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.
BKE_appdir_program_path_init would override the module path extracted
from the Python module, replacing it with the Python executable.
This caused the data files not to be found and the module not to load.
- Page up/down scrolls up/down an entire page
- Home resets the scrolling back to the bottom.
The fact that these were missing was probably an oversight. Other
similar editors have them.
This works by including the "View2D Buttons List" keymap for the
console, which the other similar editors use as well.
A couple years ago D8598 made it so that C++ operators generally
should use "default" sort mode, which remembers previously used sort
setting. Back then all the places that needed it got changed to use
this "default" one, but since then some more IO code landed, where
seemingly by accident it used "sort by file name":
- USD importer,
- Grease Pencil exporter,
- OBJ importer & exporter,
- STL importer.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15906
Implement ideas from T96297:
- Fix "invalid axis settings" (both forward & up along the same
direction) validation: now similar to the Python based code, when
invalid axis is applied, the other axis is changed to not conflict.
- Make axis enums be expanded inside the row, similar to Collada UI.
- Move "selected only" near the top, similar to how it's in Collada,
USD, FBX and glTF export UIs.
- Move animation export options to the bottom.
Caused by {rBf1c0249f34c4}
This is what (I think) went wrong in the above commit:
- `join_mesh_single` was writing material indices to the custom data /
attribute of the source mesh
- the `polyofs` of each mesh that was joined was not taken into account
Now, instead of using the AttributeWriter on a particular mesh, use the
CustomData (`pdata`) - that is constantly changed during joining -
directly for writing.
Otherwise we end up writing into customdata that has not been "extended"
yet (even if we use the destination mesh).
Also note that even on the destination mesh, CustomData would be freed
anyways after all calls to `join_mesh_single` took place, to be replaced
with the mentioned `pdata` which should be the single customdata to
write to here.
When doing this (writing to `pdata`), we also need to take into account
the poly offset of each contributing mesh.
Maniphest Tasks: T100822
Differential Revision: https://developer.blender.org/D15878
When Blender is built as a Python module, exit early if the major
and minor versions don't match. Without this, the error message can
be cryptic/unhelpful.
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point
cloud versions with methods on the `Mesh` and `PointCloud` types.
This makes them friendlier to use and improves readability.
Differential Revision: https://developer.blender.org/D15907
- ACTIVE flag is no longer in use.
- DESELECT was used in some places as an alias for false,
even though this could arguably help readability, in practice this
was often passed with a selection flag leading to confusing calls
such as `select_beztriple(bezt, DESELECT, SELECT, HIDDEN)`.
Replace SELECT/DESELECT with true/false in these cases.
- Remove ED_types.h. Add a 'SELECT' definition to DNA_anim_types.h,
for fcurve_test, we could use a shared DNA header, or remove use of
the define entirely in favor of typed enums.
This removes the defunct handling of the ACTIVE flag in
TimeMarker::flags. It's not possible for that flag to be set though
normal operation.
Differential Revision: https://developer.blender.org/D15828
This patch consists of two related fixes. The first is a simple fix for
forward compatibility, setting the Mesh.dvert pointer when writing a
file allows old Blender versions to read vertex groups from newly saved
files.
The second part is a bit uglier and more complex. Normally mesh vertex
group data is read in mesh_blend_read_data, for backward compatibility
with very old files. However, after 05952aa94d the mesh.dvert
pointer was not set, so the data was not read. Reading vertex group
layers when reading custom data is enough to fix that issue. We need to
read the data from *both* places, but BKE_defvert_blend_read cannot run
twice without memory leaks, so first try reading from custom data, then
read the pointer if that fails.
Differential Revision: https://developer.blender.org/D15905
Minor adjustments to event icons required after recent font changes.
See D15582 for more details and examples.
Differential Revision: https://developer.blender.org/D15582
Reviewed by Brecht Van Lommel
When exporting OBJ/MTL animation, texture file paths of image
sequences were not adjusted to contain the correct frame number.
Fixes T100669.
Also, the OBJ exporter was wrongly writing to the same .mtl file
for each exported frame, which is a regression compared to the
legacy Python exporter.
This adds a new `blender::BitVector` data structure that was requested
a couple of times. It also replaces usages of `BLI_bitmap` in C++ code.
See the comment in `BLI_bit_vector.hh` for more details about the
advantages and disadvantages of using a bit-vector and how the new
data structure compares to `std::vector<bool>` and `BLI_bitmap`.
Differential Revision: https://developer.blender.org/D14006
Follow up to D15904, a bunch of places had exact same logic for
"is filepath set? if not, set some default one", so factor all that out
into a separate ED_fileselect_ensure_default_filepath function.
Most/all C++ based IO code had a pattern of doing using
RNA_struct_property_is_set to check whether a default path needs to
be set. However, it returns false for properties restored from
"previous operator settings" (property restoration code sets
IDP_FLAG_GHOST flag on them, which "is set" sees and goes
"nope, not set").
The fix here is to apply similar logic as 10 years ago in the
T32855 fix (rBdb250a4): use RNA_struct_property_is_set_ex instead.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D15904
From re-checking related code, it seems that we already always ensure
consistency of the `lib` pointer between embedded IDs and their owners.
This commit only adds some asserts in ambedded ID read code to
double-check this.
Note that there are still some references to proxies left, in some cases
it's unclear if the code related to the comment is even still relevant,
this goes beyond mere cleanup to address then.
It turns out upon close inspection that the 'deform only' mesh
only includes leading deform modifiers, rather than all of them
like crazyspace evaluation. This reduces the effect of the change
in rB9823a8f72be8 to using the fully evaluated mesh (all modifiers)
when the whole stack resulted in no topology change.
- Reduce variable scope.
- Use snake-case for variables.
- Remove unnecessary counter when building file-list.
- Remove break after return.
- Use early return.
- Add missing braces.
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
Adds a new operator to automatically rotate UV Islands into alignment.
Modes:
* Auto (All edges)
* Geometry (V direction will point in geometry direction) [1]
* Edge (Rotate until selected edge is in V direction)
Also adds uv_sync_selection support to UV Randomize Transform.
Resolves: T78399
Differential Revision: https://developer.blender.org/D15820
[1] Listed as "World" in Task description.
- Use pascel-case type names, instead of snake-case with `_t` suffix.
- Use `GWL_` prefix (short for GhostWayLand), to distinguish these
types from ghost (`GHOST_*`) and wayland (`wl_*`) types.
- Rename `input` to `seat` (following wayland's own terminology).
- Use `wl_` prefix for wayland native variables which have locally
defined equivalents so `GWL_Output *output` isn't confused with
`struct wl_output *wl_output`. As the locally defined types are used
more often this is less verbose overall.
Note that lib_override functions have kept the unused argument,
but this may be removed too. It impacts many lib_override functions
so this can be handled separately.
This commit is a big overhaul to the Mikktspace module, which is used
to compute tangents. I'm not calling it a rewrite since it's the
result of a lot of iterations on the original code, but pretty much
everything is reworked somehow.
Overall goal was to a) make it faster and b) make it maintainable.
Notable changes:
- Since the callbacks for requesting geometry data were a big
bottleneck before, I've ported it to C++ and made it header-only,
templating on the data source. That way, the compiler generates code
specific to the caller, which allows it to inline the data source and
specialize for some cases (e.g. subd vs. non-subd in Cycles).
