrawList implementation enables use of Metal Viewport for UI and Workbench. Includes Vertex descriptor caching and SSBO Vertex Fetch mode draw call submission.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16101
Previously this was only available as a build options, making it
difficult to get user feedback when NDOF events didn't work as expected.
Now logging can be enabled with:
blender --log "ghost.ndof.*" --log-level 2 --log-show-basename
Part of a wider set of changes to Grid and Pixel snapping in the
UV Editor.
This change fixes snapping behavior for non-uniform grids, either
manually specified Fixed grids, or pixel grids where the underlying
image is non-square.
See a24fc6bbc1 for visual changes.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16275
There might be more or fewer curves in the input to the deform curves on
surface node than the original, so the curve's surface UV coordinates
need to be retrieved from the original curves.
A vertex might be connected to no edges or no faces. Most of these nodes
worked fine in that case, but we might as well make that explicit
and skip the sorting anyway.
As discussed in T101623, since face sets have become optionally stored,
(see b5f7af31d6) the default cube shouldn't have face sets--
they should be created explicitly by the user instead. This may improve
performance when modifying the default cube mesh.
DDS files coming through OIIO needed a similar treatment as TGA in
T99565; just for DDS OIIO just never set the "unassociated alpha"
attribute. Fixes T101850.
Reviewed By: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D16270
The node only created a material index attribute on the result mesh
if it existed on any of the input meshes. But the input meshes might
not have the attribute if they had a single material or no materials.
As a fix, also create the attribute if the result has more than one
material.
color uniform assignment needing to be changed to ucolor was missed.
Ref T101445
Reviewed By: fclem
Maniphest Tasks: T101445
Differential Revision: https://developer.blender.org/D16236
Disable kerning in our main font to exactly restore the spacing of text
as seen in Blender 3.1 - 3.3
See D16186 for more details.
Differential Revision: https://developer.blender.org/D16186
Reviewed by Brecht Van Lommel
Checking for polygon and loop data to be referenced is too fragile
re changes in geometry node implementations. Instead, compare counts
of polygons, face corners and vertices: topology changes are unlikely
to keep all three unchanged.
Ref D15501
Also remove automasking_cavity_factor default from RNA for brushes.
Data-blocks set their defaults via `DNA_brush_defaults.h`
Continuation from previous commit and rBdb40b6
Thanks to Dalai for the help!
Recent changes to path handling (most likely [0]) caused
AssetCatalogTest.create_catalog_after_loading_file to fail on WIN32.
The test relied on the resulting path to be joined with "/" as a path
separator. The resulting path used both forward and back-slashes.
While these do work for some API's on WIN32, mixing both in a file path
isn't expected behavior in most cases, so update the tests to use native
slash direction for file-paths.
[0]: 9f6a045e23
This makes instance handling more consistent with all the other geometry
component types. For example, `MeshComponent` contains a `Mesh *` and
now `InstancesComponent` has a `Instances *`.
Differential Revision: https://developer.blender.org/D16137
Add auto-masking as a popover in the header while in Sculpt mode,
following the design in T101593.
These properties were present in the Options panel (and popover),
they have been removed from there.
Moreover, this commit makes the auto-masking section in Brush settings
match the new popover.
In the future this popover can be used for other modes that support
auto-masking such as Grease Pencil.
See D16145 for details and screenshots.
Reviewed By: JulienKaspar
Differential Revision: https://developer.blender.org/D16145
- Use `_` suffix for private members.
- Use `wl_` prefix for Wayland native types to help distinguish
them from local types.
- Replace single character names `d` & `w` with `display` `window`.
- Rename `selection` to `clipboard`. Using the primary selection as a
clipboard is a separate and as yet unsupported feature.
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
Using varargs had the disadvantages, replace with a macro which has
some advantages.
- Arguments are type checked.
- Less verbose.
- Unintended NULL arguments would silently terminate joining paths.
- Passing in a NULL argument warns with GCC.
BKE_sculpt_mask_layers_ensure now takes a depsgraph argument and
will evaluate the depsgraph if a multires mask layer is added.
This is necassary to update the multires runtime data so that
pbvh knows it has a grids mask layer.
Also added code to update pbvh->gridkey.
When a scene copy is called, all viewlayers are ensured before they are
copied. In case of multiple viewlayers, a viewlayer can be out of sync.
This triggers an assert in the BKE_view_layer_copy_data.
Reviewed By: mont29
Maniphest Tasks: T101394
Differential Revision: https://developer.blender.org/D16214
This was a floating point precision issue - or, to be more precise,
an issue with how Cycles split floats into the integer and fractional
parts for Perlin noise.
For coordinates below -2^24, the integer could be wrong, leading to
the fractional part being outside of 0-1 range, which breaks all sorts
of other things. 2^24 sounds like a lot, but due to how the detail
octaves work, it's not that hard to reach when combined with a large
scale.
Since this code is originally based on OSL, I checked if they changed
it in the meantime, and sure enough, there's a fix for it:
https://github.com/OpenImageIO/oiio/commit/5c9dc68391e9
So, this basically just ports over that change to Cycles.
The original code mentions being faster, but as pointed out in the
linked commit, the performance impact is actually irrelevant.
I also checked in a simple scene with eight Noise textures at
detail 15 (with >90% of render time being spent on the noise), and
the render time went from 13.06sec to 13.05sec. So, yeah, no issue.
Problem here was that layer_collection_objects_sync wasn't called when
the holdout property is updated due to frame change, so the changed
visibility flag was never applied to ob->base_flag.
Turns out there's no real reason to handle the per-object holdout
property through the layer system. So, instead of merging both the
layer holdout and object holdout into base_flag and checking that
from the render engines, only handle the layer holdout (which can't
be animated, so no issue here) through base_flag and explicitly also
check the object holdout in the render engines.
PBVH_FACES and PBVH_GRIDS do not store faces directly in nodes;
instead they store 'primitives', which are tesselation triangles
for PBVH_FACES and grids (which are per-loop) for PBVH_GRIDS.
Primitives from the same face could sometimes end up in different
PBVH nodes. This is now prevented in two ways:
* All primitives of the same face are given the same boundary
during PBVH build. This prevents them from being swapped
away from each other during partitioning.
* build_sub adjusts the final partition midpoint to fall
between primitives of different faces.
Turns out PBVH drawing and normal mesh batches are not mutually
exclusive inside the draw cache; there are edge cases with modifiers
and instancing where you need both, and forcing one or the other
inside this function leads to memory corruption.
There were quite a few issues here:
* Bad usage of nagic number leading to confusing code
* Forgetting to take into accoun final `NULL` char
* RNA code thinkin `bl_idname` is python version, when it is actually
BL/C version.
Resolve by setting no_muted_links() on Factor sockets.
Same issue as T101613
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16153
Test kernel will now test functionalities related to kernel execution
with USM memory allocations instead of with SYCL buffers and accessors
as these aren't currently used in the backend.
- Include libxkbcommon headers: needed for building Blender with Wayland.
- Remove Wayland libraries (now wayland is built locally).
- Split up packages into two lists, one for building libs,
another for building Blender - since it's useful to be able to build
Blender, testing the libs work as expected.
This removes the dependency on wayland-devel, with some potential
for errors caused from using two different versions.
Note that the generated files are currently unchanged.
Make the logic for converting NDOF Z-motion to a scale value more
straightforward. Flipping the Z axis was scaling by negative-time,
now the entire pan vector is scaled by time and the zoom value is
calculated as `scale = 1 - (z * time)` instead of `1 + (z * -time)`.
Although they're equivalent, confusion here caused T100953.
Also clamp the scale (while unlikely, negative scale wasn't prevented).
This operator (Alt + D) allows users to explicitly create a linked copy
of a group node (same current behaviour for the Duplicate operator).
The duplicate operator (Shift + D) now takes the new User Preference
duplicate data option for Node Tree into account. It is by default
disabled, leading to no functional change for users.
Although we could make in the future make this option "on" by default,
to make it consistent with the rest of Blender we do not at the time.
Differential Revision: https://developer.blender.org/D16210
From T101799:
Currently, the count indicator background and color are hardcoded to
black and white in an attempt to maximize contrast, at the expense of
being too prominent even when not needed.
Changing the background color to match the row (or any other element)
background, would make it look like the data-block icon is masked
out, improving readability while not standing out too much.
The circle background color should not have transparency, as it does
now. And the text inside should match the color of the text used for the
parent element (instead of hardcoded white). This should make it look
good in any theme.
---
Before:
{F13674265, size=full}
After:
{F13674269, size=full}
Differential Revision: https://developer.blender.org/D16246
In some situations, layers were filled with their default value
when converting from Mesh to BMesh (entering edit mode, for example).
This was caused by the recently added "copy mesh to bmesh" or "merge
mesh to bmesh" custom data functions creating a difference custom
data format than was used for the copying functions used later.
`CustomData_to_bmesh_block` is not robust enough to handle simple
differences in layout between the layout of the source and result
CustomData layers, because it relies on the order of the types and
the number of layers within each type.
As a fix, make the "mesh to bmesh" special case more explicit in
the conversion functions. This makes the difference in the API
smaller, which is a nice improvement anwyay.
Fixes T101796
Currently, the scale node always changes the interpolation of its result
to bilinear. This was done because the scale node does not have an
interpolation option, unlike the Transform node, so a default of
bilinear was assumed. This turned out to be problematic, because in the
pixelation use cases, a nearest interpolation is typically preferred by
the user.
This patch changes the default interpolation of input nodes to bilinear,
makes the scale node keep the interpolation of the input it receives,
and makes the pixelate node changes the interpolation to nearest. In
effect, for non-pixelation use cases, the default bilinear interpolation
will be used, and for pixelation use cases, the nearest interpolation
will be used unless explicitly specified using a node that sets the
interpolation.
Need to initialize the mask drawing overlays when the new space
is created. Otherwise the new space is configured in a way that
the splines are not visible and overlay opacity is 0.
This change fixes the new masking files created. The currently
saved ones need a manual tweak.
The error message when trying to apply a constructive modifier on a curve
object was wrong, "transform" makes no sense in this context.
Thanks Philipp for pointing it out!
This change removes CMake code for automatic calculation of the number
of offline device compiler instances, to hand over control to developers
instead as it incurs a rather large memory usage with around 8GB per
instance at peak.
Use SYCL_OFFLINE_COMPILER_PARALLEL_JOBS CMake variable to configure it.
- Prefer bash over sh to so it's unambiguous which features can be used.
- Use array syntax to specify main package list, allowing to comment
why packages are required and making git-blame easier to track down
commits that add/remove packages.
- Add license header.
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh`
with `blender::bke::MeshRuntime`. This has quite a few benefits:
- It's possible to use C++ types like `std::mutex`, `Array`,
`BitVector`, etc. more easily
- Meshes saved in files are slightly smaller
- Copying and writing meshes is a bit more obvious without
clearing of runtime data, etc.
The first is by far the most important. It will allows us to avoid a
bunch of manual memory management boilerplate that is error-prone and
annoying. It should also simplify future CoW improvements for runtime
data.
This patch doesn't change anything besides changing `mesh.runtime.data`
to `mesh.runtime->data`. The cleanups above will happen separately.
Differential Revision: https://developer.blender.org/D16180
Allows improving performance with BLI_task.hh in draw extraction code.
Threading added in c15a63d21e improved performance by 3-4x
for me, but didn't make a difference until now.
According to information I gathered, ffmpeg seeks internally using DTS
values instead of PTS. In some files DTS and PTS values are offset and
ffmpeg fails to seek correctly to keyframe located before requested PTS.
This issue become evident after hardcoded preseek of 25 frames was
removed and effort went into more precise seeking to improve
performance. It was thought, that this is bug in ffmpeg code, but
after reading some discussions, I don't think it is considered as such
by their developers, see below:
http://ffmpeg.org/pipermail/ffmpeg-devel/2018-March/226354.htmlhttps://trac.ffmpeg.org/ticket/1189
Best solution seems to be to add small preseek value possibly at
detriment of performance, so 3 frames of preseek are applied. Number 3
was chosen experimentally.
Performance impact seems to be insignificant with this change.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D15847
Currently there is no way to tell that these node types are deprecated
in the UI. This commit adds "(Legacy)" to the end of the names.
It also makes it simple to skip these in the various node searches
more automatically than before.
Fixes T101700
Differential Revision: https://developer.blender.org/D16223
Don't add the radius attribute to point clouds by default, since not
having a radius attribute should be a valid state. The radius is only
set when a radius attribute also exists on curves.
Currently Cycles uses zero as a default radius when no "radius"
attribute exists. This is more confusing than helpful. Instead,
use the same default radius as EEVEE and Workbench.
This patch enables MNEE on macOS >= 13. There was an inefficiency in the calculation of spill requirements, fixed as of macOS 13. This patch also adds a temporary inlining workaround for a Metal compiler bug which causes `mnee_compute_constraint_derivatives` to behave incorrectly.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16235
When the active selected object in the 3DView is already a local
liboverride, only perform the 'clear system flag' process on selected
objects, there is no point in trying to create an override out of it.
When image data exceeds half float ranges values are set to +/-
infinity that could lead to artifacts later on in the pipeline.
Color management for example.
This patch adds a utility function `IMB_gpu_clamp_half_float`
that clamps full float values to fit within the range of
half floats.
This fixes T98575 and T101601.
- Support switching between libdecor and xdg_shell at run-time.
- Require libdecor when using gnome-shell, otherwise use xdg_shell.
- Gnome-shell detection checks for a gtk_shell* interface which
isn't ideal however it's not possible to check server-side-decorations
are supported without first creating a window.
- Unload Wayland libraries when Wayland fails to load.
- Give functions and variables more descriptive names
- Use references for arguments
- Use tree topology cache to avoid iterating over all links
- Group related code together
Besides texture nodes, which aren't supported anyway, we don't have any
builtin nodes that still use the socket template system, so this can be
removed.
This change is part of a wider set of changes to implement Grid and Pixel
snapping in the UV Editor. This particular change adds a new third option,
`pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`.
Maniphest Tasks : T78391
Differential Revision: https://developer.blender.org/D16197
A refactor of the margin calculation of UV packing, in anticipation
of multiple packing methods soon becoming available.
Three margin scaling methods are now available:
* "Add", Simple method, just add the margin. [0]
(The default margin scale from Blender 2.8 and earlier.)
* "Scaled", Use scale of existing UVs to multiply margin.
(The default from Blender 3.3+)
* "Fraction", a new (slow) method to precisely specify
a fraction of the UV unit square for margin. [1]
The "fraction" code path implements a novel combined search / secant
root finding method which exploits domain knowledge to accelerate
convergence while remaining robust against bad input.
[0]: Resolves T85978
[1]: Resolves T90782
Differential Revision: https://developer.blender.org/D16121
This lowers the search weight for color-specific
mix functions on non-color sockets.
Reported in blender.chat by simonthommes
Differential Revision: https://developer.blender.org/D16228
* 'Original coordinates' mode can't be used in image paint mode
(it does nothing in this case anyway).
* SCULPT_automasking_factor_get now returns 1.0 if
a PBVH_REF_NONE vertex reference is passed in.
Do not save the "use_proportional_edit" property if it is not supported.
This prevents it from being automatically disabled.
And hide "use_proportional_edit" in `SPACE_NLA`
harvesting openpgl_Exports-debug.cmake was missing for
windows in the build script, and we manually added it
to svn when openpgl landed when we realized it was
missing.
This fixes the issue at the root of the problem, so
the file will not be missing for future updates.
Cryptomatte uses alpha node, which was altered to by default
apply the alpha. This patch changes it back to replacing the
alpha.