- The one input parameter, an optional angle threshold, was not used
anywhere. Turns out that removing it allows for considerable
algorithmic simplification, removing a lot of the complexity in the
later stages. Therefore, I've just removed the option in the new code.
- The code computes several outputs, but only one (the tangent itself)
is ever used in Blender. Therefore, I've removed the others to
simplify the code. They could easily be brought back if needed, none
of the algorithmic simplifications are conflicting with them.
- The original code had fallback paths for many steps in case temporary
memory allocation fails, but that never actually gets used anyways
since malloc() doesn't really ever return NULL in practise, so I
removed them.
- In general, I've restructured A LOT of the code to make the
algorithms clearer and make use of some C++ features (vectors,
std::array, booleans, classes), though there's still some of cleanup
that could be done.
- Parallelized duplicate detection, neighbor detection, triangle
tangent computation, degenerate triangle handling and tangent space
accumulation.
- Replaced several algorithms with faster equivalents: Duplicate
detection uses a (concurrent) hash set now, neighbor detection uses
Radixsort and splits vertices by index pairs etc.
As for results, the exact speedup depends on the scene of course, but
let's consider the file from T97378:
- Blender 3.1 (before D14675): 6.07sec
- Blender 3.2 (with D14675): 4.62sec
- rBf0a36599007d (last nightly build): 4.42sec
- With this commit: 0.90sec
This speedup will mostly be noticed at the start of Cycles renders and,
even more importantly, in Eevee when doing something that changes the
geometry (e.g. animating) on a model using normal maps.
Differential Revision: https://developer.blender.org/D15589
This changes the two tangent-related files in BKE to C++ in preparation for the C++ Mikktspace port in D15589.
For now, they still use the original Mikktspace.
Differential Revision: https://developer.blender.org/D15636
The `mvert` pointer was passed to `bm_to_mesh_shape` and was never
reset to the beginning of the vertex array. Use spans instead to
eliminate this error completely. This also has the benefit of letting
the CustomData system handle allocation of mesh layers.
3484c6d4f1 removed parts of 6e5eb46d73 by mistake,
returning no attribute when attribute data wasn't found. However, we
want that attributes can exist even on empty geometry. This commit
restores the fix and tries to make it more explicit to avoid the same
mistake again.
Differential Revision: https://developer.blender.org/D15899
The constraint attempted to access mesh normals on a mesh with
wrapper type ME_WRAPPER_TYPE_BMESH. This commit reverses the if
statements so that If there is an editmesh then we use that as the
source of truth - otherwise use the evaluated mesh.
Differential Revision: https://developer.blender.org/D15809
It's easier to keep track of state in these algorithms if it's stored in
a central place like a set. Plus, using flags requires clearing them
beforehand. For the selected linked operators, using the topology
cache means we don't have to iterate over all links.
Before 58c650a44c, the nodes span was rebuilt on every redraw. Now
that it's only rebuilt as necessary, we need to tag it dirty when nodes
are reordered. Relying on the order of the nodes at all isn't ideal, but
it's fairly fundamental in many areas at the moment.
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
Do not allow the loading of old-style non-scalable fonts.
See D15884 for more details.
Differential Revision: https://developer.blender.org/D15884
Reviewed by Brecht Van Lommel
Many existing .blend files (including startup ones) seem to have invalid
embedded IDs (they are not properly tagged with `LIB_EMBEDDED_DATA`).
We cannot `do_version` this so just fix it on the fly when detecting the
issue. User then need to re-save these files.
We also need to update some release files (default factory startup is
OK, but e.g. the VSE template one is not).
Keeping the assert is important here, as such missing flag is a critical
data corruption that can potentially have many serious consequences
throughout the ID management code.
A `blender::Pool` can construct and destruct elements without reordering. Freed items memory
will be reused by next allocations.
Elements are allocated in chunks to reduce memory fragmentation and avoid reallocation.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D15894
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
Completely forgot in rBcd49fee74114 to handle the owner ID copying case
(this code now also needs to re-assign to `owner_id` pointer of the
newly copied embedded IDs to their rightful owner).
In 8cf52e8226 we assumed that the UV IBO's are only needed in edit mode,
however the UV lines also need to work in texture paint mode. So prefer to
use bmesh when available to fix the original bug, but don't assume the face
is hidden when there is no bmesh.
Differential Revision: https://developer.blender.org/D15895
Caused by {rB31365c6b9e4c}.
The new API `CustomDataAttributeProvider` just did not support
`CD_MASK_PROP_STRING`.
While strings dont perform nicely in their current form, still add
support back for the API.
Adding Strings to the supported types seems to survive just
fine, see attached example file.
Maniphest Tasks: T100747
Differential Revision: https://developer.blender.org/D15851
Otherwise we disable this feature. This is because some driver
does not support any vertex storage buffers but still support
8 ssbo in fragment shader.
Enables a feature flag during OpenGL device initialisation on macOS, which increases the available number of texture samplers available for use within shaders. Enabling this flag removes purple rendering artifacts present in certain EEVEE materials, when the existing limit of 16 is exceeded.
This feature flag is supported on Apple Silicon and AMD GPUs, for devices supporting macOS 11.0+. Device initialisation first tests whether GL device creation with the flag is supported, if not, we fall back to standard initialisation.
Other solutions would not be trivial or incur additional performance overhead or feature limitations. Other workarounds, such as texture atlas's, could already be created by artists.
{F13245498}
{F13245497}
Reviewed By: jbakker
Maniphest Tasks: T57759, T63935
Differential Revision: https://developer.blender.org/D15336
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR` is that in the vertex
shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version
uses `vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_IMAGE` and
`GPU_SHADER_3D_IMAGE` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_IMAGE' and '3D_IMAGE'
is 'IMAGE', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836
Minimum horizontal area size should be scaled by UI resolution.
See D15865 for more details.
Differential Revision: https://developer.blender.org/D15865
Reviewed by Brecht Van Lommel
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7, 410a6efb74). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
This reverts commit 32d4a67017 thus fixing T81002 again.
And in order not to break T81212 (again) a different fix was implemented.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15840
Add a dedicated `owner_id` pointer to ID types that can be embedded
(Collections and NodeTrees), and modify slightly come code to make
handling those more safe and consistent.
This implements first part of T69169.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15838
The per-keymap user preferences messages were not extracted. This goes
through the keymap preferences RNA, as well as Python files for UI.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15871
When saving, the default file name is "untitled" regardless of
selected language. This can be translated, like many graphical
applications do.
This applies to:
- blend file
- alembic file
- collada file
- obj file
- usd file
- rendered image
- grease pencil export
- subtitles export
- other Python exports through ExportHelper
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15868
- Use the proper context (Operator, since that is what the cursor
keymap status uses)
- Add a few missing message extraction tags
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15867
This function allows to set the start point for cyclic strokes.
The function is required by a new modifier and operator
that are currently under development.
The new code was not using the correct default attribute. Add access to
`g_data.P` through `node_tex_coord_position()` to replace the old
`GPU_builtin(GPU_VIEW_POSITION)` which was used before.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15862
It was using normalized vector instead of `viewCameraVec` which account for
orthographic views.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15861
The multi-socket input sorting was used for two purposes: moving links
to the proper positions when dragging a new link, and resetting the
multi-input indices on the links when removing a link. They are now
separated into two functions, and the sorting when making a group
node that didn't accomplish anything is removed (in that case a
proper implementation would copy the indices from the original
exterior sockets).
The previous implementation iterated over all links multiple times
recursively. Instead, use the node tree topology cache, only iterate
over all links once, and use a stack to propagate the mute upsteam
and downstream.
Use C++ Map that supports the duplication natively. Use vectors instead
of linked lists, and adjust naming. Also remove combination of reroutes
for input sockets, which doesn't make sense since a reroute isn't
allowed to combine multiple input links into one output.
Caused by {rB3f3d82cfe9ce}
Since above commit, a `uiRNACollectionSearch` may contain a NULL
`search_prop`, crashing the menu entry for "Jump To Target"
(`ui_jump_to_target_button_poll`).
Now safeguard against this with a NULL check (getting search callbacks
to work for "Jump To Target" can be investigated in master).
Maniphest Tasks: T100731
Differential Revision: https://developer.blender.org/D15832
Since above commit, `BKE_id_attributes_active_get` would also return
"internal" attributes like ".hide_poly" or ".hide_vert".
As a consequence, a couple of poll functions dont return false anymore
(attribute remove, attribute convert), allowing these operators to
execute, but acting on this "internal" layers is just asking for
trouble.
In the UI, we dont see these attributes, because `MESH_UL_attributes`
checks `is_internal`, same thing we do now in
`BKE_id_attributes_active_get`.
Maniphest Tasks: T100687
Differential Revision: https://developer.blender.org/D15833
The location of a reroute node and its sockets should be the same,
only stored in different coordinate spaces. Because the node's location
is the ground truth, use that for finding whether the mouse is hovering.
Now dragged handles are handled separately, and the function returns a
statically sized array by value. The functions are also renamed to be
more consistent with curve naming elsewhere in Blender.
Changes to the text caret (cursor) when editing Text objects in the
3D Viewport.
See D15797 for more details and examples.
Differential Revision: https://developer.blender.org/D15797
Reviewed by Brecht Van Lommel
Previously for most materials (especially the ones without any
textures), the nodes were "off screen" way to the right, requiring
a view framing to even see them.
Also, as soon as multiple images were used, many nodes overlapped
one another and the connections were all a mess.
Simplify all that, and now each node type (coordinate, mapping, image,
normal map, bsdf etc.) is in it's own column, with BSDF at zero
coordinate. Each used image (along with any possible coordinate,
mapping, normal map) is it's own row. The resulting connections
are much cleaner.
Replacement of our Hebrew font, which has bad variable weight default.
See D15846 for more details.
Differential Revision: https://developer.blender.org/D15846
Reviewed by Brecht Van Lommel
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.
Each instance has an attribute offset inside the global buffer and an
attribute count.
This removes any padding and tighly pack all uniform attributes inside
a single buffer.
This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
Reversing Bezier handle types and positions would skip the middle point
of curves with an odd number of segments, which is still necessary to
swap in order to avoid changing the curve's shape.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
This only ports features that are not considered deprecated or to be
removed.
The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.
The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.
Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.
In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
by their parent pass) and not from draw manager pools. So passes "can"
potentially be recorded once and submitted multiple time (but this is
not really encouraged for now). The only implicit link is between resource
lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
state stack concept anymore. Ensure the correct render state is set before
drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
This is to remove any implicit dependency between `Pass` and `Manager`.
This was a huge problem in old implementation since the manager did not
know what to pull from the object. Now it is explicitly requested by the
engine.
- The pases need to be submitted to a `draw::Manager` instance which can
be retrieved using `DRW_manager_get()` (for now).
Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
breakage.
- `draw::View` now contains culling data for all objects in the scene
allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.
What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15817
This was an oversight as the matrix multiplication present in original
code was reversed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15858
This was caused by un-wanted normalization. This is a requirement of
the MikkTspace. The issue is that g_data.N is expected to be normalized
by many other functions and overriden by bump displacement.
Adding a new global variable containing the interpolated normal fixes the
issue AND make it match cycles behavior better (mix between bump and
interpolated normal).
Workaround the issue by adding an intermediate function. This is usually
the case when working with attributes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15860
This uses the same sample classification approach as used for PMJ,
because it turns out to also work equally well with Sobol-Burley.
This also implements a fallback (random classification) that should
work "okay" for other samplers, though there are no other samplers
at the moment.
Differential Revision: https://developer.blender.org/D15845
This patch implements the dilate/erode node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15790
Reviewed By: Clement Foucault
Since rB6269d66da, creating formats no longer depends solely on the
shader, but now depends on the dimensions used to fill the VBOs.
This allows 3D shaders to work flawlessly when assigned dimensions are
2D.
So there's no real benefit to us having shaders that are limited to 2D
use anymore.
This limitation makes it difficult to implement other builtin shaders
as they indirectly require a 2D version.
So this commit removes the 2D versions of the builtin sahders used in
Python , renames the string enums but keeps the old enums working for
backward compatibility.
(This brings parts of the changes reviewed in D15836).
This particular GPU driver does not constant fold all the way in order
to discard the unused branches.
To workaround that, we introduce a series of material flag that generates
defines that only keep used branches.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15852
Upcoming cryptomatte patch would need access to these defines. So moving
them from film_lib to shader shared. We cannot include the film_lib as
it requires images/textures to be bound that we don't need.
At the same time fixes incorrect casing (`lAYER` => `LAYER`).
Full support for translation and compilation of shaders in Metal, using
GPUShaderCreateInfo. Includes render pipeline state creation and management,
enabling all standard GPU viewport rendering features in Metal.
Authored by Apple: Michael Parkin-White, Marco Giordano
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15563
- Adding in compatibility paths to support minimum per-vertex strides for vertex formats. OpenGL supports a minimum stride of 1 byte, in Metal, this minimum stride is 4 bytes. Meaing a vertex format must be atleast 4-bytes in size.
- Replacing transform feedback compile-time check to conditional look-up, given TF is supported on macOS with Metal.
- 3D texture size safety check added as a general capability, rather than being in the gl backend only. Also required for Metal.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14510
Implementation also contains a number of optimisations and feature enablements specific to the Metal API and Apple Silicon GPUs.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15369
As pointed out in D15827 comment, the unique_ptr usage in
ShaderNodetreeWrap related code does not sound very useful. Looking at
it, whole ShaderNodetreeWrap does not make much sense - it's only
ever created, and then immediately just one thing is fetched from it.
This very much sounds like "a function", so make it just that -
header file contains just a `create_mtl_node_tree` function, and the
whole implementation is hidden from the users. Which I've also
simplified into just a handful of freestanding functions.
No functionality or performance changes, but the code does get ~80
lines shorter.
Several visual tweaks to node links to make them overall fit in
better with the look of the node editor:
- Change the link thickness with the zoom level to a certain degree.
- Remove the fuzziness of the node link and its shadow/outline.
- The link outline color can now be made transparent.
- Add circles at the end of dragged links when connecting to sockets.
- Improve the banding of the color interpolation along the link.
- Adjust the spacing of dashes along straight node links.
Reviewed By: Pablo Vazquez, Hans Goudey
Differential Revision: http://developer.blender.org/D15036
The material indices have been moved out of MPoly since f1c0249f34.