Reviewed By: jbakker
Maniphest Tasks: T101601
Differential Revision: https://developer.blender.org/D16165
The parallel reduction file didn't include its own header, which can
yield "no previous declaration" warnings. This patch includes the header
to fix the warning.
This commit contains the CTest integration.
Starting with the very simple tests for the recent fixes in the
io_corve_svg addon which were related on closing path.
The idea is to use same framework as what we use for render tests
to make it easily visible what aspect of SVG changed or broke.
In order to achieve this both .blend and .svg files are used.
The .svg file defines the exact subject of test, and the .blend
file defines camera, and possibly material.
The longer term idea is to have a number of atomic tests for a
specific SVG features to help isolating problematic areas, as
well as a more comprehensive tests to perform QA.
For some compiler and linker configurations, linking would fail as the
wayland libs were linked at a high level and not at the actual code
where they were needed.
After talking to Campbell, we decided to clean up this part and now
only link both the X11 and Wayland libs where they are used.
This patch implements the variable size blur option in the Bokeh Blur
node. The implementation is different from the CPU one in that it also
takes the Bounding Box input into account, which is ignored for some
reason for the CPU. Additionally, this implementation does not do the
optimization where the search radius is limited relative to the maximum
value in the size texture. That's because the cost of computing the
maximum is not worth it for most use cases.
The reference implementation does three unexpected things that are
replicated here nonetheless. First, the center bokeh weight is always
ignored and assumed to be 1. Second the size of the center pixel is
taken into account. Third, a unidimensional distance is used instead of
a 2D euclidean one. Those need to be considered independently.
Differential Revision: https://developer.blender.org/D16185
Reviewed By: Clement Foucault
This patch implements generic parallel reduction for the realtime
compositor and implements the Levels operation as an example. This patch
also introduces the notion of a "Compositor Algorithm", which is a
reusable operation that can be used to construct other operations.
Differential Revision: https://developer.blender.org/D16184
Reviewed By: Clement Foucault
In 22c3db72ca `SHOW_ALL` has been removed from
`face_set_change_visibility`. Instead `SCULPT_OT_reveal_all` is now used
for unhiding all face sets.
Reviewed By: Joseph Eagar & Julian Kaspar
Differential Revision: https://developer.blender.org/D16199
Ref D16199
The crash was caused by [0] however knife-project functionality has been
incorrect since [1] which would loop over each edit-mode object and run
the knife project function which operated on all edit-mode objects too.
- Resolve the crash by postponing face-tessellation recalculation
until the knife tool has cut all objects
- Objects occluding each other is now supported
(an old TODO and something that was never supported).
[0]: 690ecaae20
[1]: 6e77afe6ec
Previously only failure to dynamically load libdecor would report a
warning. Now report failure to load all Wayland libraries.
This was done because Wayland libraries (besides libdecor) are likely to
be installed on systems running Wayland. However it makes it difficult
to troubleshoot failure to load Wayland on systems with libdecor.
Only silence Wayland dynamic loading warnings when Wayland isn't running.
Cleaned up Dyntopo original triangle API (which is deprecated):
* BMVerts for original triangles are now stored.
* BKE_pbvh_bmesh_update_topology now handles original triangle
* data properly.
* BKE_pbvh_bmesh_node_save_orig can now initialize the original
coordinates from the current BMLogEntry.
* Ray casting of original data now returns active vertex.
Should fix various random crashes.
Hopefully this will fix a number of bugs.
Cleaned up sculpt_face_sets_change_visibility_exec some more:
* SCULPT_UNDO_HIDDEN is now pushed instead of SCULPT_UNDO_FACE_SETS
(since face sets no longer encode visibility).
* Added branches for if face sets do not exist.
* Cleaned up independent if statements into a switch.
This change adds support for intels cve-bin-tool [1]
in the deps builder. This adds 2 new targets to the
builder that do not build automatically but can be
build on demand when required.
`make cve_check` will output to the console.
`make cve_check_html` will output a html file that
can be shared with other people.
Requirements:
- A working installation of cve-bin-tool on the system
Not required but higly recommended:
- Obtaining a key from the nvd [2] to speed up the
database download. you can pass the key to cmake
using `-DCVE_CHECK_NVD_KEY=your_api_key`
[1] https://github.com/intel/cve-bin-tool
[2] https://nvd.nist.gov/developers/request-an-api-key
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16160
The issue here was that PathTraceWork was set up before checking if
any error occurred, and it didn't account for the dummy device so
it called a non-implemented function.
This fix therefore avoids creating PathTraceWork for dummy devices
and checks for device creation errors earlier in the process.
The confusion is about World as an ID type, and the World coordinates.
Use no context for the latter, and either `BLT_I18NCONTEXT_ID_WORLD`,
or other more fine-grained contexts when needed as part of enums for the
former.
The message from the custom HDRI installation operator cannot be
disambiguated right now, because Python enums don't support contexts.
Ref T43295
Reviewed By: mont29
Maniphest Tasks: T43295
Differential Revision: https://developer.blender.org/D16194
Refactor the `recalcData_nla()` function, which takes data from the
transform system and updates NLA strips, such that the actual logic to
change the strip is moved into its own function.
This also moves some generic code (find prev/next strip) from that
function to BKE.
This is to make the code easier to adjust when different transform
operations need to perform different modifications of the strip (i.e. to
fix T101130).
Manifest Task: T101130
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16181
JIT compilation of oneAPI kernels now happens during load stage
and proper message gets shown in the GUI during compilation.
Also, this implementation skips kernels that aren't needed for
the used scene, reducing overall (re)compilation time.
Allows searching for Mix blend modes
e.g. Overlay when using link drag search
Requested by @simonthommes in GN chat
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16209
Part of T101073: after the view layer sync was made lazy (D15885), the
BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow
in Alembic/USD/OBJ importers is no longer needed, as long as they do
view layer dependent operations (selecting new objects) in a separate
loop after creating all the objects.
Verified that this does not regress import times for 26k objects OBJ
scene (Blender 3.0 splash) and 250k objects USD scene (Moana).
When calling `wm.call_menu_pie` and `wm.call_menu`, the menu context
was ignored when showing its name in the header or pie menu center.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16195
X11 is used as a fallback when libdecor isn't found on the users system.
Now print a warning when Blender falls back to X11 and a missing
libdecor is the only reason wayland could not be used.
Only print this warning when using Wayland so this warning doesn't show
on X11 systems which have Wayland libraries installed.
Addresses T101715.
Requested in D16095 proposal - also USD & Alembic have import scale
option; OBJ has an export scale object but the import scale
was not there for some reason.
Show the windowing environment on non MS-Windows/Apple systems,
since X11/WAYLAND are selected startup there was no convenient way
for users to know which back-end was being used.
Include the windowing environment in the About splash & system-info.txt
since it will be useful for handling bug reports.
This commit adds a private API call not intended for general use
as I would like to be able to remove this later and it's only needed
in the specific case of testing if Blender is using WAYLAND or X11
(which maybe be used via XWayland).
Python scripts can already inspect the system to check which windowing
environment used, the API call is mainly useful for troubleshooting.
OSL (like Cycles) has no internal boolean type, instead an integer
input can be flagged to be shown as a boolean in the UI.
Cycles reacts to this by creating a boolean socket on the Blender
side, but as a result incorrectly called the boolean overload of the
set function even though the internal type is an integer.
There's another unrelated crash in the GPU viewport shader code that
appears to apply to every OSL node that outputs a shader, and the file
in T101702 triggers both, so this is only a partial fix for the report.
The importer logic was wrongly resetting "current material name"
upon encountering a new object ("o" command). However as per OBJ
specification, this is incorrect:
> Specifies the material name for the element following it. Once a
> material is assigned, it cannot be turned off; it can only be
> changed.
Fixes T101685. Test coverage for this was added in svn tests repo.
Use `inline constexpr` instead of `static const` to prevent these
variables from being duplicated in each translation unit that includes
the eevee_camera.hh header (was included into 17 different object files
with MSVC).
Differential Revision: https://developer.blender.org/D16200
The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.
Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.
Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.
In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.
The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.
Differential Revision: https://developer.blender.org/D15941
Enable the following CMake options:
- WITH_GHOST_WAYLAND
Enable Wayland which is now included as part the bundled dependencies.
When the pre-compiled libraries aren't used, only X11 will be enabled.
- WITH_GHOST_WAYLAND_DYNLOAD
So systems without libwayland can fall back to X11.
- WITH_GHOST_WAYLAND_LIBDECOR
To draw window frames on WAYLAND compositors such as gnome-shell which
expect client-side decorations (without this the Blender window is
borderless).
Unfortunately there doesn't seem to be a reliable way to know if the
compositors handles server-side decorations, so libdecor is required
for Wayland to be used even with KDE and tiling compositors where it's
not needed. Although this is an area that could use some further
investigation - possibly bundling libdecor or handling client-side
decorations in Blender.
The final part of D16091.
This can improve performance by 3-10x in some simple test cases,
when reading a boolean attribute on a different domain from the
one it's stored on.
Differential Revision: https://developer.blender.org/D16054
Before, the active spline index and the active point index were always
cleared. Now the active index is only cleared when the curve/surface is
deleted. This was accomplished by making the surface patch delete
function handle that correctly. The spline deletion already handled it.
This fixes only vertex deletion mode.
Fixes problem mentioned in T101160.
Differential Revision: https://developer.blender.org/D16133
When using pre-compiled libs, reference the bundled wayland headers,
needed so the headers from the bundled wayland-scanner are compatible.
Part of D16091.
The headers on centOS7 (Wayland 1.15) aren't compatible with the headers
generated by wayland-scanner 1.20.
Include the headers to support building Wayland on systems with
older Wayland installed.
Using these headers will be part of a separate commit.
Part of D16091.
The actual length of extension lines can be adjusted using wheel mouse
but this is very inconvenient for tablet users.
Now, the extension can be adjusted using MMB of the pen.
There was a similar request in Right-Click Select
Reviewed By: Matias Mendiola, Daniel Martinez Lara
Differential Revision: https://developer.blender.org/D16128
It fixes SYCL runtime issues in Debug builds that were due to mixing
Release and Debug MSVC runtimes.
This commit also removes specific handling of dpcpp compiler executable
to simplify the CMake implementation. Using it like clang++ works and
clang++ executable is also available from Intel oneAPI DPC++ compiler in
case it doesn't.
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
`mouse_pixel` is only use for debug purpose and will be reintroduced later.
`is_inverted` is moved to `draw::View`.
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
The viewvecs can easilly be replace by projection matrix operation.
Even if slightly more complex, there is no performance impact.
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
The CameraTexCoFactors being only valid for a single view, and being only
used in very few places, it make sense to move it to the engine side.
The modifier already contained a check to skip complex processing of
vertices that won't produce any deformation due to the vertex group
mask, but this only works for the non-Multi Modifier case. This adds
a similar check for the Multi Modifier mode.
Differential Revision: https://developer.blender.org/D16152
Updates the function checking if a container can have grease pencil layer keyframes, to account for dopesheet in main mode, and timeline.
Reviewed By: Sybren A. Stüvel
Differential Revision: http://developer.blender.org/D16132
Used in action_select to refactor the selection operators.
No functional changes.
Reviewed By: Sybren A. Stüvel
Differential Revision: http://developer.blender.org/D16168
This is a minimal set of changes, allowing a lot of cleanup that can
happen afterward as it allows sycl method and objects to be used outside
of kernel.cpp.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D15397
Functions in vfontdata_freetype.c used static variables instead of
argument parsing. This originates from initial freetype support [0].
This didn't cause problems as callers use a global lock, however it
makes the code more difficult to follow means we can more easily remove
the lock in the future.
[0]: d4f9678b39
GNOME (mutter) intentionally doesn't follow the Wayland spec for the
keyboard_enter events (held keys are always an empty array).
This means we can't know which keys are held on window activation,
making the result of getModifierKeys invalid (in that we don't know
which modifiers are held).
Detect this situation and suppress warnings as the issue has been
reported and it doesn't help for users to see noisy warnings for
a known problem.
Objects/bones in the selection menu weren't ordered usefully,
worse, the closest items could be left out of the menu since items
would stop being added once the menu-size limit was reached.
Resolve this by sorting the menu items by depth, removing the most
distant when the number of items exceeds the limit.
When Ctrl is held, order by the distance to the object center
instead of depth.
Remove redundancy in the testing and loading of VFont fonts. Includes
improved setting of character map for using Wingding and Symbol fonts.
See D16174 for more details.
Differential Revision: https://developer.blender.org/D16174
Reviewed by Campbell Barton
When app-templates are enabled, support resetting defaults only for the
app-templates.
Without this, it's not possible to reset app-template preferences
without also resetting the default preferences for all settings the
app-template does not override (used when there is no application
template loaded, and other app-templates).
These additional menu items are shown in menus when an app-template has
been loaded.
Address issue raised by T96427.
Reviewed By: mont29, brecht
Ref D16150
Setting pbvh->leaf_limit (the max triangles per node)
too low results in lots of distinct GPU meshes, which
can be slow for even moderately sized sculpt meshes
(starts to be a problem around 100-150k triangles).
Preloading of BFont (default for 3D Text Objects) glyphs will not load
any with a character code greater than 256, resulting in 43 characters
that are inaccessible. This patch corrects that preloading code.
See D16122 for more details
Differential Revision: https://developer.blender.org/D16122
Reviewed by Campbell Barton
In the driver editor and the "edit driver" popover, add a checkbox that
can mute the driver. This is the same functionality as the checkbox in
the driver editor's channel list, but then exposed in a different place
in the UI.
This is for convenience, such that a driver can now be muted by
right-clicking on the driven property, choosing "Edit Driver", then
muting it there. The same checkbox was added to the regular driver
editor's header for consistency.
Reviewed By: Severin
Maniphest Tasks: T101592
Differential Revision: https://developer.blender.org/D16173
The name of the node group in the geometry nodes logger is created
in `GeoModifierLog::get_local_tree_logger`, where it references the
compute context. However, the compute context is a local variable
that doesn't live as long as the log. Therefore the log needs to own
the node group name.
Removing the ownership from `NodeGroupComputeContext` may be
possible as well, but seems less obviously correct. This can be a
temporary solution until we can completely avoid storing strings
in the logger (see D15775).
Fixes T101599
Fix an issue where a `UI_BTYPE_CHECKBOX_N` button couldn't be toggled.
When toggling the value of a property, the `UI_BTYPE_TOGGLE_N`,
`UI_BTYPE_ICON_TOGGLE_N`, and `UI_BTYPE_CHECKBOX_N` types shouldn't
matter. These determine the inverted display of the value, but toggles
of that value should still happen once.
For these button types, the toggle happened twice, effectively making it
a no-op. The code for individual values is now also consistent with the
code for handling bit-flags.
Actually found & over-the-shoulder-reviewed by @Severin
Add a script to set up a Linux CentOS 7 machine so that it can be used
to build the precompiled libraries for Linux.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D16171
Changing volume parameters during rendering could cause a crash
when guiding was enabled. It was due to an unintialized state paramter
at the beginning of the path tracing process.
In addition guiding is disabled when dealing with almost delta volumes
(i.e., g close to 1.0 or -1.0).
Freeze happened when reloading a library while having an Object property
with a custom getter function defined in Python.
Just piggybacking on rB62eb21e3ce87, this just applies the same fix (use
the BPy_BEGIN/END_ALLOW_THREADS macros) to relading from RNA/py.
All credit goes to @brecht and @mont29.
Maniphest Tasks: T101618
Differential Revision: https://developer.blender.org/D16167
Crash happened when adjusting operator props in Adjust Last Operation
panel.
When there are more than 32 objects selected in muti-object-editmode, we
are running into RNA array limit (`objects_selection_count` is defined as
an RNA array (which can only hold 32 entries, see
`RNA_MAX_ARRAY_LENGTH`), leading to reading random memory errors.
While there might be ways to make this work with more than 32 selected
objects (e.g. by instead using a collection, or investigate supporting
dynamic sized arrays for run-time RNA), this patch only cancels the
operator with a report message (instead of crashing).
Maniphest Tasks: T101492
Differential Revision: https://developer.blender.org/D16115
The problem was the conversion to object space converted the
points to zero.
Now, the new function `zero_axis_bias_m4` is used in order to add
a small bias in the inverse matrix and avoid the zero points.
A known math issue is the stroke can be offsetted if the scale is set to 1
again. In this case apply the scale to reset to 1.
Differential Revision: https://developer.blender.org/D16162
Since add-on info was made translatable in D15747, user-installed
add-ons could also get their info extracted. This led to having
different messages depending on the environment of the Blender doing
the I18n messages update.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15963
Fix reroute nodes added via the cut link gesture being parented to the
wrong frame node.
The frame's bounds that are used for the intersection test with the
newly added reroute are in view space, but the reroute's location was
given in the node tree's coordinate space, when the add reroute
operator was recently refactored (56193eccf6).
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16163
Uses soft and hard max of the resolution properties.
Range for order U/V was 2-6, but after testing higher max values with
NURB splines and surfaces with many control points, no problems were
found.
Reviewed By: campbellbarton
Ref D13918
Adding object-data that doesn't support edit-mode would raise an
exception when the "Enter Edit Mode" preferences was enabled.
Other changes:
- Don't attempt to enter edit-mode for library-data.
- Support entering edit-mode for grease-pencil objects.
Alternate fix for the issue raised by D15999.
Using 'short' was historic (as the value was stored in the Base).
Prefer floats which allow sub-pixel distances to be differentiated.
Also remove IS_CLIPPED assignment as this only made sense when the
values were stored in the Base, without any other ways to check
if projection failed.
In some situations the zero axis can produce problems and need to add a small bias.
This function adds a small bias using the orthogonal result of the others valid axis.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16158
6d
This also removes the need to compute the persmat and saves some memory
from the `ViewInfos` struct. This is needed to allow multiview support.
Initial testing found no major performance regression during vertex
heavy workload.
Test file: {F13610017}
Results:
| Platform | Master | Split Matrix|
| Linux + Mesa + AMD W6600 | 48 fps | 47 fps |
| Macbook Pro M1 | 50 fps | 51 fps |
| Linux + NVidia 1080Ti | 51 fps | 52 fps |
| Linux + Radeon Vega 64 | 25.6 fps | 26.7 fps |
Increased precision when far from origin:
{F13610024}
{F13610025}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D16125
During the 3.3 release some packages were missing
in SVN during the release and it ended up building
the release tarball without issues when re-running
the `make source_archive_complete` command after it
failed initially. The tarball however had 0 byte files
for the missing packages.... not good.
This diff hardens the download process by :
1) Validating all required variables are set. This
catches the erroneously attempt at downloading the
nanovdb package even though we have removed it
from versions.cmake but neglected to remove it
from download.cmake
2) When a download fails (due to either a missing
package, or bad download URL) FILE Download will
warn about a hash mismatch but will carry on
happily, you then have to go into the file system
go delete the 0 byte file to retry the download.
We know for a fact the file is bad when it is 0
bytes, just delete it.
3) When we are using the blender repository
(and likely building a source archive) explicitly
validate the hash of all packages. Normally the
build process does this, however when building
a source archive the build does not actually
run for a dep. So preform this check during the
configuration stage.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16124
Completely skip the work of interpolating domains for single values
for many to and from combinations. Similar to 535f50e5a6,
but slightly more complex because of the possibility of loose elements
on some mesh domains.
From D16054, with added comments.
Unfortunately this commit changed behavior in a fundamental way that
can't be addressed without larger changes. Previously the position
outputs were evaluated on the edge domain and then interpolated to the
context domain, which could be useful for some rudimentary mesh smoothing.
After the commit they were just evaluated at the specified index, which
looks practically random when evaluated on a different domain. We may need
a new node that doesn't have the implicit behavior in the future.
This reverts commit 4ddc5a936e.
There were two issues with the unit extraction regex:
- it didn't take the inches, feet, arcminutes and arcseconds symbols
into accounts, which aren’t letters but ' and ";
- some units have more than one B_UNIT_DEF_* flag.
This allows extracting feet, inches, square millimeters, cubic
millimeters, arcminutes, and arcseconds.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16144
- Active Track (NLA vs movie clip)
- New (file)
- Object Index (loop cut)
- Object Index (render pass)
- Proxy Storage (sequence)
- Rim (Solidify modifier)
- Roughness (particle children)
- Spaces (text whitespace)
- Out (sequencer wipe transition)
Also make new asset tag name translatable.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16067
These item names and descriptions never got extracted because they're
not in the RNA until the proper context occurs, and so the extraction
script never even knew about them.
The properties are mostly located in the fluids UI.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15994
RNA code to create new actions did not properly remove the extra user
set by default, as done in other `new` callbacks of other ID types.
NOTE: Mask ID had the same issue, also fixed in this commit.
NOTE: At some point this needs to be properly fixed, default super-low
level ID creation code should simply not add a 'default' user, this is
extremely bad design and forces higher-level code to do all kind of
extra work to get rid of it half of the time, in very unclear and
confusing ways and places.
Blender is using more and more temporary Main data-base (historically
for reading linked data, but also now when resyncing liboverrides, for
temp data in asset code, etc.).
This commit aims at making this a bit more formal and defined, by:
* Adding a dedicated flag in Main struct to mark a Main as global.
* Adding some API to replace, or temporarily swap the current global
Main (`G_MAIN`) by another one.
NOTE: Having to temporarily replace `G_MAIN` is a workaround for the
limitation of current RNA, ideally this should be fixed in RNA itself,
but for now at least having an API helps tracking those cases (since
this is potentially risky operation).
This work is also a preparation for more usages of temp mains in the near
future (Asset Brushes and its presets system e.g. will most likely use
temp mains too).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15977
To the user, this looks like a disfunctional thing (usually greying out
is used for props having no effect).
The greying out is caused by
{rB8b7cd1ed2a17e40661101eea4adae99e8e3d02e9}.
Above commit disabled the direct renaming of images in the
`TEXTURE_UL_texpaintslots` UIList (and instead displays the texture slot
directly as a prop -- which has its `PROP_EDITABLE` flag cleared)
(from the commit message):
> A limitation of this patch is that is isn't possible anymore to rename
images directly from
> the selection panel. This is currently allowed in master. But as
CustomDataLayers
> aren't ID fields and not owned by the material supporting this wouldn't
be easy.
To work around the UI confusion (but still keep the non-editable nature
of the property), now just display this as a label.
Maniphest Tasks: T101334
Differential Revision: https://developer.blender.org/D16138
Was not passing user_data to id_override_library_delete_hierarchy_fn.
Also correct a wrong assert.
Greenlit by @mont29 in T101306.
Should also go into 3.3 LTS.
Saving non app-template preferences would use add-ons and other
app-template settings to write the default preferences if there was no
existing user preferences file saved.
Suppress warning when saving app-template preferences.
Check if the preferences exist before attempting to read them,
while harmless it looked as if something went wrong.
- Document the behavior of app-template IO for preferences.
- Add doxy-sections for each kind of blend file IO.
- Clarify BKE_blender_userdef_app_template_data_swap doc-string.
The code already had a check for meshes with zero triangles, but it
didn't catch the case where all triangles are flagged as degenerate.
A simple way to reproduce this is to take a mesh and scale it to zero.
After checking the code, it turns out that in this case it's supposed
to just set all tangents to zero, so the fix simply is to detect this
case and skip the computation.
Add function `SEQ_time_content_end_frame_get` to get content end frame.
New function is shorthand for
`SEQ_time_start_frame_get() + SEQ_time_strip_length_get()`.
This versioning needs to be done after linking in order to affect
animation data which might not be loaded in the regular "do_versions"
loop. Animation data is removed in `nodeRemoveNode`.
Fixes T101439
To avoid issues with install_deps. If we more generally switch to using
CMake configs then perhaps this code can be deduplicated again or at
least simplified.
This change speeds up the compilation at the cost of higher memory usage.
CMake implementation checks the amount of available memory to spawn a
reasonable number of parallel compiler jobs.
On GCC, the loops created by `BLI_VEC_OP_IMPL` were not always
unrolled, leading to branching. For `attribute_math::mix4<float3>`,
this lead to a significant performance regression compared to its
older `interp_v3_v3v3v3v3` counterpart.
Instead of a using macros to create the for loops, use variadic
templates to manually unroll them. The compiler might do it anyway
(I didn't observe any effect on Clang in my tests), but there should
be no reason not to unroll these small loops, and making it explicit
and removing use of macros seems better.
On a Ryzen 3700x, this commits doubles the performance of Catmull
Rom curve position evaluation (from 18-19ms to around 9-10ms).
Differential Revision: https://developer.blender.org/D16136
After rB188f7585a183 deleting the object results in crash due
to null pointer access if collections are filtered out
Reviewed by: mont29
Differential Revision: https://developer.blender.org/D16031
Fix for T101438
Clamping the mip seems to always set it to 9.0.
I couldn't find an alternative way to avoid triggering the error (ie. min(mip, 9.0)).
In any case, the results with this patch applied look the same to the (correct) ones on AMD.
And, since clamping the max mip to a hardcoded value could result in resolution-depended behavior, I guess disabling the clamp should be ok anyway.
Reviewed By: fclem
Maniphest Tasks: T101438
Differential Revision: https://developer.blender.org/D16129
Change some wording of tooltips for readability, in animation-related
areas (drivers, keying sets, animation channel visibility).
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16131
Update to liboverride creation code to add support of keeping active
object forgot to consider case when there is no known/given view layer.
NOTE: due to differences in code, fix for 3.3 will be a bit different.
Similar to existing `BKE_main_collection_sync` and `BKE_scene_collection_sync`,
in some cases code does not have access to a specific view layer,
and/or does not know exactly which view layer needs to be in sync,
or just need the full data to be up to date.
Rename BKE_appdir_folder_id_version to
BKE_appdir_resource_path_id_with_version because BKE_appdir_folder_id
and BKE_appdir_folder_id_version didn't accept compatible arguments.
Also add notes to GHOST_getSystemDir & GHOST_getUserDir that
BKE_appdir_resource_path_id(..) should be used instead (in most cases).
Even though individual USER/SYSTEM paths could be set using environment variables,
it wasn't possible to override the USER or SYSTEM paths.
This meant the result of `bpy.utils.resource_path('USER')` &
`bpy.utils.resource_path('SYSTEM')` could still be used by scripts,
making the Blender session potentially the default USER directory
(even when `BLENDER_USER_CONFIG`, `BLENDER_USER_SCRIPTS` &
`BLENDER_USER_DATAFILES` all point elsewhere).
Resolve by adding environment variables:
- BLENDER_USER_RESOURCES
- BLENDER_SYSTEM_RESOURCES
These will be used for `bpy.utils.resource_path('USER')` &
`bpy.utils.resource_path('SYSTEM')`, as well as a basis for user &
system directories, unless those environment variables are
set (`BLENDER_USER_*` or `BLENDER_SYSTEM_*`).
Resolves issue raised by T101389.
Example usage & output:
{P3225}
Reviewed By: brecht
Ref D16111
* Unhide all is no longer part of face_set_change_visibility.
* Implemented a few visibility API methods for PBVH_BMESH
* Fixed bug with unhide all not freeing all multires grid_hidden
bitmaps.
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
Blank brush strokes never have an oppurtunity to initialize
a sculpt undo step, which results in blank global undo steps.
These confuse DynTopo's internal BMLog undo stack.
Note: I tried having the stroke operator return OPERATOR_CANCELLED,
but this didn't prevent the undo push (which is done automatically
due to the presence of OPTYPE_UNDO in the operator flags).
I might investigate removing the flag, but that might cause other
problems.
Previously the edge index was always determined by the field context,
and the node didn't work when the context was in any other domain.
Adding an index input makes it work much more nicely with the other
topology nodes. It's now in the topology submenu too.
I also reimplemented the edge positions input to use the field at index
node internally. That will probably make it slower for now, but we need
to optimize that to do nothing in some special cases anyway.
Differential Revision: https://developer.blender.org/D16105
Rename the node to "Offset Point in Curve"
Since this was committed, more mesh and curve topology nodes have been
committed with a different naming scheme (482d431bb6). Change
the name of this node to match "Offset Corner in Face". Because the
node was only added recently, it's a full rename, including the ID,
so forward compatibility is broken.
This node allows for curves to have their evaluated normal mode changed
between MINIMUM_TWIST and Z_UP. A selection input allows for choosing
which spline in the curves object will be affected.
Differential Revision: D16118
Previously it would bake viewed from above the surface. The new option can be
useful when the baked result is meant to be viewed from a fixed viewpoint or
with limited camera motion.
Some effort is made to give a continuous reflection on parts of the surface
invisible to the camera, but this is necessarily only a rough approximation.
Differential Revision: https://developer.blender.org/D15921
This was not properly respected, and in general with multiple passes and layers
it's unclear what this should do exactly without breaking some render passes.
Better to keep this image format for raw unmodified render results.
The Instancer mode of the node is intended for varying material
behavior between instances. Since Geometry Nodes support arbitrary
named instance attributes, this mode should include them in lookup.
To implement this it is sufficient to store references to Geometry
Node data in DupliObject, and check it during dupli attribute lookup.
In order to reduce the memory usage of DupliObject, only 4 array
entries are allocated, even though the current dupli recursion stack
limit is 8. This assumes that not every entry would be associated with
a GeometrySet instance. Hopefully, soon the whole system will be
rewritten to remove the hard limits altogether.
Differential Revision: https://developer.blender.org/D16114
This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.
Differential Revision: https://developer.blender.org/D15440
The UV data filling logic was incorrectly just skipping over loop
entries that don't have a UV coordinate, instead of assigning
the default zero UV for them. This was a problem only for meshes
where some faces did have UVs, but some other faces did not (T101487).
Historically, caching these values may have had some advantages,
simplifying drawing object centers and selecting by object center.
Now the only uses of these values would calculate the projection
before use, so there is no reason to store run-time projection in DNA.
This also quiets a `-Wstring-overflow` warning.
Issue introduced by rB208b3a0472b3
which fixed a build issue on linux.
This fix is a band-aid at best but
reverting rB208b3a0472b3 is not
really an option since that would
break linux again.
This allows the creation of texture arrays from 1D/2D/Cube texture.
This is useful when the shader expect a texture array but the original
texture isn't.
gpencil_point_to_parent_space -> gpencil_point_to_world_space
The old name was not clear because it looked it was moving into
the object space, but really is doing the opposite.
gpencil_apply_parent->gpencil_world_to_object_space
gpencil_apply_parent_point->gpencil_world_to_object_space_point
The old name was not descriptive enough.
Crash triggers due to division by zero
fix is to increase minimum limit for `seg_repeat` to 1
Reviewed By: antoniov, frogstomp
Maniphest Tasks: T101504
Differential Revision: https://developer.blender.org/D16120
Even if multires in sculpt mode doesn't yet support color
attributes, we should at least upload white color to avoid
making everything black.