That conversion happens in file reading code currently, so the material
indices have to be accessed the new way everywhere.
Fixes issues in importers written in C++ (T100737):
- Materials had one reference count too much. Affected Collada,
Alembic, USD, OBJ importers, looks like "since forever".
- Active material index was not properly set on imported meshes.
Regression since 3.3 (D15145). Affected Alembic, USD, OBJ. Note:
now it sets the first material as the active one, whereas
previously the last one was set as active. First one sounds more
"intuitive" to me.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15831
The "set default" callback doesn't need to be defined since it falls
back to clearing the memory, but since "construct" is optional, it
needs to be defined. Mistake in 25237d2625.
Blender may not apply certain UI data changes immediately when done via BPY.
This is a rather typical gotcha, better to have it documented.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15614
The multi-dimensional Sobol pattern required us to carefully use as low
dimensions as possible, as quality goes down in higher dimensions. Now that we
have two sampling patterns that are at least as good, there is no need to keep
it around and the implementation can be simplified.
Differential Revision: https://developer.blender.org/D15788
Fix two issues in the previous implementation:
* Only power-of-two prefixes were progressively stratified, not suffixes.
This resulted in unnecessarily increased noise when using non-power-of-two
sample counts.
* In order to try to get away with just a single sample pattern, the code
used a combination of sample index shuffling and Cranley-Patterson rotation.
Index shuffling is normally fine, but due to the sample patterns themselves
not being quite right (as described above) this actually resulted in
additional increased noise. Cranley-Patterson, on the other hand, always
increases noise with randomized (t,s) nets like PMJ02, and should be avoided
with these kinds of sequences.
Addressed with the following changes:
* Replace the sample pattern generation code with a much simpler algorithm
recently published in the paper "Stochastic Generation of (t, s) Sample
Sequences". This new implementation is easier to verify, produces fully
progressively stratified PMJ02, and is *far* faster than the previous code,
being O(N) in the number of samples generated.
* It keeps the sample index shuffling, which works correctly now due to the
improved sample patterns. But it now uses a newer high-quality hash instead
of the original Laine-Karras hash.
* The scrambling distance feature cannot (to my knowledge) be implemented with
any decorrelation strategy other than Cranley-Patterson, so Cranley-Patterson
is still used when that feature is enabled. But it is now disabled otherwise,
since it increases noise.
* In place of Cranley-Patterson, multiple independent patterns are generated
and randomly chosen for different pixels and dimensions as described in the
original PMJ paper. In this patch, the pattern selection is done via
hash-based shuffling to ensure there are no repeats within a single pixel
until all patterns have been used.
The combination of these fixes brings the quality of Cycles' PMJ sampler in
line with the previously submitted Sobol-Burley sampler in D15679. They are
essentially indistinguishable in terms of quality/noise, which is expected
since they are both randomized (0,2) sequences.
Differential Revision: https://developer.blender.org/D15746
Use lowercase rgba channel names which still by-passes lossy nature
of DWA compression and which also keeps external compositing tools
happy.
Thanks Steffen Dünner for testing this patch!
Differential Revision: https://developer.blender.org/D15834
The old way of creating shaders is being replaced by using
`GPUShaderCreateInfo` for more portability.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14634
With the new `attrs_info_get` method, we can get information about
the attributes used in a `GPUShader` and thus have more freedom in the
automatic creation of `GPUVertFormat`s
Reviewed By: fclem, campbellbarton
Differential Revision: https://developer.blender.org/D15764
The DWA compression code in OpenEXR has hardcoded rules which decides
which channels are lossy or lossless. There is no control over these
rules via API.
This change makes it so channel names of xyzw is used for cryptomatte
passes in Cycles. This works around the hardcoded rules in the DWA code
making it so lossless compression is used. It is important to use lower
case y channel name as the upper case Y uses lossy compression.
The change in the channel naming also makes it so the write code uses
32bit for the cryptomatte even when saving half-float EXR.
Fixes T96933: Cryptomatte layers saved incorrectly with EXR DWA compression
Fixes T88049: Cryptomatte EXR Output Bit Depth should always be 32bit
Differential Revision: https://developer.blender.org/D15823
An ID created with regualr ID management code should never ever be
directly freed directly.
For embedded nodetrees, there is a dedicated function.
Reviewed By: aras_p
Differential Revision: https://developer.blender.org/D15827
Leading to excessive memory usage compared to Blender 2.93. There's still
some avoidable memory usage remaining, due to the full float buffer in the
new image editor drawing and not loading the cached EXR from disk in tiles.
Main difficulty was handling multi-image baking and disk caches, which is
solved by associating a unique layer name with each image so it can be
matched when reading back the image from the disk.
Also some minor header changes to be able to use RE_MAXNAME in RE_bake.h.
These few lines making a copy of the final mesh were confusing.
The goal (I'm fairly certain) is to make sure the cage mesh and final
mesh aren't shared when applying the vertex coordinates to the final
mesh. This can be done more simply though, in a way that avoids
duplicating the final mesh if it already isn't shared.
This works well in some basic tests with different modifiers. Though
I doubt it was really a bottleneck anywhere, simplifying the modifier
stack internals is always nice.
Differential Revision: https://developer.blender.org/D15814
Push the const usage a bit further for compositor nodes, so that they
are more explicit about not modifying original nodes from the editor.
Differential Revision: https://developer.blender.org/D15822
If the RNA path of a Single Property variable goes through a pointer
to a different ID, the property should be attached to that ID using
the owner reference in the RNA pointer. This already happened when
building some, but not all of the relations and nodes.
This patch fixes the remaining cases.
Differential Revision: https://developer.blender.org/D15323
The viewport compositor crashes when it is disabled then enabled after
the compositor node tree is edited.
This happens because the compositor engine uses the view_update callback
of the draw engine type to detect changes in the node tree and reset its
state for future evaluation. However, the draw manager only calls the
view_update callback for enabled engines, so the compositor never
receives the needed updates to properly reset its state and then crashes
at draw time.
This patch call the view_update callback for all registered engines
regardless if they are enabled or not, that way, they always receive
the potentially important updated needed to maintain a correct state.
Aside from the compositor engine, this change affects the EEVEE and
Workbench engines because they are the only engines that utilizes this
callback. However, both of them only reset a flag that is checked at
draw time. So the change should have no side effects. For the EEVEE
engine, we just add a null check in case it was not instanced, while
Workbench already have the appropriate null check.
Differential Revision: https://developer.blender.org/D15821
Reviewed By: Clement Foucault
This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.
The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.
Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.
Ref T95967
Differential Revision: https://developer.blender.org/D15675
sycl/L0 runtime reports compute-runtime version since Intel graphics
driver 101.3268 on Windows, when querying driver version from sycl.
Prior to this driver, it was 0. Now we can bump minimum requirement to
this one and filter-out devices returning 0.
Maniphest Tasks: T100648
This change makes it so that objects which are temporary hidden from
the viewport (the icon toggle in outliner) do not affect on the
performance of the viewport.
The attached file demonstrates the issue. Before this change hiding
the object does not change FPS, after this change FPS goes high when
the object is hidden.
F13435936
Changing the object temporary visibility is already expected to tag
scene for bases updates, which flushes down the stream to the object
visibility update. So the only remaining topic was to ensure the
graph does a special round of visibility update on such changes.