Also fixed a bug where multires PBVHs didn't have access to
their CustomData attribute layout, which PBVH draw needs.
Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.
In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.
Differential Revision: https://developer.blender.org/D16117
When e.g. grouping nodes into nodegroups, these would not show up
immediately in the Outliner (Blender File / Data API view).
Now send (unique combination, not used elsewhere) notifiers (and listen
for these in the Outliner).
Differential Revision: https://developer.blender.org/D16093
ED_view3d_win_to_3d_on_plane with do_clip enabled wasn't working in
non-camera orthographic views as it didn't take into account the ray
origin being centered to the view.
Resolve by testing viewport clipping after the ray has been projected.
Copy-by-value was used when iterating over unicode_samples which
then referenced an array from the value.
Resolve by referencing a const pointer to the unicode_sample array.
factor mode if topology or boundary modes are inactive
Factors mode (precomputing the automask) should initialize the
mask to 1.0 if no additive automasking modes are enabled, instead
of zero.
On NVidia GPUs, when the blue channel was between 0 and 0.1,
the overlay's alpha would increase, making it invisible.
With the `overlay_line_fb` frame buffer bound in `overlay_engine.cc`
there are two outputs to write to: the color and the line output, which
is used for making smooth antialiased lines. The overlay is in its
current position in the order of overlays so that it draws on top of
curve wire lines. Not writing to that second output is undefined
behavior, so fix it by writing zeros. In the future, the overlay
could be smoothed on curves using that second texture.
Thanks to Clément for the explanation of the issue!
After a lot of testing, this option is not required and
now this is managed by stroke_collsion.
If the stroke_collision is enabled, only collide strokes
are used.
If the cross point was in the extreme of the stroke the
collision was not detected because it could be
outside of the bbox.
Removed the bbox check because now it is
not necessary.
For consistency with other node systems in Blender and older
versions of geometry nodes, dangling reroute inputs should
not affect the output. When an input socket is linked to dangling
reroutes, its own value should be used instead.
Muted nodes and reroutes can potentially affect the output when
they are linked to an input socket and don't have any inputs on
their own.
The issues was that previously "logically linked sockets" where used
which hide reroutes and muted nodes away. The solution is to work
with the directly linked sockets instead and handle reroutes etc
explicitly.
The core issue seems to be that `BKE_curve_minmax` does not create the
correct bounding box for `Curve` data passed to the render engine.
That's because this `Curve` object does not contain the legacy curve
data structure.
Fixing this will likely require some more consideration, so this fix just
avoids the culling check for now, which is actually also done in
`OVERLAY_extra_wire` using the same approach.
This crash occurs when the bone is newly created. In certain
circumstances the depsgraph data for the armature is not updated,
causing `pchan_eval` to be NULL when the parent is updated. This causes
a segfault in `ED_object_parent_set` when the flags are updated.
This change fixes the underlying depsgraph bug, and also adds both an
assertion and NULL pointer check to `ED_object_parent_set` to better
handle this scenario if it recurs via another path.
Maniphest Tasks: T94441
Differential Revision: https://developer.blender.org/D16065
When check_all=True was passed,
- `os.path.join(bpy.utils.resource_path('USER'), "scripts")`
was used instead of BLENDER_USER_SCRIPTS.
- `os.path.join(bpy.utils.resource_path('SYSTEM'), "scripts")`
was used instead of BLENDER_SYSTEM_SCRIPTS.
Other minor changes:
- Simplify collecting paths.
- Don't add user-directories multiple times when check_all=True.
- Normalize paths before before checking duplicates to reduce the
change the same path is added multiple times.
Found these issues while investigating T101389.
In practice this didn't cause problems, but accessing scripts via
bpy.utils.resource_path('USER') ignores the BLENDER_USER_SCRIPTS
environment variable.
Two new normal-based automasking modes.
The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.
The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.
Each mode has an associated angular limit and a falloff.
Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
Due to increased usage of typed arrays in C++ and name/offset based
access for BMesh, these are unlikely to be used again, and haven't been
used in many years.
Add new cavity automasking mode based on local mesh
curvature. Cavity masking is a great way to quickly add
detail in crevices and the like. It's meant to be used
with the Paint brush in color attribute mode. It does
work with other brushes but the results can be unpredictable.
{F13131497}
The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.
Differences from the sculpt-dev implementation:
* It uses the word "cavity." When I first implemented
this I wasn't aware
this feature existed in other software (and other
paint modes in Blender),
and for reasons that escape me today I initially
decided to call it a concave or
concavity mask.
* The cavity factor works a bit differently. It's
no longer non-linear and functions as a simple
scale around 0.5f.
* Supports custom curves.
* Supports blurring.
Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
Rewrite PBVH draw to allocate attributes into individual VBOs.
The old system tried to create a single VBO that could feed
every open viewport. This required uploading every color and
UV attribute to the viewport whether needed or not, often exceeding
the VBO limit.
This new system creates one VBO per attribute. Each attribute layout is
given its own GPU batch which is cached inside the owning PBVH node.
Notes:
* This is a full C++ rewrite. The old code is still there; ripping it out
can happen later.
* PBVH nodes now have a collection of batches, PBVHBatches, that keeps
track of all the batches inside the node.
* Batches are built exclusively from a list of attributes.
* Each attribute has its own VBO.
* Overlays, workbench and EEVEE can all have different attribute
layouts, each of which will get its own batch.
Reviewed by: Clement Foucault
Differential Revision: https://developer.blender.org/D15428
Ref D15428
This patch contains an initial set of nodes to access basic
mesh topology information, as explored in T100020.
The nodes allow six direct topology mappings for meshes:
- **Corner -> Face** The face a corner is in, the index in the face
- **Vertex -> Edge** Choose an edge attached to the vertex
- **Vertex -> Corner** Choose a corner attached to the vertex
- **Corner -> Edge** The next and previous edge at each face corner
- **Corner -> Vertex** The vertex associated with a corner
- **Corner -> Corner** Offset a corner index within a face
And two new topology mappings for curves:
- **Curve -> Points** Choose a point within a curve
- **Point -> Curve** The curve a point is in, the index in the curve
The idea is that some of the 16 possible mesh mappings are more
important, and that this is a useful set of nodes to start exploring
this area. For mappings with an arbitrary number of connections, we
must sort them and use an index to choose a single element, because
geometry nodes does not support list fields. Note that the sort
index has repeating behavior as it goes over the "Total" number of
connections, and negative sort indices choose from the end.
Currently which of the "start" elements is used is determined by the
field context, so the "Field at Index" and "Interpolate Domain" nodes
will be quite important. Also, currently the "Sort Index" inputs are
clamped to the number of connections.
One important feature that isn't implemented here is using the winding
order for the output elements. This can be a separate mode for some
of these nodes. It will be optional because of the performance impact.
There are several todos for separate commits after this:
- Rename "Control Point Neighbors" to be consistent with this naming
- Version away the "Vertex Neighbors" node which is fully redundant now
- Implement a special case for when no weights are used for performance
- De-duplicating some of the sorting logic between the nodes
- Improve performance and memory use of topology mappings
- Look into caching some of the mappings on meshes
Differential Revision: https://developer.blender.org/D16029
Because they are friendlier to use in C++ code than the existing mesh
mapping API, these mappings from one domain to another were often
reimplemented in separate files. This commit moves some basic
implementations to a `mesh_topology` namespace in the existing
mesh mapping header file. These is plenty of room for performance
improvement here, particularly by not using an array of Vectors, but
that can come later.
Split from D16029
When the visual aids are disabled, but the extend factor
is > 0, the lines must be extended, but not displayed.
Also, some variables renamed to clarify.
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
C4033 'function' must return a value
is a MSVC level-1 warning, clang and GCC
treat this as an error however, this
change promotes it to an error as well
for MSVC to mimic the GCC behaviour.
This commit is an improvement in the previous fill tool
changes in order to improve how the extended strokes
are managed.
* Now, the algorithm checks if the extend cross a standard stroke, not only extend strokes.
* Option to enable or disable the stroke cross checking
because this can be slow in very complex scenes.
* Added `D` key to toggle stroke cross option.
* Option to use only collide strokes to be used as fill limit.
If the option to use only collide strokes is enabled, the
open extensions are in different color.
* Status text now shows mode and the actual extend factor.
This commits also contains a refactor of the loops
to use arrays as much as possible.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D16052
This adds callbacks to `SpaceType` to make each editor responsible to
manage their own .blend I/O, and moves relevant code from `screen.c`
to the editors files.
Differential Revision: D11069
Mathutils types were always GC tracked even when it wasn't intended.
Not having to track objects speeds up Python execution.
In an isolated benchmark created to stress test the GC
creating 4-million vectors (re-assigning them 100 times), this gives
an overall ~2.5x speedup, see: P3221.
Details:
Since [0] (which added support for sub-classed mathutils types)
tp_alloc was called which defaults to PyType_GenericAlloc which always
GC tracked the resulting object when Py_TPFLAGS_HAVE_GC was set.
Avoid using PyType_GenericAlloc unless the type is sub-classed,
in that case the object is un-tracked.
Add asserts that the tracked state is as expected before tracking &
un-tracking, to ensure changes to object creation don't cause objects
to be tracked unintentionally.
Also assign the PyTypeObject.tp_is_gc callback so types optionally GC
track objects only do so when an object is referenced.
[0]: fbd9364944
Active UI list index is usually not animatable.
Here specifically, the active list index is oly used for operators acting
on a specific (active) socket.
Note other props here were already made non-animatable in
rB1d3b92bdeabc.
Maniphest Tasks: T101341
Differential Revision: https://developer.blender.org/D16077
When verbose level 4 is enabled, Blender prints kernel performance
data for Cycles on GPU backends (except Metal that doesn't use
debug_enqueue_* methods) for groups of kernels.
These changes introduce a new CYCLES_DEBUG_PER_KERNEL_PERFORMANCE
environment variable to allow getting timings for each kernels
separately and not grouped with others. This is done by adding
explicit synchronization after each kernel execution.
Differential Revision: https://developer.blender.org/D15971
When setting the old face set custom data type, do it in the
"layers to write" vector instead of the mesh's poly custom
data layers, which weren't "prepared" yet. Otherwise this
could make the mesh's custom data typemap invalid.
Add support for opening Blender backup `.blend` files (`.blend1`, `.blend2`, etc) by dropping them into the window, just like regular .blend files.
{F13393482, size=full}
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D15700
Debug and Release libs are different libs on
Windows and will give linker errors when you
try to mix and match them.
This changes retrieves both libs and fills the
OPENPGL_LIBRARIES variable appropriately resolving
the linker error.
This patch optimises the Metal inlining policy. It gives a small speedup (2-3% on M1 Max) with no notable compilation slowdown vs what is already in master. Previously noted compilation slowdowns (as reported in T100102) were caused by forcing inlining for `ccl_device`, but we get better rendering perf by relying on compiler heuristics in these cases.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16081
An bug with binary archives was fixed in macOS 13.0 which stops some spurious kernel recompilations. In older macOS versions, falling back on the system shader cache will prevent recompilations in most instances (this is the same behaviour as in Blender 3.1.x and 3.2.x).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16082
This patch adds 5th mode to Time offset modifier, which should allow
to create time segments list.
This will allow users to chain together multiple time ranges in 4 modes:
- Forward
- Backwards
- Pingpong
- Reverse Pingpong
It also comes with additional Repeat parameter which specifies number
of times particular segment should run.
The mechanic of it is transforming initial parameters into array of frames which
are mapped to existing cfra (current frame) value.
Prototype : https://jsfiddle.net/ha2sjw8p/3/
This is also closely aligned to community request:
https://blender.community/c/rightclickselect/Txhbbc/
This should allow creation of complex animations like dancing,
which consists of repeating loops and transitions to the next.
One important side effect of this is dramatically reduced
file sizes, as user no longer needs to copy paste keyframes.
Reviewed By: antoniov, mendio, pepeland
Differential Revision: https://developer.blender.org/D15052
Corrections for caret insertion & movement and deletion for text
strings that include non-precomposed diacritical marks (Unicode
combining characters).
See D15659 for more details and examples.
Differential Revision: https://developer.blender.org/D15659
Reviewed by Campbell Barton
This modifier converts any stroke (no fill strokes) into perimeter
from camera view. Also, it's possible to define an alternative
material for the outline.
There is an option to include a target object to manipulate the start
point of the strokes. The start point will be the nearest point
to the target object.
Reviewed By: mendio, frogstomp
Maniphest Tasks: T100826
Differential Revision: https://developer.blender.org/D15882
Note: Icon will be updated in T101155
This adds path guiding features into Cycles by integrating Intel's Open Path
Guiding Library. It can be enabled in the Sampling > Path Guiding panel in the
render properties.
This feature helps reduce noise in scenes where finding a path to light is
difficult for regular path tracing.
The current implementation supports guiding directional sampling decisions on
surfaces, when the material contains a least one diffuse component, and in
volumes with isotropic and anisotropic Henyey-Greenstein phase functions.
On surfaces, the guided sampling decision is proportional to the product of
the incident radiance and the normal-oriented cosine lobe and in volumes it
is proportional to the product of the incident radiance and the phase function.
The incident radiance field of a scene is learned and updated during rendering
after each per-frame rendering iteration/progression.
At the moment, path guiding is only supported by the CPU backend. Support for
GPU backends will be added in future versions of OpenPGL.
Ref T92571
Differential Revision: https://developer.blender.org/D15286
Simplifies code overall to do it inside the eval function, most of the BSDFs
already compute the dot product.
The refactoring in bsdf_principled_hair_eval() was needed to avoid a HIP
compiler bug. Cause is unclear, just changing the implementation enough
is meant to sidestep it.
Ref T92571, D15286
* Return roughness and IOR for BSDF sampling
* Add functions to query IOR and label for given BSDF
* Default IOR to 1.0 instead of 0.0 for BSDFs that don't use it
* Ensure pdf >= 0.0 in case of numerical precision issues
Ref T92571, D15286
Although rB67e23b4b2967 turned the problem more recurrent, the warning
messages in the console always appear when `BKE_fluid_cache_free_all`
is called.
This is because of a bug in `BLI_filelist_dir_contents` as this function
calls `BLI_strdupcat` instead of `BLI_join_dirfile`
NOTE: Other places in Blender avoid this problem by making sure to add
a `SEP_STR` to the end of the directory.
Differential Revision: https://developer.blender.org/D16043
- fix the source package download URL
- patch the `meson.build` file to allow the CentOS 7 meson version to be
used
- only build what we need (`wayland-scanner`), and not the libraries,
documentation, and tests.
Ref: D16074
This also reverts commit f6664217b3
"Build: temporarily disable wayland dependency".
Typo in rBa8a454287a27 (created layer on edge data instead of vertex
data).
Maniphest Tasks: T101393
Differential Revision: https://developer.blender.org/D16079
Due to (optimization) checks in in `BKE_gpencil_prepare_eval_data` &
`BKE_gpencil_update_layer_transforms`, updates were skipped if animation
reached exact identity transforms.
Now check if the matrix has changed additionally to gain proper updates.
Unsure if this is the cheapest way to check for the animated state of
layer transforms tbh, but I see similar checks elsewhere.
Fixes T101164.
Maniphest Tasks: T101164
Differential Revision: https://developer.blender.org/D16018
This is needed to ensure and up to date "wayland-scanner" is used,
as versions before 1.20.0 generate headers incompatible with
dynamic linking (WITH_GHOST_WAYLAND_DYNLOAD).
As the centos7 version of wayland is 1.15 so make this part of Blender's
dependencies on Linux.