Differential Revision: https://developer.blender.org/D15813
While it is hard to measure the performance impact accurately, there
is no need to perform per-modifier string lookup on every frame update.
Implemented as an exceptional case in the code which flushes updates to
the entire component. Sounds a bit suboptimal, but there are already
other exception cases handled in the function.
Differential Revision: https://developer.blender.org/D15812
From the 3DView code has basically no knowledge of collection hierarchy,
so we can either not remap any local usage of linked objects that are
being overridden, or remap them in all their local collections.
The second behavior makes most sense in the vast majority of cases.
Note that this was only an issue when directly linking and overriding
objects, not when doing so through collections.
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
benefit from it.
A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.
This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.
To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.
No user visible changes are expected.
Differential Revision: https://developer.blender.org/D15491
This checks for the availability of `gl_BaseInstanceARB` or equivalent.
Disabling for any workaround that disables shader_image_load_store_support
as a preventive measure.
The case when the query uv is almost on an edge but outside of any
triangle was handled before. Now the case where the query uv is
almost on an edge but inside more than one triangle is handled as well.
I want to add support for PBR materials extension to OBJ, but the way
current I/O code syntax handling was done made it quite cumbersome
to extend the number of MTL textures/parameters.
Simplify all that by removing FormatHandler template on "syntax"
that gets routed through keyword enums, and instead just have
simple `write_obj_*` and `write_mtl_*` functions.
Simplify MTLMaterial to not contain a map of textures (that is always
fully filled with all possible textures), instead now there's
a simple array. Rename `tex_map_XX` to `MTLTexMap`.
All this does not affect behavior or performance, but it does result
in 170 fewer lines of code, and saves a couple kilobytes of executable
size.
While missing the break before a default that only breaks isn't
an error, it means adding new cases needs to remember to add the
break for an existing case, changing the default case will also
result in an unintended fall-through.
Also avoid `default:;` and add an explicit break.
When 'm_render_target' was NULL, backbuffer_res would be used without
being assigned. While it seems likely this code-path is rarely used
(if at all), resolve the logical error.
Introduced in [0], checking the logic here, there seems to be no reason
a press event should ever run release logic, relocate break statement.
In practice this was unlikely to cause problems as peeking into press
events would need to fail, peeking into release would need to succeed.
Even so, better avoid accidental fall through in switch statements.
[0]: 6f158f834d
This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
When creating a curves data-block, one is expected to set the new
position values. We can slightly improve performance by avoiding
doing that redundantly.
Similar to cccc6d6905.
The "write_only" (i.e. no reading) API function expects the caller to
set values for all new attribute elements, so using calloc or setting
the default value first is redundant. In theory this can improve
performance by avoiding an extra pass over the array. I observed a
6% improvement in a basic test with the mesh to points node:
from 47.9ms to 45ms on average.
See 25237d2625 for more info.
Similar to cccc6d6905.
In all these cases, it was clear that the layer values were set right
after the layer was created anyway. So there's no point in using
calloc or setting the values to zero first.
See 25237d2625 for more info.
If a "rest_position" attribute already existed, potentiall with another
type, the next name "rest_position.001" would be used, which might
even conflict with a name on another domain. Use the C++ attribute
API instead, which has more standard/predictable behavior.
This allows the render engine to expect non-overlapping resources in the
generated create info.
Textures are indexed from 0 and up.
Nodetree ubo is bound to slot 0.
Uniform attributes ubo is bound to slot 1.
When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.
The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
* Usually zeroes, but for colors this is white (how it was before).
* Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
* Only necessary or defined for non-trivial types like vertex groups.
* Doesn't do anything for trivial types like `int` or `float3`.
* Should be used every other time, when all values will be set.
The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.
Differential Revision: https://developer.blender.org/D15617
Issue arises when face areas are really large combined with small UV
areas (report has a mesh ~1.5 km), then precission of shorts is
insufficient.
Now use floats instead.
This also removes this negative signed version of the total area ratio
(since with floats it is no longer used).
Thx @brecht for a lot of hand-holding!
NOTE: this is an alternative to D15805 (and quick tests show this does
not introduce the tiny performance hit as D15805 did).
Maniphest Tasks: T93084
Differential Revision: https://developer.blender.org/D15810
Using the same `GeometryComponentFieldContext` for all situations,
even when only one geometry type is supported is misleading, and mixes
too many different abstraction levels into code that could be simpler.
With the attribute API moved out of geometry components recently,
the "component" system is just getting in the way here.
This commit adds specific field contexts for geometry types: meshes,
curves, point clouds, and instances. There are also separate field input
helper classes, to help reduce boilerplate for fields that only support
specific geometry types.
Another benefit of this change is that it separates geometry components
from fields, which makes it easier to see the purpose of the two concepts,
and how they relate.
Because we want to be able to evaluate a field on just `CurvesGeometry`
rather than the full `Curves` data-block, the generic "geometry context"
had to be changed to avoid using `GeometryComponent`, since there is
no corresponding geometry component type. The resulting void pointer
is ugly, but only turns up in three places in practice. When Apple clang
supports `std::variant`, that could be used instead.
Differential Revision: https://developer.blender.org/D15519
Before 8c25889bb6, subsurf face center tags were stored in each
vertex, so they were always copied to duplicate meshes. Now they are
stored in runtime data though, so they need to be copied explicitly.
The function name "reset_on_copy" is a bit awkward here, so the
tags are copied by the caller.
Actually, when you increase the thickness of the stroke in the outline conversion, the shape of the stroke changes and becomes thicker.
This commit includes a new algorithm to correct this problem. A new `Keep Shape` parameter allows you to disable it because, for artist reasons, it may be good to keep the old algorithm and change the shape.
- PALETTE_OT_color_add: crashed without a brush.
- SCREEN_OT_actionzone: crashed without a window.
- PREFERENCES_OT_studiolight_show: exception when opening prefs failed.
These functions used the term "find", which makes it sound like a lookup
callback, when in fact it would add elements to a set for further
processing. So use "collect" instead.
The slide brush requires attachment information on the curves.
Now a warning is shown instead of crashing Blender. The attachment
information can be generated by executing the
`Curves > Snap to Nearest Surface` operator.
EEVEE-Next passes were rendered to the render result, but didn't appear
in the compositor. Reasoning is that when a render engine has the update
render passes callback registered it would not register any default
render passes. This callback is used to update the Render Layer node.
This patch implements the callback for EEVEE-Next with the render passes
that are already available. In the future the callback should be
extended. Note that AO/SHADOW render passes have been disabled for now
as they need to be converted to color buffers.
Instead to use always a value of 1, now the thickness of the stroke perimeter can be set.
This thickness is added to the original perimeter, so using a big number can increase the global thickness of the stroke.
These functions that retrieve strings from assets return stringrefs.
Storing them as std::strings is unnecessary and relies on binding to
the const references.
If these layers didn't exist on the original mesh, they would be created
from scratch and transferred anyway. That is inefficient because all the
work is pointless, and because creating these layers could slow down
subsequent sculpt operations.
It's possible for misbehaving scripts written before 3.3 to reach
this state and crash Blender. With this change, the error is reduced
to a Python exception.
Differential Revision: https://developer.blender.org/D15724
If reroute node lies in side the frame node boundaries then set
frame node as the parent of reroute.
Differential Revision: https://developer.blender.org/D15739
If reroute node lies in side the frame node boundaries then set
frame node as the parent of reroute.
Differential Revision: https://developer.blender.org/D15739
Same as other build options, don't make it a hard requirement to have
Wayland libraries installed when it gets enabled by default.
Also fixes wayland-protocols not being found on the buildbot.
This allows individual users or Linux distributions to specify a directory
Cycles will automatically look for the OptiX include folder, to compile kernels
at runtime.
It is still possible to override this with the OPTIX_ROOT_DIR environment
variable at runtime.
Based on patch by Sebastian Parborg.
Ref D15792
This is a more C++ friendly version MEM_calloc_arrayN, like MEM_cnew is for
MEM_callocN. For cases where data structures are still C and Vector or Array
don't work.
OpenVDB crashes when the determinant of the grid transformation is
too small. The solution is too detect when the determinant is too small
and to replace the grid with an empty one. If possible the translation
and rotation of the grid remains unchanged.
Differential Revision: https://developer.blender.org/D15806
Those strings were at least partly disambiguated:
- Area
- Zone
- Measurement
- Ease
- BBone Ease In / Out
- Back
- Camera BG image depth
- GP interpolate sequence
- Edge Crease
- Theme
- Jitter
- Brush
- GPencil
- Lens distorsion compositing node
- Cineon color management
- Black
- Gamma
- White
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15791
The structures in rna_mesh.c all had a UI text which showed up in the
animation editors, except for MeshUVLoop.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15803
Translate:
- new group socket names
- default names Input and Output
- on connecting a link from another node
- new geometry nodes input and output socket names
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15763
The info provided by add-ons is very valuable to users, yet it wasn’t translatable yet.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15747
Weight and Vertex paint don't change coordinates and thus don't need
crazyspace data, which allows using coordinates from normal evaluated
meshes.
Since painting uses original topology, the deform only mesh is used,
but if the fully evaluated mesh has the same topology, it is preferred.
This is useful because not only Geometry Nodes, but even simple weight
computation modifiers are excluded from the deform only mesh evaluation.
Differential Revision: https://developer.blender.org/D15501
This new option converts the stroke to outline perimeter as soon as is drawn.
If no alternative material is set, the actual material is used.
The algorithm is similar to the new operator in D15664
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D15738
Previously the base virtual array implementation optimized for
common cases where data is stored as spans or single values.
However, that didn't make sense when there are already
sub-classes that handle those cases specifically. Instead,
implement the faster materialize methods for each class.
Now, if the base class is reached, it means no optimizations
for avoiding virtual function call overhead are used.
Differential Revision: https://developer.blender.org/D15549
When the curve type attribute doesn't exist, there is no reason to
create an array for it only to fill the default value, which will add
overhead to subsequent "add" operations. I added a "get_if_single"
method to virtual array to simplify this check. Also use the existing
functions for filling curve types.
Differential Revision: https://developer.blender.org/D15560
Our convention is to use `INC_*` for include directories,
this caused `make check_cmake` to incorrectly fail as it expected
these files to be include directories.
Since [0] notifiers were cleared and left in the queue, while harmless
it meant the call to remove the notifier from the set was redundant.
Now set aside a category to tag notifiers as having been cleared and
skip them entirely.
[0]: 0aaff9a07d
Regression in recent fix for T66088 [0]. caused by much older problem
introduced with [1] & [2].
Unlike other platforms, as of [1] GHOST/Win32 was keeping track of the
pressed modifier keys.
Since GHOST/Win32 cleared the modifier state on window activation [2]
and only changes to modifier state would generate key events, activating
the window and releasing the modifier would not send the release event.
Resolve this by removing the stored modifier state from GHOST/Win32,
always passing modifier press/release events through to Blender
(matching other GHOST back-ends).
Instead, use key-repeat detection to prevent repeated modifier keys
from being generated - an alternate solution to T26446.
[0]: 8bc76bf4b9
[1]: d6b43fed31
[2]: 6b987910e4
With rBe6a557952ead, concerns were reported about missing updates when
the view is moved other than through the Edge Pan system.
Although the transform operator blocks navigation in general, it is
good to avoid these cases.
The view offset, calculated by the Edge Pan system, only affects the
position of the nodes, but forget to update:
- snapping data
- final value of transform
- values used for custom drawing
Therefore, to avoid having to update a lot of scattered data, the
`transformViewUpdate` utility has been implemented to recalculate input
values when the view changes.
This utility does more than is necessary to fix the bug, but with that,
it can work in any situation.
The view offset, calculated by the Edge Pan system, only affects the
position of the nodes, but forget to update:
- snapping data
- final value of transform
- values used for custom drawing
Therefore, to avoid having to update a lot of scattered data, the
`transformViewUpdate` utility has been implemented to recalculate input
values when the view changes.
This utility does more than is necessary to fix the bug, but with that,
it can work in any situation.
The function does modify the object since it changes the name of a layer
it owns. Ideally this wouldn't be possible, but raw pointers don't have
ownership semantics so this is a common problem with CustomData.
The calculation was revised to address two issues:
* Discontinuities occurring when detail was a non-integer greater than 2.
* Levels of detail in the interval [0,1) repeating the levels of detail in
the interval [1,2).
This fixes Cycles, Eevee and geometry nodes.
Differential Revision: https://developer.blender.org/D15785
The blendfile_liblink and blendfile_io python tests in debug fired an
assert that WMWinMan object was in Main database, but not in the ID
name map. This was caused by wm_window_match_do going into case 3
there: the new WM list is completely empty, the old list is not empty,
and it was directly using the old/current list (via
wm_window_match_keep_current_wm function), without actually
registering/validating the objects in it through the name map.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15787
The blendfile_liblink and blendfile_io python tests in debug fired an
assert that WMWinMan object was in Main database, but not in the ID
name map. This was caused by wm_window_match_do going into case 3
there: the new WM list is completely empty, the old list is not empty,
and it was directly using the old/current list (via
wm_window_match_keep_current_wm function), without actually
registering/validating the objects in it through the name map.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15787
While converting types from callbacks isn't a bug, it's unlikely
we ever want to do this on purpose and can hide mistakes such as
silently converting floating point values to ints as happened
with Sequencer.frame_start.
Those collections were so far mainly just tagged as fake user (even
though a few places in code already incremented usercount on them).
Since we now clear the fakeuser flag when linking/appending data, ensure
that these collections are preserved by making these usages regular ID
refcounting ones.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15783
Commit is not working as expected in some cases, as revealed by
liboverride testcase entering infinite loop.
Code needs some more thinking.
This reverts commit ee7bd79b54.
Usually, when overriding collections, the linked reference ones are
removed from the ViewLayer, and the overrides replace them.
This change to `layer_collection_sync` code makes it so that in case
there is a free viewlayer hierarchy matching the linked collection, it
gets re-used for the override one, instead of re-creating everything
from scratch.
To achieve this, resync process is split into two steps, first regular
collections are processed, then the override ones. This should ensure
an override does not steal the layers of its reference if the later is
still instantiated in the view layer.
Since rBb100bdca25b1 the parent inverse was always reset in
ED_object_parent (also for just changing the parent type).