We intend to enable Wayland for Blender 3.4 release, this is needed for
the build-bot.
Reviewed By: brecht
Ref D16074
When the GHOST back-end Blender was built with isn't supported,
Blender would crash on startup without any useful information.
This could happen when building X11 only, then running on Wayland.
Now show a list of the GHOST back-ends that were attempted and exit
with an error code instead of crashing.
The screw modifier calculated normals eagerly (whether or not the
next modifier actually used them). However, this was incorrect and
set invalid normals. It isn't necessary because they can be calculated
later anyway. The potential performance improvement isn't worth the
complexity or maintenance burden.
Fixes T101075
Differential Revision: https://developer.blender.org/D16073
This code slipped through the final review step surely caused by a faulty
merge.
Fixes T101372 Regression: World shader setup crashes Blender in rendered view
Regression introduced by rB697b447c2069bbbbaa9929aab0ea1f66ef8bf4d0
Match minimum supported versions from the WIKI [0] by raising them to:
- GCC 9.3.1
- CLANG 8.0
- MVCS 2019 (16.9.16 / 1928)
Details:
- Add CMake checks that ensure supported compiler versions early on.
- Previously GCC per-processor version checks served to exclude
`__clang__`, in some cases this has been replaced by explicitly
excluding `__clang__`. This was needed as CLANG treated some of these
flags differently to GCC, causing the build to fail.
- Remove USE_APPLE_OMP_FIX GCC-4.2 OpenMP workaround.
- Remove linking error workaround for old MSVC versions.
[0]: https://wiki.blender.org/wiki/Building_Blender
Reviewed by: brecht, LazyDodo
Ref D16068
Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.
Ref T97925
Differential Revision: https://developer.blender.org/D16005
First, there can only be one crease layer, so remove the "default name",
since apparently that's how CustomData tests for that
(see `CustomData_layertype_is_singleton`).
Second, always propagate crease data because it can be used in arbitrary
situations by geometry nodes. That also has to be done for all generic
attribute layers.
Fixes T101340, T101373
- Use const and whitespace more consistently
- Fix "Offset Valid" output only working on point domain
- Use the smallest output array that can contain the result.
- Consistent include ordering
- Use "data-block" term instead of "object" in tooltip
- Remove unnecessary call to set default output values
At the cost of slightly more boilerplate code, we can avoid the `NodeItem`
and `NodeCategory` abstractions used to build the node add menu.
This makes the menus more flexible and more obvious, which will
make them easier to extend with assets.
The identifiers for the new menu types are inconsistent with regular
class naming for backwards compatibility with the old "category"
menu naming.
Also adds an item for the "Self Object" node missed in dd5131bd70.
Differential Revision: https://developer.blender.org/D15973
This node allows access to the indices of neighboring control points
within a curve via an offset. This includes taking into consideration
curves that are cyclic.
Differential Revision: D13373
Changes:
- Use the "snap_elements" property only for operators that support snapping to geometry.
- Remove unused properties:
- "use_snap_to_same_target",
- "snap_face_nearest_steps").
- Fix property with wrong name "use_snap_selectable_only" -> "use_snap_selectable"
- Fix use of dependent property flags.
- Remove redundant initialization of variables
- Simplify `poll_propety`. Only the "use_snap_project" is not hidden.
>>! In rBc484599687ba it's said:
> These options are needed for Python tools to control snapping without requiring the tool settings to be adjusted.
If that's the case, there doesn't seem to be any need to display them in the redo panel. Therefore:
- Hide snapping properties in redo panel.
Many properties have been added that can be independent of ToolSettings. Therefore:
- Save snapping properties in the operator itself. For Redo.
Windows drivers 101.3430 fix an important GUI-related crash and it's
best to prevent users from running into it.
Linux drivers weren't affected but still had relevant gpu binary
compatibility fixes, so it makes sense to keep the min-supported version
aligned across OSes.
Add the Slider UI to pose blending. This adds a slider with percentages,
and controls for precision control and incremental control.
Reviewed By: sybren
Maniphest Tasks: T90182
Differential Revision: https://developer.blender.org/D14984
Since a8a454287a the simple case would crash:
- Add place
- Add Solidify modifier
- Set Inner Crease to something non-zero
Seems to be a mistake in the logic which was trying to access
existing custom data layer on a clean result while it is more
logical to create the layer.
Was initially reported by the studio who could not open
production files after the change.
In heavy scenes containing many hairs/curves and volumetrics
using SSBO can overwrite the binding information of the volumetric
resolve shader. This has been detected during project Heist and is
only reproducable on NVIDIA platform.
This patch adds an debug option to disable SSBOs from the command
line to replace the --debug-gpu-force-workarounds that has been
used as a workaround on the render farm. Reason is that
force workarounds will also add other limitations as well (number
of texture binds for example)
Depending on the actual platform, Blender will disable features that are
known to have a faulty implementation. Add-on developers or users don't
have the ability to check what is actually enabled.
This patch will add the ability to check for
* Compute shader support `gpu.capabilities.compute_shader_support_get()`.
* SSBO support `gpu.capabilities.shader_storage_buffer_objects_support_get()`.
* Image load/store `gpu.capabilities.shader_image_load_store_support_get()`.
Refactor of `BLF_boundbox_foreach_glyph` and simplification of its
usage by only passing translated glyph bounds to callbacks.
See D15765 for more details.
Differential Revision: https://developer.blender.org/D15765
Reviewed by Campbell Barton
Previously, all implicit inputs where stored in a centralized place.
Now the information which nodes have which implicit inputs is
stored in the nodes directly.
Previously removing elements based on a predicate was a bit cumbersome,
especially for hash tables. Now there is a new `remove_if` method in some
data structures which is similar to `std::erase_if`. We could consider adding
`blender::erase_if` in the future to more closely mimic the standard library,
but for now this is using the api design of the surrounding code is used.
Thumbnails of fonts that better show design, shapes, contents, intent,
and intended language. Previews almost every known language - living
and dead - and symbol, specialty fonts, etc.
See D12032 for more details and samples.
Differential Revision: https://developer.blender.org/D12032
Reviewed by Campbell Barton
Commit cd1631b17d fails to scale the global_font_size by UI scale in
BLF_set_default. Generally used for simple text output like statistics.
See D16053 for more details.
Differential Revision: https://developer.blender.org/D16053
Own Code
When adapting the domain of a single value virtual array, skip
allocating an array for the result and just return another single
value. Among other cases, this can help when everything is selected
in sculpt mode, moving domain interpolation from 5% of perf samples
to 0% when sculpting.
Correction of U.dpi to hold actual monitor DPI. Simplify font sizing by
omitting DPI as API argument, always using 72 internally.
See D15961 for more details.
Differential Revision: https://developer.blender.org/D15961
Reviewed by Campbell Barton
Allow our Windows Thumbnail Handler to supply thumbnails up to the
maximum 256x256 size.
Differential Revision: https://developer.blender.org/D16051
Reviewed by Ray Molenkamp
bdb5754147 neglected to add search items for node groups.
Luckily adding them is quite simple. However, if the node group is also
an asset, it will show up duplicated in the list. To resolve this we
avoid adding node groups to the list if they have already been
added as assets.
This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.
The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.
The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.
The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.
Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523 should make
this explicit in 3.3 and earlier.
Differential Revision: https://developer.blender.org/D15909
Update the animation's dimensions within ffmpeg_fetchibuf in case it
has changed because of dynamic resolution (possible with WebM).
Differential Revision: https://developer.blender.org/D15842
Reviewed by Richard Antalik
The C++ vertex group data accessor returned a span with null data that
wasn't empty. Instead of adding a null check as well as the size check,
just return an empty span when there is no vertex group data.
* Improve how the extend lines collision is calculated.
* Added `S` key to switch between modes.
* Now extend factor does not disable visual aids (thi sis done with checkbox).
* Reduce the use of linked list and now memory array is used.
* Refactor Radius functions.
* Fixed bug of Radius mode when object is rotated.
* Cleanup code.
Differential Revision: https://developer.blender.org/D16022
Clamp node link curving when the link is close to horizontal to prevent
overshooting at the ends.
Reviewed By: Pablo Vazquez, Hans Goudey
Differential Revision: http://developer.blender.org/D16041
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f21
Ref T95965
Differential Revision: https://developer.blender.org/D15795
This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.
There are two functional differences here:
* Operators are used to add and remove layers instead of a property.
* The "crease" attribute can be created and removed by geometry nodes.
The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.
Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.
One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.
Differential Revision: https://developer.blender.org/D15927
The mesh's triangulation cache is often created for other operations
besides the drawing code, but during the mesh draw cache extraction
it is recalculated on every single time. It is simpler and faster to use
the existing MLoopTri array. It can also save memory if the cache
already exists by avoiding allocating a duplicate array. For a 4 million
face quad mesh, that is already 128 MB.
Also use face normals for mesh triangulation if they aren't dirty,
which should provide a general speedup when they're both necessary.
Recently 54182e4925 made this more reliable, since the triangulation
cache is invalidated properly when the mesh is deformed.
Fixes T98073
Differential Revision: https://developer.blender.org/D15550
Similar to the other refactors from T95965, this commit moves sculpt
face sets to use a generic integer attribute named `".sculpt_face_set"`.
This makes face sets accessible in the Python API.
The attribute is not visible in the attributes list or the spreadsheet
because it is meant for internal use, though that could be an option
in the future along with other similar attributes. Currently the change
is small, but in the future this could simplify code by allowing use
of more generic attribute APIs.
Differential Revision: https://developer.blender.org/D16045
Whenever animation on nodes was transfered to/from nodegroups (grouping/
ungrouping/separating) via BKE_animdata_transfer_by_basepath, it was
possible to create new nodes with the same name (in the formerly same
path -- see report for an example of this) and animation from the
original node was still performed on them. Issue went away after save/
reload.
In order to fully update the action, a depsgraph is now performed on the
action (similar to what is done when renaming for example).
Maniphest Tasks: T101109
Differential Revision: https://developer.blender.org/D15987
Following {T54811} (and {rBbb92edd1c802}), DEG updates have been added
to the various operators. This has also been done for the layers
operators (see {rBf998bad211ae}, `ARMATURE_OT_bone_layers` has been
marked done in T54811). However, instead of `ARMATURE_OT_bone_layers`,
the update tagging actually happened for `POSE_OT_bone_layers`.
Now do this for `ARMATURE_OT_bone_layers` as well (keep it for
`POSE_OT_bone_layers`, dont think this is wrong there either).
Maniphest Tasks: T101046
Differential Revision: https://developer.blender.org/D15969
Revert part of [0] which changed logic for scaling 2D regions
when the window resize. This re-introduces T72392 which can be
fixed separately.
[0]: 6243972319
This is already the case for most CMake usage.
Although some find modules are an exception to this, as they were
originally maintained externally they use some different conventions.
Also corrected bad indentation in: intern/cycles/CMakeLists.txt
Points cannot be selected atm in editmode, this patch just shows the
selection from sculptmode in editmode.
Since the selection in sculptmode is a float, a point is considered
selected as soon as the float selection is above 0.0f.
Implementation: this piggy-back on the existing drawing via
overlay_edit_curve_point.glsl which requires a "data" VBO which holds
flags for selection (next to others such as "active" - which we also
have to take care of later).
Differential Revision: https://developer.blender.org/D16021
Also reported in blender.chat.
Corrupted files were reported after opening files with the new Mix node (rBbfa0ee13d539).
Files saved in 3.4 will not be compatible with older versions of Blender.
Opening these files in previous versions will exhibit a red undefined node.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D16025
This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15900
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.
Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15898
These implementations remove dependency on the Geometry pass by instead invoking one vertex shader instance for each expected output vertex, matching what a geometry shader would emit. Each vertex shader instance is then responsible for calculating the same output position based on its vertex_id as the logic would in the geometry shader version.
SSBO Vertex fetch enables full random-access into a vertex buffer by binding it as a read-only SSBO. This enables each instance to read neighbouring vertex data to perform contextual calculations as a geometry shader would, for cases where attribute Multiload is not supported.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15901
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.
This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.
The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.
Authored by Apple: Michael Parkin-White
Ref T96261
(The diff is based on 043f59cb3b)
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15953
Metal: MTLVertBuf implementation and support for texture creation from vertex buffers.
Authored by Apple: Michael Parkin-White
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15452
From the nodes' description: "Retrieve the object that contains
the geometry nodes modifier currently being executed". This was
discussed in the most recent geometry nodes module meeting.
Because the node allows you to retrieve the position of the modifier
object, it has to add a depsgraph relation to object transform.
Expect that modifiers will be reevaluated when moving the object.
In the future, better static analysis of node trees could make this
check smarter.
Differential Revision: https://developer.blender.org/D16037
Now explicitly including math.h first before #defining funcitons.
This avoids undefined behavior and improves compatibility with
different SYCL compilers and backends.
In UV editor, previously unable to see grid and image at same time.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16038
The BMesh selection virtual array was empty. There are a few different
places we could add an "empty" check here, but at the top of the
function is the simplest for now.
Similar to e5a7470638, the tree currently being edited should be
used for polling and other tests, rather than the node tree at the root
of the node editor's path.
This was caused by the vertical/horizontal clasification being done in
NDC space which wasn't respecting the Aspect ratio.
Multiplying the test vector by the target size fixes the issue.
The typed "lookup_or_add_for_write_only" function is meant to do the
same thing as the non-typed version of the function. Instead, it still
initialized values of new attribute arrays, which isn't meant to happen.
Missed in 4c91c24bc7.
I also had to correct one place that used the "write_only"
function but didn't intialize all values.
I didn't observe this issue in practice, but since the write_only
version of the attribute API isn't meant to initialize trivial types,
theoretically this could be a problem if the attribute is created
halfway through converting the BMesh to a Mesh.
The BM_mesh_bm_to_me_for_eval() cal be called on the same BMesh
from multiple threads. This adds a restriction that this function
should not modify the BMesh. This started to be violated quite
madly during the generic attributes changes.
This change makes it so that the BMesh is not modified.
The code looks less functional-like, but it solves the threading
conflict.
Ideally the BMesh will be const in the function but doing it now
is a bit tricky due to the other APIs.
The repro case for the crash is a bit tricky to reproduce from
scratch. For those who has access to the Heis production repo
/pro/lib/char/pack_bot/pack_bot.blend file can be used. Simply
add loop to "GEO-leg.R" object and use bevel operator on the
new loop.
There is still some write of the element indices happening in
this function. In theory those could be removed (together with
the dirty index tag clear) but it leads to obscure crashes in
area far away from this one. I've left it unchanged for now as
on 64bit platforms those assignments should not be causing real
issues.
Differential Revision: https://developer.blender.org/D16023
Base it in an existing building blocks rather than having dedicated
structure for it.
No functional changes is expected, just preparing to make the code
more reusable.
The ID nodes will use the provided component name to maintain
the map-based storage, while the component node itself could
override the empty name with a type name.
This lead to situations when it is not possible to lookup
the operation from its owner parameters.
Make it so find type of methods receive const pointers and do not
modify graph topology.
The latter was violated in the find_operation() which could have
created an empty component. This is not intended behavior.
No functional changes is expected.
I'm adding some asset APIs/types in C++ that the file-listing code would
use. I prefer porting this code to C++ over adding a C-API for the asset
code.
Includes some minor cleanups that shouldn't change behavior, like using
`MEM_new()`/`MEM_cnew()`, C++ style C-library includes,
`LISTBASE_FOREACH()`, removing unnecessary typedefs, etc.