This does make sense (since there is no point keeping it when e.g
changing from "Bone" to "Object" or "Vertex" to "Object", for this to
really make sense it would have to be properly recalculated anyways
which does not happen afaict).
The reported issue was that setting the prop to the same value as it was
before (e.g. from "Object" to "Object") would still reset the parent
inverse which was really unexpected since from a user standpoint,
nothing has changed here.
So in case the value does not really change, we now just early out and
skip `ED_object_parent`.
Maniphest Tasks: T100599
Differential Revision: https://developer.blender.org/D15771
Return faces instead of face indices from bmesh_linked_uv_islands
since BMesh indices aren't reliable when geometry is added/removed,
where the faces will still be valid.
Added [0] which notes in most cases results are the same but in some
cases the result seems better. While true at the time of writing since
then mat3_to_quat has been improved and used for nearly all matrix
to quaternion conversion.
0: 876cfc837e
Making the callers responsible for this isn't practical as matrices are
often passed indirectly to a functions such as mat3_to_axis_angle,
BKE_object_mat3_to_rot & BKE_pchan_mat3_to_rot.
Or the matrix is combined from other matrices which could be negative.
Given quaternions calculated from negative matrices are completely
invalid and checking only needs to negate matrices with a negative
determinant, move the check into mat3_to_quat and related functions.
Add mat3_normalized_to_quat_fast for cases no error checking on the
input matrix is needed such as blending rotations.
With C++ we should transition towards namespaces to avoid naming
collisions. Having the namespace in place is the first step for that
transition.
Plus, the `typedef` isn't necessary for struct/class/enum definitions
in C++, so avoid the verbosity it adds.
Inconsistencies in update/tagging code between different code doing the
same 'Clear. liboverride operation lead to crashes in some cases.
Unify deg tagging and WM notifiers accross the three editor-level
codepaths performing the common Make/Reset/Clear operations.
Preserve if possible the active object accross Clear operation.
Several cleanup/rename/re-arangement of code to make it more consistent.
Fix typo in blender_release.cmake, and ensure that "make release" still works
when ocloc is not available. While a fatal error is useful for debugging, the
current convention is to disable features, especially in cases like this where
there is no simple way to make the feature work.
Differential Revision: https://developer.blender.org/D15774
Mistake in own rBc76d7f7bde35.
Happened when no image was set in the Image Editor already (which is now
checked for).
Maniphest Tasks: T100590
Differential Revision: https://developer.blender.org/D15761
Use a more direct method of checking if a matrix is negative instead of
using cross & dot product.
Also replace some determinant_m3() < 0 checks with is_negative_m3.
The result of mat3_normalized_to_quat isn't valid for negative matrices.
Isolate the fix to the Matrix.to_quaternion() instead of changing
mat3_normalized_to_quat to prevent unintended side effects elsewhere.
Caused by 2480b55f21 using the undo step indices instead of the
indices of vertices in the mesh, causing the hide values to be swapped
around randomly in the mesh.
The number of attribute domains isn't an attribute domain, so storing
ATTR_DOMAIN_NUM in a variable with an eAttrDomain type isn't correct.
In the cases it was used, the value wouldn't be accessed anyway.
PLATFORM_BUNDLED_LIBRARIES gathers shared libraries that will be installed
to the lib/ folder. The Blender executable gets a relative rpath pointing to
this folder as part of the install step.
The build rpath is different and uses absolute paths, so that it works for
executables like tests that are in different locations, and to support the
case where the build and install folders are different.
The system is already used for the OpenMP library on macOS. But on Linux it
will only kick in once we start using shared libraries for dependencies.
This also removes Mesa libraries from the old location, as these would cause
Blender to start with software OpenGL.
Ref T99618
Invalidate depsgraph.object_instances when freed, this resolves a crash
when accessing the object instances after iteration has finished.
Unlike most other collections, object_instances is only valid while the
iterator is in-memory.
The Python/RNA API needs to inline int/string collection lookups so the
Python instance can be created before the iterator ends.
Reviewed By: mont29, sergey
Ref D15755
This is done by checking the number of bitplanes from the image buffer.
We assume that for float buffer to use the same bitplanes as it was a
byte buffer.
Then, the data of the image buffer is packed at the start of the `rect` or
`float_rect` before upload.
**Statistics - einar.v004.blend **
Note that not all grayscale textures have been stored as BW images so the
amount of memory that can be reduced would be more.
Without patch
```
104 Textures - 3294.99 MB (3294.47 MB over 32x32), 37 RTs - 192.52 MB.
Avg. tex dimension: 2201.88x1253.51 (2283.53x2202.13 over 32x32)
464 Buffers - 25.01 MB total 1.24 MB IBs 23.50 MB VBs.
3512.52 MB - Grand total GPU buffer + texture load
```
Patch applied
```
104 Textures - 2917.66 MB (2917.14 MB over 32x32), 39 RTs - 215.45 MB.
Avg. tex dimension: 2221.38x1252.75 (2323.28x2253.47 over 32x32)
467 Buffers - 25.01 MB total 1.24 MB IBs 23.51 MB VBs.
3158.13 MB - Grand total GPU buffer + texture load.
```
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15484
Since {rB2542fda14d85}, `r_node` is an unused parameter.
Changed `load_texture_image` to reflect that.
Differential Revision: https://developer.blender.org/D15759
Main motivation is from T54314 where there was no way to read from a
Viewer image datablock after setting another viewer node active.
Part of the problem was addressed in rB16d329da284c (where handlers for
the compositing background job were added so that you can act after the
compositor has run), however there was still the remaining issue that
setting another viewer node active would not properly tag the node
NODE_DO_OUTPUT. This forced users into a complicated workaround (using
switch nodes feeding into a single viewer node).
Now handle NODE_DO_OUTPUT properly in RNA, too, and do proper updates so
that behavior from RNA matches that of the Node Editor when setting a
viewer node active.
ref T54314.
Reviewed By: JacquesLucke
Maniphest Tasks: T54314
Differential Revision: https://developer.blender.org/D15203
When changing the frame_number of a grease pencil frame, the grease
pencil object is not updated correctly. The frame stays where it
previously was.
The fix adds a `property_update` callback to the `frame_number` RNA
property.
Maniphest Tasks: T99524
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D15394
This makes workspaces more translatable:
- New Workspace menu
- header
- preset menus
- preset entries
- workspace names upon factory file template load
- new workspace name upon workspace addition
To properly translate those names, an extraction function for
workspace names from app templates was added as well.
(Do not do anything when loading a user-saved file!)
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15727
This was the case when the "Show in Editmode" option was used and a
vertexgroup affected the areas.
Probably an oversight in {rBdeaff945d0b9}?, seems like deforming
modifiers always need to call `BKE_mesh_wrapper_ensure_mdata` in
`deformVertsEM` when a vertex group is used.
Maniphest Tasks: T100578
Differential Revision: https://developer.blender.org/D15756
Since {rBb0cb0a785475}, changing the active texture in the Node Editor
would also change the current image in the Image Editor.
While this was an overall improvement, this was not desired when the
image currently looked at was a `Render Result` or a `Viewer Node`
(artists usually want to keep focus on these).
With this patch, syncing the active texture change from the Node Editor
to the Image Editor will now only happen if the Image Editor's current
image is not a Render Result or a Viewer Node.