This functionality was present until Blender 2.80. Basically it adds back the
"+" and "-" buttons in the file browser when it stores an output filepath.
This is useful for someone rendering multiple versions of an animation (or a
composition) to compare.
At the moment this is used for the render output, and the File Output node in
the compositor.
Differential Revision: https://developer.blender.org/D15968
Sorry, this was working before I rebased. I believe the warning was
fixed and the rebase still applied.
The commit as it was introduced building problems
This reverts commit ae21319d7f.
This was used in early node based particle system development
but is not used anymore. The code also didn't match the standards
of other data structures in blenlib.
Initializing the sys.path on startup attempted to add subdirectories
of {BLENDER_SYSTEM_SCRIPTS}:
- ./modules/modules
- ./modules/startup
As the directories aren't expected to exist there is no need to add them.
Also improved comments for path searching logic.
05952aa94d modified this area incorrectly, transforming
vertices outside of the mesh. That would have been fine, but the mesh
is used to retrieve the bounding box. Instead just avoid duplicating the
positions and normals completely, and avoid using referenced layers
just to be extra safe.
Even meshes without any faces must have MPoly and MLoop layers, etc.
This caused a crash in the extrude node when the edit mesh had no faces
(see T101208). Issue with f94130c94b.
In D10241, both NodeItems for NodeGroupInput and NodeGroupOutput in the
were moved from their categories into the 'node_group_items' generator.
As the NodeItem.poll() is called by the NodeCategory class and not by
the NodeItem class, the poll functions associated with those NodeItems
were never called. This should correct that.
Differential Revision: https://developer.blender.org/D16013
Now it's possible to set an offset in the surface reprojection.
Before, this was only possible while drawing, but not in the
reproject operator.
Differential Revision: https://developer.blender.org/D15610
After the redo panel is added to animation editors in D14960, many
operators have now been adjusted to appear and function correctly.
A full list of changes is tracked in T98195.
This patch only includes actual usability fixes. It does not do any
changes for the user's convenience, like adding other helpful properties
to operators. This can be done in a follow-up patch.
Reviewed By: sybren
Maniphest Tasks: T98195
Differential Revision: https://developer.blender.org/D14977
Add the Redo panel to the dopesheet & NLA editors. This also implicitly
adds it to the timeline editor, since it's a kind of action editor
internally.
This feature is needed for changing advanced properties of animation
operators, such as select grouped (see D14811). But it can also be
useful for existing operators, like precise keyframe position tweaking.
Changes are basically the same as in D6286 (which added the redo panel
for Graph Editor).
Some operators have internal properties that should be hidden. A full
list can be found in T98195. These will be fixed in a follow-up patch.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14960
This was missing in Blender File & Orphan Data view.
Typo in rBb5fc8f611e39.
Maniphest Tasks: T101201
Differential Revision: https://developer.blender.org/D16016
In large node setup the threading overhead was sometimes very significant.
That's especially true when most nodes do very little work.
This commit improves the scheduling by not using multi-threading in many
cases unless it's likely that it will be worth it. For more details see the comments
in `BLI_lazy_threading.hh`.
Differential Revision: https://developer.blender.org/D15976
The operator did not set the any extrapolation mode of the individual
keyframes, it sets it for the whole f-curve. Change the operator name to
reflect that.
Code from {rBb0cb0a785475} assumed a texture node `node->id` would
always be an image.
That is not true though:
- could be an object (as reported here with the Point Density node)
- could be a textblock (as in the IES Texture node)
Acting on these would crash when doing `BKE_image_signal` on them.
Now check node id is an image and do nothing otherwise.
Also check if an image is actually set in these nodes (if none is, the
Image Editor is now also untouched, previously the image in the Image
Editor was "cleared" here [set to NULL] -- which does not seems very
beneficial)
Maniphest Tasks: T101001
Differential Revision: https://developer.blender.org/D15943
Since D15885, most (all?) python based importers are failing with an
error like RuntimeError: Error: Object 'Cube' can't be selected
because it is not in View Layer, whenever they try to mark
just-created objects selected via obj.select_set(True). Happens at
least in FBX and (legacy) OBJ importers -- effectively they end up
creating just the first imported object before failing with this
exception.
Looks like BKE_view_layer_synced_ensure calls were missing before
BKE_view_layer_base_find in rna_object_api.c.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D16004
Currently the rake rotation is calculated when the angle mode is set. Even when the texture isn't valid.
This change will only calculate the rake rotation when the texture is valid and the angle mode is set.
For example, allows a custom UV grid size of 4 x 12.
TODO: Fix snapping with custom UV grid sizes.
Manifest Tasks: T78391
Differential Revision: https://developer.blender.org/D16000
Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.
Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.
To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.
The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.
Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.
Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.
Differential Revision: https://developer.blender.org/D15568
This commit adds a node to distribute points inside of volume grids.
The "Random" mode usese OpenVDB's "point scatter" implementation, and
there is also a "Grid" mode for uniform distributions. Both methods
operate on all of the float grids in the volume, using every voxel with
a value higher than the threshold. The random method is not stable as
the input volume deforms.
Based on a patch by Angus Stanton (@abstanton), which was based on a
patch by Kenzie (@kenziemac130).
Differential Revision: https://developer.blender.org/D15375
Before, the lines could be extended endless, but this added too noise.
Now, the lines are not extended more if collide.
Before:
{F13504186}
After:
{F13504187}
Reviewed By: mendio, frogstomp
Differential Revision: https://developer.blender.org/D15992
This simplifies python code.
When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.
And `batch.draw()` already calls `GPU_shader_bind` inside.
Differential Revision: https://developer.blender.org/D15929
Check modifier keys using XKB_STATE_MODS_DEPRESSED which is used
to check if modifiers are physically held. In practice it's unlikely
this would have caused an error for key-maps in common use.
In `BKE_mesh_tag_coords_changed_uniformly` the checks for dirty vertex
and dirty poly normals were swapped around, causing an assert to be
triggered.
Differential Revision: https://developer.blender.org/D16002
`CurveEval` was added for the first iteration of geometry nodes curve
support. Since then, it has been replaced by the new `Curves` type
which is designed to be much faster for many curves and better
integrated with the rest of Blender. Now that all curve nodes have
been moved to use `Curves` (T95443), the type can be removed,
along with the corresponding geometry component.
This is the last node to use the `CurveEval` type. Since the curve to
points node is basically the same as the resample node, now it just
reuses the resample code and moves the curve point `CustomData` to a
new point cloud at the end. I had to add support for sampling tangents
and normals to the resampling.
There is one behavior change: If the radius attribute doesn't exist,
the node won't set the radius to 1 for the output point cloud anymore.
Instead, the default radius for point clouds will be used.
That issue was similar to T99814.
Differential Revision: https://developer.blender.org/D16008
Fix clipping artifacts of node drop shadows that could occur
on hidden nodes, when using higher UI scaling.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16007
The node position is specified in the coordinate space of the node
editor. The cursor position has to be divided by `UI_DPI_FAC` since it's
in view space but the offset is independent of any ui scaling.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16006
With the recent addition of the UV unwrapping node, there is a need to
be able to create seams easily. This node does that by outputting a
selection of the boundaries between different input face sets. In the
context of UV mapping, one inputs the "patches" you want, and the node
gives you the seams needed to make those patches.
Differential Revision: https://developer.blender.org/D15423
Add new functions to `array_utils` namespace called `gather(..)`.
Versions of `GVArray::materialize_compressed_to_uninitialized(..)` with
threading have been reimplemented locally in multiple geometry node
contexts. The purpose of this patch is therefore to:
* Assemble these implementations in a single file.
* Provide a naming convention that is easier to recognize.
Differential Revision: https://developer.blender.org/D15786
Correct interpolation of integer POD types for Catmull Rom
interpolation as implemented in eaf416693d.
**Problem description**
`attribute_math::DefaultMixer<T>::mix_in()` assumes/asserts positive
weights but the basis function for Catmull-Rom splines generates
negative weights (see image in revision). Passing negative weights will
yield correct result as sum(weights) = 1 (after multiplication by 0.5)
but the assert is still triggered in debug builds. This patch adjusts
the behavior by extending the mix functions with mix4(). The benefit
of using mix#() over a DefaultMixer is that the result no longer needs
to be divided by the weight sum, instead utilizing that the basis weight
sum is constant (see plot).
**Changes**
* Added mix4() and updated catmull_rom::interpolate() to use it.
* Removed TODOs from catmull_rom functions.
* Moved mix definitions to be ordered as 2, 3, 4 in the header.
**Implementation specifics**
`catmull_rom::interpolate()` uses a constexpr to differentiate between
POD types which multiplies the result with 0.5 after weighting the
values, this reduces the number of multiplications for 1D, 2D, 3D
vectors (https://godbolt.org/z/8M1z9Pxx6). While this could be
considered unnecessary, I didn't want to change the original behavior
as it could influence performance (did not measure performance here
as this should ensure the logic is ~identical for FP types).
Differential Revision: https://developer.blender.org/D15997
While this worked, the result for curves with a resolution of zero was
just a single evaluated point, which isn't useful or intuitive. Using
the attribute validation from 8934f00ac5, make sure users
can't set values 0 or less.
This option allows easier setup of intersection overrides on more
complex scene structures. Setting force intersection would allow objects
to always produce intersection lines even against no-intersection ones.
Reviewed By: Aleš Jelovčan (frogstomp) Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D15978
Holding the OS (Windows) key on Win32 used key-repeat behavior.
While as far as I know it didn't cause user visible errors - sending
repeated modifier events isn't expected behavior and doesn't happen
on other platforms (or for other modifier keys).
Handling the OS key now match other modifiers in GHOST which detect
each key separately, making the behavior simpler to reason about since
mapping a single key to a modifier state is simpler, avoiding handling
that only applied to the OS-Key.
This means simulating key up/down events can use the correct modifier.
In the window-manager this is still only accessed accessed via KM_OSKEY.
We expect some builtin attributes to have positive values or values
within a certain range, but currently there some cases where users
can set attributes to arbitrary values: the store named attribute node,
and the output attributes of the geometry nodes modifier. The set
material index node also needs validation.
This patch adds an `AttributeValidator` to the attribute API, which
can be used to correct values from these untrusted inputs if necessary.
As an alternative to D15548, this approach makes it much easier to
understand when validation is being applied, without the need to add
arguments to every attribute API method or complicate the virtual
array system.
Currently validation is provided with a multi-function. That integrates
well with the field evaluations that set these values now, but it could
be wrapped to be friendlier to other areas of Blender in the future.
The Python API is not handled here either. Currently I would prefer to
wait until we can integrate the C++ and C attribute APIs better before
addressing that.
Fixes T100952
Differential Revision: https://developer.blender.org/D15990
writefile.cc includes BLI_winstuff.h which
includes Windows.h which supplies definitions
of min/max that conflict with the c++ headers
previously windows.h was only included when TBB was
enabled, the inclusion of BLI_winstuff.h now
makes this define mandatory for all configurations
Previously the a simulated event was sent for releasing modifiers
on activation but pressing only set the eventstate flag.
Prefer the simulated events since press/release events are used in some
modal key-maps.
This bug was caused by the weird ownership logic for render results.
Basically, the most recent render result is owned by the Render, while
all others are owned by the RenderSlots.
When a new render is started, the previous Render is handed over to its
slot, and the new slot is cleared. So far, so good.
However, when a slot is removed and happens to be the one with the most
recent render, this causes a complication.
The code handles this by making another slot the most recent one, along
with moving its result back to the Render, as if that had always been
the most recent one.
That works, unless there is no most recent render because you haven't
rendered anything yet. Unfortunately, there is no way to store "there
hasn't been a render yet", so the code still tries to perform this
handover but can't.
Previously, the code handled that case by just refusing to delete the
slot. However, this blocks users from deleting this slot.
But of course, if there hasn't been a render yet, the slots will not
contain anything yet, so this entire maneuver is pointless.
Therefore, the fix for the bug is to just skip it altogether if there
is no Render instead of failing the operation.
Technically, there is a weird corner case remaining, because Renders
are per-scene. Therefore, if a user renders images in one scene,
switches to a different scene, deletes a slot there and then switches
back, in some situations the result in the deleted slot might end up
in the next slot.
Unfortunately this is just a limitation of the weird split ownership
logic and can't just be worked around. The proper fix for this
probably would be to hand over ownership of the result from the Render
to the RenderSlot once the render is done, but this is quite complex.
Also fixes a crash when iuser->scene is NULL.
This value was used to close gaps, but now with the new system is not needed.
Internally, still we need to keep a small leak size, but after doing a lot of test a
value of 3 is perfect, so it's harcoded.
To avoid too much noise, the help circles are only visible if the
the gap is still open. When the gap is closed, the circles are hidden.
Hiding the circles makes it easier to focus on what is problematic.
instead, to see many circles that are already resolved.
The motivation for this change: while working on an animation recently, I found that there are some gaps that won't close easily via stroke extension or leak size checking. In D14698, I attempted to address this by changing the algorithm of the raster-space flood fill. This patch attempts to address the same issue in vector space by adding two new cases where stroke extensions are added, as suggested by @frogstomp:
# **Points of high curvature:** when the curvature at a point is high enough that it's hard to visually distinguish between it and an endpoint, add a stroke extension out along the normal (pointing in the opposite direction of the stroke's acceleration.) This addresses cases where technically the endpoint points up, but there's a sharp corner right below it that should extend to connect.
# **Stroke endpoints within a radius**: when two endpoints are close together, regardless of the angle they make, connect them if they are within a radius. This addresses cases like where the two endpoints have effectively parallel tangents, so extensions won't close the gap.
Reviewed By: antoniov, mendio, frogstomp
Differential Revision: https://developer.blender.org/D14809
Returns a new range, that contains the intersection of the current one
with the given range.
This is helpful to select a portion of a range without having to deal with
all the asserts of other functions. The resulting range being always a
valid subrange, it can be used to iterate or copy a part of a vector.
This reduces logging overhead. The performance difference is only
significant when there are many fast nodes. In my test file with many
math nodes, the performance improved from 720ms to 630ms.
Caused by clamping handle translation to strip bounds in functions
`SEQ_time_*_handle_frame_set()` to prevent strip ending in invalid
state. Issue happens when meta strip is moved so quickly, such that
immediate offset is greater than strip length.
Currently meta strip bounds are updated when any contained strip changes
its position, but this update always preserves meta strip position.
Transforming meta strip is not possible directly and all contained
strips are moved instead. Therefore this is 2-step process and fix needs
to be applied on update function and on translation function.
Inline offset handling without clamping in function
`SEQ_time_update_meta_strip_range()`.
Add new function `seq_time_translate_handles()` to move both handles at
once in `SEQ_transform_translate_sequence()`.
Avoid conversion to `BMesh` for basic topology operations and data access.
Instead use a mesh map to retrieve the faces connected to each edge.
I observed performance improvements of 5x (600ms to 100ms) to 10x
(15s to 1s), with bigger changes for large meshes with more data layers
Switching to `std::queue` over Blender's `GSQueue` gave another
25% improvement.
Differential Revision: https://developer.blender.org/D15988
Caused by ee23f0f3fb, which removed the update tag when entering
sculpt mode, and by b5f7af31d6, which made these layers lazily
created, so they weren't always available at the start of a stroke. Now
update the evaluated mesh/multires CCG as necessary. Some updates
could potentially avoided when switching modes in the future, but for
now do it all the time.
Fixes T101116
Also fixes a crash when painting multires mask for the first time
New unified attribute API for sculpt code.
= Basic Design =
The sculpt attribute API can create temporary or permanent attributes (only supported in `PBVH_FACES` mode). Attributes are created via `BKE_sculpt_attribute_ensure.`
Attributes can be explicit CustomData attributes or simple array-based pseudo-attributes (this is useful for PBVH_GRIDS and PBVH_BMESH).
== `SculptAttributePointers` ==
There is a structure in `SculptSession` for convenience attribute pointers, `ss->attrs`. Standard attributes should assign these; the attribute API will automatically clear them when the associated attributes are released. For example, the automasking code stores its factor attribute layer in `ss->attrs.automasking_factor`.
== Naming ==
Temporary attributes should use the SCULPT_ATTRIBUTE_NAME macro for naming, it takes an entry in `SculptAttributePointers` and builds a layer name.
== `SculptAttribute` ==
Attributes are referenced by a special `SculptAttribute` structure, which holds
all the info needed to look up elements of an attribute at run time.
All of these structures live in a preallocated flat array in `SculptSession`, `ss->temp_attributes`. This is extremely important. Since any change to the `CustomData` layout can in principle invalidate every extant `SculptAttribute`, having them all in one block of memory whose location doesn't change allows us to update them transparently.
This makes for much simpler code and eliminates bugs. To see why this is tricky to get right, imagine we want to create three attributes in PBVH_BMESH mode and we provide our own `SculptAttribute` structs for the API to fill in. Each new layer will invalidate the `CustomData` block offsets in the prior one, leading to memory corruption.
Reviewed by: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D15496
Ref D15496
The new evaluator crashes for multi-input sockets coming from undefined
nodes. The multi-input socket lazy node tries to retrieve the default
value since the undefined node never created output values. But there
is no default value stored because the socket is linked.
Differential Revision: https://developer.blender.org/D15980
Smooth flag should come from the evaluated mesh, only selection and hidding
state should be mapped to the original bmesh.
Pre-existing issue revealed by refactor in b247588dc0.
This was essentially a use-after-free issue. When a geometry nodes
group changes it has to be preprocessed again before it can be evaluated.
This part was working, the issue was that parent node groups have to be
preprocessed as well, which was missing. The lazy-function graph cached
on the parent node group was still referencing data that was freed when
the child group changed.
Now the depsgraph makes sure that all relevant geometry node groups are
preprocessed again after a change.
This issue was found by Simon Thommes.
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways.
I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that.
Anyways, that can be handled later, the sky itself is already a start.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13522
This reverts commit 34051fcc12.
Although for normal use this doesn't make a difference. But when working with
huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore.
For the heist production we added a fix on the render-farm (enable GPU workarounds).
{rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not
accessible anymore and it and was requested to revert this change.
When an operator is attached to a file select dialog, the update
callback function for the operator's directory, filename and filepath
properties will be called as the user navigates through the dialog.
This will allow add-on authors to make more interactive import
operators.
Differential Revision: https://developer.blender.org/D15543
Different areas of the mesh can be "loose parts" visually when separated
by hidden areas. This is consistent with other areas of sculpt mode that
also treat hidden areas differently.
- Add doc-string with example usage shown in the --help message.
- Add help text for command line arguments.
- Only search for the CMakeCache.txt file when the `--build-dir`
is omitted.
- Write fatal errors to the stderr.
We need to use the custom data copy function that skips mesh-only
attributes like the hide status attributes, the generic material index
attribute, etc. Otherwise the BMesh has those attributes which
conflict with their builtin counterparts.
The buildbot will call this script to create a binary .whl file that can be
easily installed through pip.
This wheel will only work with the same Python version used for Blender.
Other minimum system requirements are the same as regular Blender builds.
Includes contributions by Campbell Barton.
Differential Revision: https://developer.blender.org/D15957
* Use Python executable from lib folder since it's not installed.
* Make bpy module test work for portable install.
* Disable gtests which don't work with different Python link flags
and shared library locations.
Ref D15957
This adds a utility function to copy the data from a PointCloud
outside of the main database to one that is in the database. This
is similar to `BKE_mesh_nomain_to_mesh`.
Ref D11592
The default trace can only trace an image or a sequence, but
it was not possible to trace only selected frames in a sequence.
This new parameter allows to define what frame trace.
If the value is 0, the trace is done as before.
The parameter is not exposed in the UI because this is logic
if it is managed by a python API, but it has no sense in the UI.
This feature was included after receiving feedback from Studios
which need to trace videos only for some frames using custom
python scripts.
In the NLA, draw the track background based on the strip's extrapolation
setting. Previously, this had no visual indicator; "Hold", "Hold
Forward", and "Nothing" were visually indistinguishable. Now "Nothing"
actually shows nothing, "Hold Forward" shows a dimly colored background
from the strip to its right, and "Hold" shows that in both directions.
Reviewed By: RiggingDojo, sybren
Maniphest Tasks: T97572
Differential Revision: https://developer.blender.org/D14836
Calculate a tangent per loop, apply the transformation in multiple
spaces and accumulate the result weighting by the loop-angle.
Note that previously only the tangents Z axis (normal)
was properly accumulated, the X and Y axes only contained the values
from a single loop (the last one written to), meaning only two edges
contributed to the result. Now the transformation from all loops are
taken into account.
In practice the difference between both methods is minimal,
only for more extreme bending it can be noticed which is often when the
previous method didn't work as well.
The side-bar included both title and description for documentation
pages including quickstart, tips & tricks .. etc.
Titles often wrapped and took up a lot of vertical space in the side-bar.
Now these pages are linked on the main page, with the side-bar
used for top-level Python modules.
When moving strip, or it's handle, text with frame number near handle
should be drawn. This feature was broken by 8d53ead69b, because
function `UI_view2d_text_cache_add` sets all fields of `v2s->rect` to 0.
This case was checked in function `UI_view2d_text_cache_draw`, but it
was not quite obvious.
This commit reverts 8d53ead69b, makes condition for 0 size rectangle
more obvious and adds comment for clarity.
function `UI_view2d_text_cache_add` is only used in NLA and VSE, and
this new condition fits existing use-cases. Status of T97500 is not
affected by this change.
This patch adds color_srgb property to FloatColorAttributeValue and
ByteColorAttributeValue, so Python code can do
`layer.data.foreach_get("color_srgb", ...)` to fetch the data
efficiently, if it needs it in sRGB color space.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15966
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.
On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.
This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
- We don't need to allocate either array quite as much.
- The hide status can be read from 1/4 the memory as face sets.
- Updates when entering or exiting sculpt mode can be removed.
- More opportunities for early-outs when nothing is hidden.
- Separating concerns makes sculpt code more obvious.
- It will be easier to convert face sets into a generic int attribute.
Differential Revision: https://developer.blender.org/D15950
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
Replace incorrect usage of GLYPH_ASCII_TABLE_SIZE with correct
KERNING_CACHE_TABLE_SIZE
See D15815 for more details.
Differential Revision: https://developer.blender.org/D15815
Own Code.
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.
Differential Revision: https://developer.blender.org/D15919
The snake hook and grow/shrink brushes need some arrays for input
to the length paramterization code. These were allocated and freed
for every curve. Instead, use a local buffer for each task execution.
Differential Revision: https://developer.blender.org/D15964
A "lookup_int" callback needs to be provided for RNA collections
that aren't backed by DNA directly. Otherwise they will iterate from
the start of the array for every access.
We now import and apply custom normals using a similar strategy
to the STL importer. We store custom normal data for each loop
as we read each MPoly and then apply it to the mesh after
`BKE_mesh_calc_edges()` is called.
The new behavior is optional and may be disabled in the Collada import
UI. When disabled, we use the old behavior of only using normals
to determine whether or not to smooth shade an MPoly.
----
Patch as requested in {T49814}.
The Collada import UI now has an additional checkbox, similar to the glTF and FBX import UIs:
{F13428264}
Here is a test Collada file with a simple test cube with flipped custom normals:
{F13428260}
{F13428282}
And a sphere where the two halves are disconnected geometry, but has custom normals that make the halves appear to be connected:
{F13436363}
{F13436368}
I've tested it on a number of my own meshes, and the custom normals appear to be imported
correctly. I'm not too sure about how I've plumbed the option down, though, or whether this
is the most proper way to apply custom normals.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D15804
The memory leak happens because `ED_node_link_insert` (called after the
transform operation) overwrites the pre-existing `snode->runtime->iofsd`,
losing the reference without freeing the memory.
So to "move" the reference from `snode->runtime->iofsd` to
`op->customdata`, so that each operator works with its own data.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D15948
When assigning a huge number of materials, like when importing thousands of
objects, the function `BKE_objects_materials_test_all` uses quite a lot of
resources because of the way it loops through all objects to resize the
mat-array.
By counting the amount of processed objects and comparing to the number
of users of the obdata ID, we can exit early and avoid looping through
all objects every time.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15740
Calling operators in background-mode always printed with the
assumption that output should never be hidden.
However operators called from `bpy.ops` were also printing reports to
the `stdout` (needed for the Python console and generally useful).
Resolve by adding a flag to signal that the owner of the ReportList
is responsible for printing to the `stdout`.
This adds back the new mix node to the Color sections
of the add node menu.
The add menu now contains two entries for the mix node.
One under Utilites/Converter which defaults for float.
One under Color which defaults to color with `Mix Color` label.
This was moved as part of D13749.
The issue was reported on BlenderArtists.
Differential Revision: https://developer.blender.org/D15887
Some files have 2 different framerates stored in metadata. Use function
`av_guess_frame_rate` to get media FPS, because it provides more
consistent / correct values across multiple files.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D15839
`MPoly` is used and copied in many places. To avoid the need to use a
special function for copying MPoly, or the need to add a copy
constructor, just rename the `mat_nr` field to include "legacy" in the
name. This keeps the original purpose of notifying developers that
the field shouldn't be used without any further complexity.
Apply the same fix to `bweight`.
Differential Revision: https://developer.blender.org/D15841
The trim functionality is implemented in the geometry module, and
generalized a bit to be potentially useful for bisecting in the future.
The implementation is based on a helper type called `IndexRangeCyclic`
which allows iteration over all control points between two points on a
curve.
Catmull Rom curves are now supported-- trimmed without resampling first.
However, maintaining the exact shape is not possible. NURBS splines are
still converted to polylines using the evaluated curve concept.
Performance is equivalent or faster then a 3.1 build with regards to
node timings. Compared to 3.3 and 3.2, it's easy to observe test cases
where the node is at least 3 or 4 times faster.
Differential Revision: https://developer.blender.org/D14481
The internal state tracking is not fully suited for such kind
of optimization yet.
It is probably not that much work to make them work, but the
issue caused by the changes is serious enough for the studio
so it feels better to revert changes for now and have a closer
look into remaining issues without pressure.
Caused by b5f7af31d6, which exposed the fact that the PBVH wasn't
retrieving the updated hide status attributes if they were allocated in
sculpt mode. Previously the attributes were always allocated when
entering sculpt mode.
Removes the "Edited Action" tab for selected Action strips in the NLA
editor. It is still available in the Action editor, where it is actually
suitable/usable. Having it in the NLA got in the way of the actual NLA
strip properties.
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D14964
On NVIDIA volumetric resolve failed for large production scenes.
The result would remove most color from the final render. The cause
seems to be a faulty driver.
This change ported the fragment shader to a compute shader which
would select a different compiler branch and didn't show the error.
Animators were not able to set channel interpolation or easing type for
channels visible in the dopesheet but hidden in the graph editor.
Bug seemed to be due to typo.
No official report, but there was a RCS on this
https://blender.community/c/rightclickselect/yWgbbc/
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D10228
Implement import & export support for "PBR extensions" in .mtl files
(T101029, also fixes T86736).
Newly supported parameters:
- Roughness (Pr, map_Pr)
- Metallic (Pm, map_Pm)
- Sheen (Ps, map_Ps)
- Clearcoat thickness (Pc) and roughness (Pcr)
- Anisotropy (aniso) and rotation (anisor)
- Transmittance (Tf / Kt)
Exporter has an option to enable these additional PBR parameters
export; defaults to off since not all software understands that.
Exporter UI tweaked and all material-related options were put into
their own separate box.
Added/extended test files in Subversion repository for test coverage.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.
{F13482749}
A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.
During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.
NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.
Reviewed By: fclem
Maniphest Tasks: T99390
Differential Revision: https://developer.blender.org/D15753
A regression since ac20970bc2
The issue was caused by depsgraph clearing all id->recalc flags
wrongly assuming that all IDs are fully evaluated.
This change makes it so the depsgraph becomes aware of possibly
incompletely evaluated IDs.
Differential Revision: https://developer.blender.org/D15946
Cleans up the file structure to be more similar to that of the SVM
and also makes it possible to build kernels with OSL support, but
without having to include SVM support.
This patch was split from D15902.
Differential Revision: https://developer.blender.org/D15949
Additionally, just stick to a pure error stating. Such messages
are aimed for developers and it is rather implied that oneAPI
rendering will be disabled.
A continuation of previous fix for malloc hooks which got removed
from the new glibc library.
The pre-compiled jemalloc has definitions which interpose hooks
in glibc leading to linking errors with multiple hook definitions.
A simple fix is to skip doing the workaround when using jemalloc
from pre-compiled libraries.
This will likely be revisited in the future, but for now it is
important to fix compilation errors for developers.
This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.
For more details see T98492.
There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
system but with different goals. Instead of optimizing throughput for highly
parallelizable work, this system is designed to compute only the data that is actually
necessary. What data is necessary can be determined dynamically during evaluation.
Many lazy-functions can be composed in a graph to form a new lazy-function, which can
again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
no longer inlined into their parents.
Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.
Differential Revision: https://developer.blender.org/D15914
Since this was added, Linux libraries have been included in `../lib/`.
This made `make bpy` on Linux install the `bpy` module into the bundled
SVN libraries which isn't very useful.
Now leave WITH_INSTALL_PORTABLE unset (defaulting to ON).
Python developers may reference their systems Python and disable the
option if they wish for a system-wide module installation.
As portable is already the default, setting it meant using the lite
configuration would always reset the value if was intentionally changed.
This was also inconsistent as other configurations left this unset.
This was a kind of "lite" target, disabling options such as FFMPEG and
ALEMBIC which may be useful to read/write data from the Python module.
Now fewer options have been changed.
The following options are now disabled:
- Audio support (to prevent audio devices being initialized on startup).
- Input device support such as NDOF and IME as there is no GUI.
- Blender thumbnail extraction as it's not installed as part of
the Python module.
Instead of attempting to predict what is useful to enable when building
as a Python module, developers can mix combine options e.g.
"make bpy release" or "make bpy lite".
This makes the NLA_OT_actionclip_add operation (Shift+A while mousing
over the NLA strips area) fail on invocation if no tracks are active.
This stops the annoyance of using the Shift+A menu to select an action
to add, but only getting the error after you select an action.
Differential Revision: https://developer.blender.org/D15737
The pre-processor blocks contained un-balanced braces, causing a syntax
error when building with WAYLAND but not X11.
Use the same number of opening & closing braces in each pre-processor
block so changes aren't as likely to break other platforms.
Also assert when unexpected states are reached.
Fix error and warnings introduced in commit 8851790dd7. Include
unistd.h for close() on Non-Windows OSs. Calm warnings about unused
argument. Return full size of image file to caller.
Own Code.
Thumbnail WebP images quicker while using much less RAM.
See D15908 for more details.
Differential Revision: https://developer.blender.org/D15908
Reviewed by Brecht Van Lommel
When there was only a single material assigned to the mesh, the material
index attribute didn't necessarily exist. Changing the oder of the slots
wouldn't change the first material index as necessary.
The members were named after .mtl file syntax ("d") instead of their
meaning ("alpha"). In preparation for extending OBJ code for more
PBR parameters support, rename them for clarity. No functionality
changes, just a pure rename.
corresponding data layers and using their values for computations.
Avoiding that should increase performance in many operations that
would otherwise have to read, write, or propagate these values.
It also means decreased memory usage-- not just for sculpt mode
but for any mesh that was in sculpt mode. Previously the mask, face set,
and hide status layers were *always* allocated by sculpt mode.
Here are a few basic tests when masking and face sets are not used:
| Test | Before | After |
| Subsurf Modifier | 148 ms | 126 ms |
| Sculpt Overlay Extraction | 24 ms every redraw | 0 ms |
| Memory usage | 252 MB | 236 MB |
I wouldn't expect any difference when they are used though.
The code changes are mostly just making sculpt features safe for when
the layers aren't stored, and some changes to the conversion to and
from the hide layers. Use of the ".hide_poly" attribute replaces testing
whether face sets are negative in many places.
Differential Revision: https://developer.blender.org/D15937
sculpt_update_object now auto-creates a CD_MDISPS layer
if missing. Note that it is possible for the depsgraph
to provide a multires ccg context without a CD_MDISPS.
This causes a PBVH_GRIDS pbvh to be built instead of
falling back to PBVH_FACES, which is why this bug happens
(of course falling back to PBVH_FACES would still be a bug).
These changes were implemented by Sonny Campbell.
Fixed the first issue by freeing the operator customdata when the import
is cancelled.
Fixed the second issue by using a character array instead of allocating
new memory for the prim_path_mask.
Differential Revision: https://developer.blender.org/D15781
When resizing mesh and curves attribute storage, avoid initializing the
new memory for basic types. Also, avoid skipping "no free" layers; all
layers should be reallocated to the new size since they may be accessed.
The semantics introduced in 25237d2625 are essential for this
change, because otherwise we don't have a way to construct non-trivial
types in the new memory.
In a basic test of the extrude node, I observed a performance
improvement of about 30%, from 55ms to 42ms.
Differential Revision: https://developer.blender.org/D15818
Generally we don't want to do per-element operations on these spans
because of the overhead of the runtime type system, but these operations
on the whole span avoid ugly pointer arithmetic in other areas.
The bug was contained in BKE/intern/nla.c, where the wrong macro was
used as the minimum frame value. Instead of `MINAFRAMEF`, `MINFRAMEF`
was used (the former is around -10k, the latter is 0, both fp32).
Differential Revision: https://developer.blender.org/D15940
Starting from GLibC 2.34, deprecated `__malloc_hook` & co. have been
removed from headers, while still present in the shared library itself.
This means that it is no more possible to build Blender with USD 22.03
on recent linux systems.
While USD 22.08 has a fix to this issue, it is unlikely to be upgraded
for Blender 3.4, and definitely not for Blender 3.3.
This commit ensures Blender can build with USD 22.03 and glibc >= 2.34.
Ref.: T99618,
https://devtalk.blender.org/t/building-blender-on-linux-using-glibc-2-34-raises-linking-errors-from-the-usd-library/24185
Patch by @brecht, many thanks.
special_aftertrans_update would always use TransInfo values (not
the values_final -- we need the final values to follow numinput, snapping,
etc).
Maniphest Tasks: T100851
Differential Revision: https://developer.blender.org/D15893
Provide reasonable defaults for UV unwrap for triangles with zero area:
* Three vertices are arranged in a line.
* Two vertices are at the same 3D location.
* All three vertices are at the same 3D location.
Change fixes quads / ngons which have triangulations with zero area.
Change fixes both "Angle Based" method and "Conformal" method.
Differential Revision: https://developer.blender.org/D15922
An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates
on either side of the edge are actually independent, even if they
happen to currently have the same value.
This commit optionally add support for UV Seams when computing islands.
Affects UV sculpt tools, individual origins, UV stitch and changing
UV selection modes etc.
Required for upcoming packing refactor which requires seam support
when computing islands.
Differential Revision: https://developer.blender.org/D15875
Caused by 21f2bacad9 which copies a few more values to
the original meshes from the "nomain" meshes. The "nomain" meshes
created from the originals need to copy some values as well.
This operator allows to set the start point for any cyclic stroke.
This is very handy to fit interpolation issues or
use thickness modifier.
Note: There is small change in this commit to fix
a typo error in the name of the operator.
Reviewed By: mendio, frogstomp
Maniphest Tasks: T100827
Differential Revision: https://developer.blender.org/D15881
Build against Python from precompiled libraries by default, instead of
requiring framework from python.org package install. The resulting bpy module
can still be used with any Python install of the same version.
Use the same CMake find module as Linux. This simplifies code, and makes it
possible to manually set PYTHON_* variables in CMake configuration.
Remove WITH_PYTHON_FRAMEWORK option for regular Blender build, as this doesn't
work well due to missing required Python packages. Advanced users can still
set PYTHON_ROOT_DIR=/Library/Frameworks/Python.framework/Versions/3.10 for
the same result.
Although unlikely, the result of BKE_appdir_folder_id_create may be NULL.
Check this for bookmark operators & move writing bookmarks into a shared
utility function.
This has been a pain, newer OpenVDB forcefully trying to use more recent
system TBB (oneTBB) instead of the one built by this script.
Also include a few minor unrelated fixes.
Ref T99618.
This has the advantage of being able to use information about the
existing OSL closures in various places without code duplication. In
addition, the setup code for all closures was moved to standalone
functions to avoid usage of virtual function calls in preparation for GPU
support.
This patch was split from D15902.
Differential Revision: https://developer.blender.org/D15917
The SVM attribute map is always generated and uses a simple
linear search to lookup by an opaque ID, so can reuse that for OSL
as well and simply use the attribute name hash as ID instead of
generating a unique value separately. This works for both object
and geometry attributes since the SVM attribute map already
stores both. Simplifies code somewhat and reduces memory
usage slightly.
This patch was split from D15902.
Differential Revision: https://developer.blender.org/D15918
As described in T95966, the goal is to move to a "struct of arrays"
approach rather than gathering an arbitrary set of data in hard-coded
structs. This has performance benefits, but also code complexity
benefits (this patch removes plenty of code, though the boilerplate
for the new operators outweighs that here).
To mirror the internal change, the options for storing mesh bevel
weights are converted into operators that add or remove the layer,
like for some other layers.
The most complex change is to the solidify modifier, where bevel
weights had special handling. Other than that, most changes are
removing clearing of the weights, boilerplate for the add/remove
operators, and removing the manual transfer of bevel weights
in bmesh - mesh conversion.
Eventually bevel weights can become a fully generic attribute,
but for now this patch aims to avoid most functional changes.
Bevel weights are still written and read from the mesh in the old way,
so neither forward nor backward compatibility are affected. As described
in T95965, writing in the old format will be done until 4.0.
Differential Revision: https://developer.blender.org/D14077
- Remove "take ownership" argument which was confusing and always true
- The argument made ownership very confusing
- Better to avoid boolean arguments that switch a function's purpose
- Remove "mask" argument which was basically wrong and not used properly
- "EVERYTHING" was used because developers are wary of removing data
- Instead use `CD_MASK_MESH` for its purpose of original mesh data
- Remove use of shallow copied temporary mesh, which is unnecessary now
- Split shape key processing into separate functions and use C++ types
- Copy fields explicitly rather than using memcpy for the whole struct
- Use higher level functions and avoid redundant code
- The whole idea is pretty simple and can be built from standard logic
- Adjust `CustomData` logic to be consistent with "assign" expectations
- Clear the layer data from the source, and moves the anonymous ID
Differential Revision: https://developer.blender.org/D15857
Currently, when subdividing every single vertex on every loose edge,
Blender iterates over all other edges to find neighbors. This has
quadratic runtime and can be very slow. Instead, first create a
map of edges connected to each vertex.
With about 10000 edges, the performance goes from very slow to very
smooth in my tests. Because of the nature of quadratic runtime, the
improvement will depend massively on the number of elements.
The only downside to this is that the map will still be built when
there are only a couple loose edges, but that case is probably not
so common.
Differential Revision: https://developer.blender.org/D15923
This function did multiple things making it difficult to know
what was intended by the caller:
- Directory & file join.
- Expand relative '//' prefix to an optional directory.
- Expand drive letters on windows (guessing with fall-backs).
- Switch slashes to native direction.
This functionality wasn't needed as the full directory was always passed
in, so guessing the drive letter wasn't needed.
If functionality to add drive letters onto paths is needed in the future
a function that only does this can be added.
The logging API was freed before calling wm_autosave_delete that called
BKE_appdir_folder_id_create to get the auto-save location (when the
temporary directory wasn't found). Detecting BLENDER_USER_AUTOSAVE would
log details about the path, which would read data freed by CLG_exit.
Resolve by calling CLG_exit last.
This patch implements the bokeh blur node for the realtime compositor.
The patch is still missing the Variable Size option because it depends
on the Levels node, which is yet to be implemented. In particular, it
requires the computation of global texture properties like the maximum
color.
Differential Revision: https://developer.blender.org/D15768
Reviewed By: Clement Foucault
This patch adds support for the skip realization option of the input
descriptor. Inputs that request skip realization will not be realized on
the operation domain of the operation and will not contribute to its
computation, and consequently, they can't be a domain input.
An example is the bokeh input of the Bokeh Blur node, which is actually
a resource that is decoupled from the rest of the inputs and should not
affect or be affected by their domain.
Differential Revision: https://developer.blender.org/D15767
Reviewed By: Clement Foucault
This patch implements the Scale node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15758
Reviewed By: Clement Foucault
The library overrides context menu operators only make sense when at
least one ID is selected in the Outliner. So don't show them unless
that's the case. This also means the menu items don't show up anymore
for things like RNA properties, or the overridden properties in the
Library Overrides Properties view.
Also see 7eda9d8dda and the previous commit.
The asset context menu operators only make sense when at least one ID is
selected in the Outliner. So don't show them unless that's the case.
This also means the menu items don't show up anymore for things like RNA
properties, or the overridden properties in the Library Overrides
Properties view.
Also see 7eda9d8dda.
This patch implements the blur node for the realtime compositor. The patch is
still missing the Variable Size option because it depends on the Erode/Dilate
node, which is yet to be implemented. Furthermore, there are a number of
optimizations that can be implemented, the most important of which is the IIR
implementation of the Fast Gaussian filter, as well as the use of hardware
filtering and thread local memory. The latter of which was attempted but was
not robust enough, so it will be submitted as separate patch.
Differential Revision: https://developer.blender.org/D15663
Reviewed By: Clement Foucault
This patch implements the pixelate node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15662
Reviewed By: Clement Foucault
Shader and compositor curve nodes change their inputs even if they are
at identity settings.
That is because shader and compositor curve nodes evaluate their curve
map texture samplers at the normalized input directly, disregarding the
fact that the samplers are evaluated using linear interpolation. This
causes the output to be slightly different that it should be.
This patch remaps the evaluation parameters such that the texture
sampler is evaluated at the center of the pixels.
Differential Revision: https://developer.blender.org/D15811
Reviewed By: Clement Foucault
Output of make encounters path names that are single-quoted. This
causes the path to be misinterpreted and fail validation.
Resolves error in "make check_cppcheck"
Ref D15801 (partially applied)
Add BKE_object_defgroup_flip_map_unlocked which excludes locked groups
from the flip-map.
Reviewed By: zanqdo, campbellbarton
Maniphest Tasks: T96787
Ref D15317
The following changes have been made to this attribute with
WITH_PYTHON_MODULE is defined:
- Defaults to an empty string (instead of pointing to __init__.so).
- It's writable, so script authors can point to a valid Blender binary.
`where_am_i(..)` is no longer used by BKE_appdir_program_path_init,
there is now a separate code-path for setting the initial program
directory, calls after this can be used to set the binary path.
Replace the argument with an in ifdef in BKE_appdir_program_path_init.
At the time `blenkernel` didn't define WITH_PYTHON_MODULE, since it does
now there is no need for an argument. With the minor benefit of fewer
preprocessor checks in the main() function.
Building WITH_PYTHON_MODULE was creating a "bpy" module that required
Blenders data-files to be located in the module search path too.
This mean that a typical installation on Linux would create:
- `/usr/lib/python3.10/site-packages/bpy.so`
- `/usr/lib/python3.10/site-packages/3.4`
(containing `scripts` & `datafiles`).
The new behavior creates:
- `/usr/lib/python3.10/site-packages/bpy/__init__.so`
- `/usr/lib/python3.10/site-packages/bpy/3.4`
With the advantage that the "bpy" directory is the self contained Python
module.
No changes are needed for the module loading logic as the mechanism to
swap in blend internal Python "bpy" module
(defined in `release/scripts/modules/bpy/__init__.py`)
works the same in both instances.
Thanks to Brecht for macOS support.
Reviewed by brecht
Ref D15911
Use macro NODE_OT_translate_attach for attaching node created through
link-drag-search to frame, as suggested by Leon Schittek (@lone_noel)
in D15888.
Differential Revision: https://developer.blender.org/D15920
The node tree used to detect if the tree was a node group wasn't the
last in the node editor's path like it should be, so the search thought
that all shader node groups weren't node groups.
Probing strategies must iterate over every possible hash, but the linear
strategy only did 2^32 iterations, not 2^64. Updating this was missed
in 8cbbdedaf4. Also fix an unnecessary comma.
Differential Revision: https://developer.blender.org/D15913
The context menu would always show a section with "Select", "Deselect",
"Hide", "Unhide" and "Select Linked" if there were no more specific
operators to show (e.g. modifier operations). For many tree elements
they did not make sense and simply would do nothing. Only show the
section for supported types.
- Remove unnecessary calls to `get_element_operation_type()` (result
wasn't used).
- Remove branches/checks for cases that couldn't possibly happen.
(assert instead).
- Ensure all return arguments are set so caller can't make the mistake
of forgetting that.
- Early exit instead of big `if` block.
- Use `const`.
a) There were two filter icons next to each other in the header which
isn't exactly professional, b) the filter was redundant since IDs are
now grouped under an ID type element ("Objects", "Collection", ...)
anyway.
In the hierarchies view it was already hidden (because the whole point
of it is to show relationships between IDs, you wouldn't want to have
any parts of the hierarchy hidden).
Searching isn't possible in the hierarchies view anymore, so the options
for it shouldn't be displayed either.
Followup to 21b92a5f31, forgot to remove these.
c9a9967903 added a workaround for performance issues in heavy
production scenes in the library overrides hierarchies view, reducing
the amounts of elements to be built. Searching for elements would still
have to build the entire tree, so Blender would essentially freeze when
searching in mentioned heavy scenes. Removing the search functionality
works around this issue for now.
The recent revert of Apple silicon inlining changes to avoid long compile times
worked on macOS 12, but in macOS 13 Beta it results in render errors. This may
be a compiler bug and perhaps get fixed in time, but try to be on the safe side
and ensure Blender 3.3.0 works regardless.
This brings part of the inlining back, which brings improved performance but
also longer compiler times again. Compile time is around 2min now, where the
previous full inlining was about 5-7min.
Patch by Michael Jones.
Differential Revision: https://developer.blender.org/D15897
# Compile Mantaflow dependencies too (e.g. cnpy for numpy file IO).
# Make sure that dependencies exist before enabling this option by updating the source files in extern/
# Make sure that dependencies exist before enabling this option
# by updating the source files in `extern/`.
set(WITH_MANTA_DEPENDENCIES0)
# Enable Mantaflow numpy support
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.