NOTE: Syncing the active paint slot to the Image Editor still happens
(even if the Image Editor's current image is not a Render Result or a
Viewer Node), behavior was not changed since this is a much more
explicit action while texture painting and probably desired in that
case.
Maniphest Tasks: T99493
Differential Revision: https://developer.blender.org/D15749
The realtime compositor sometimes produces fuzzy results when the
interpolation is set to bilinear. This was due to the domain realization
shader, which incorrectly sampled the input image.
This patch fixes such fuzziness by introducing a 0.5 offset to evaluate
the sampler at the center of pixels. Additionally, it makes sure the
centring offset is an integer offset by taking its floor, retaining the
previous 0.5 offset even with the difference in size is odd.
Add missing labels, and also add tooltips.
Unfortunately there is no way currently to extract two messages from a
single 'function' call, so unless those type of macros become very
widely used, would keep it as manual tagging.
Also disambiguate `case` in text context, pretty sure English is one of
the very rare languages to use this word for character case too.
- Keying (keyframe insertion)
- Roughness (particle children)
- New image, collection, text (in menus)
- Parents (particles)
- Wrap (text)
- Light (add menu)
- Empty (volume add menu)
- Empty (empty add menu)
- Cycles (f-curve modifier)
- Drag (workspace tool type)
- Power (light intensity)
- Power (math nodes)
This last change also moves all math operations in nodes to the
ID_nodetree context. It's needed only for some operations, but we
can't be more granular here.
Also...
- Fix context extraction for interpolation mode headers in F-Curves
and GPencil interpolation operator
- Enable new translation: "Slot %d" in image editor
- Fix an English message in the node editor:
"Replace the input image's alpha channels by..." -> channel
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15694
`UI_context_active_but_prop_get_templateID` became much more widely used
with recent rBfec254364884, which revealed that it did not do any check
on actual type of data it accesses, resulting easily in undefined
behavior.
Now also check the callback function pointer, this should be safe
enough.
Patch by @Severin (Julian Eisel), many thanks!
There was a memory leak in the GPU code generator for the compositor
output. It was just due to a missing free in the GPU code generator
destructor, so this patch makes sure it is freed.
This fixes a compilation error in eevee_light_culling_debug shader.
Some compilers complained when accessing the same data twice. Unclear
why. We should investigate that this change doesn't harm the performance
of the shader.
Although the light is a local variable it might clutter available
registers. If so it will harm developers during debugging.
Due to a copy-paste error there was an out of bound read. Some drivers
didn't complain about it, others did. This patch fixes the compilation
error by accessing the array within bounds.
Imeplemented **ViewLayer.aovs.remove** by Adding a new rna function to call the internal **BKE_view_layer_remove_aov**, removed assert from **BKE_view_layer_remove_aov**.
Reviewed By: jbakker
Maniphest Tasks: T99259
Differential Revision: https://developer.blender.org/D15341
Restore old hitbox for connecting links to sockets.
Commit rBd9d97db018d2 improved the node socket snapping when nodes
are close together by decreasing the tolerance around the cursor when
checking for nodes in front, that might occlude the socket.
In doing so it also reduced the hitbox of the node socket itself that
extended outside of the node.
This commit restores the old node socket hitbox while keeping the
improved behavior when nodes are close together with the following
changes:
1) When looking for the socket under the cursor, iterate through the
nodes front to back, which prioritizes node sockets in the foreground.
2) Instead of checking for another node underneath the cursor it checks
if the socket is actually occluded by another node.
The way the occlusion test for sockets is tweaked you can now connect to
sockets that are only partially occluded, which is a bit more forgiving
than previously.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D15731
Restore old hitbox for connecting links to sockets.
Commit rBd9d97db018d2 improved the node socket snapping when nodes
are close together by decreasing the tolerance around the cursor when
checking for nodes in front, that might occlude the socket.
In doing so it also reduced the hitbox of the node socket itself that
extended outside of the node.
This commit restores the old node socket hitbox while keeping the
improved behavior when nodes are close together with the following
changes:
1) When looking for the socket under the cursor, iterate through the
nodes front to back, which prioritizes node sockets in the foreground.
2) Instead of checking for another node underneath the cursor it checks
if the socket is actually occluded by another node.
The way the occlusion test for sockets is tweaked you can now connect to
sockets that are only partially occluded, which is a bit more forgiving
than previously.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D15731
Fix possibility of getting invalid fixed-pitch advance size.
See D15735 for more details.
Differential Revision: https://developer.blender.org/D15735
Own Code.
When displaying the Hierarchies view of the Library Overrides display
mode in a specific Heist production file, Blender would become
unresponsive for about 30 seconds and every redraw in the Outliner would
lag noticably. Issue is that the sum of hierarchy elements is multiple
thousands, and that really brings the Outliner to its knees. I've looked
into some improvents and committed a few minor ones already, but it
seems it's really the big sum of elements causing the issue. There
doesn't appear to be a single bottle-neck.
To work around this, "lazy build" children, so that children of
collapsed elements are not actually created. This brings the tree
building down to some tens of miliseconds, and redrawing becomes
rather lag-free again, even with big parts of the tree un-collapsed.
Problem: Searching still needs to build the entire tree, so it's
essentially unusable right now. Should we disallow searching
altogether?
Makes the lazy-building (where children are only built when the parent
isn't collapsed) more generic, so more display modes can use it. So far
this was hardcoded for the "Data API" display mode.
This will be used to work around a big performance issue with the
Library Overrides Hierachies view in a complex production file, see
following commit.
When displaying the Hierarchies view of the Library Overrides display
mode in a specific Heist production file, Blender would become
unresponsive for about 30 seconds and every redraw in the Outliner would
lag noticably. Issue is that the sum of hierarchy elements is multiple
thousands, and that really brings the Outliner to its knees. I've looked
into some improvents and committed a few minor ones already, but it
seems it's really the big sum of elements causing the issue. There
doesn't appear to be a single bottle-neck.
To work around this, "lazy build" children, so that children of
collapsed elements are not actually created. This brings the tree
building down to some tens of miliseconds, and redrawing becomes
rather lag-free again, even with big parts of the tree un-collapsed.
Problem: Searching still needs to build the entire tree, so it's
essentially unusable right now. Should we disallow searching
altogether?
Makes the lazy-building (where children are only built when the parent
isn't collapsed) more generic, so more display modes can use it. So far
this was hardcoded for the "Data API" display mode.
This will be used to work around a big performance issue with the
Library Overrides Hierachies view in a complex production file, see
following commit.
This container is type safe and contains a few nice optimizations,
although they shouldn't make a big difference here in practice. The
hashing now uses our default hashing method which reduces code
complexity and seems to perform slightly better in my tests.
For a Heist shot with a highly complex library overrides hierarchy in
the Outliner this reduces the tree building time from around 25 to 23.6
seconds here. However the main design change for performance is yet to
come, all this is just general code refactoring (which at least
shouldn't make performance worse).
Based on the paper "Practical Hash-based Owen Scrambling" by Brent Burley,
2020, Journal of Computer Graphics Techniques.
It is distinct from the existing Sobol sampler in two important ways:
* It is Owen scrambled, which gives it a much better convergence rate in many
situations.
* It uses padding for higher dimensions, rather than using higher Sobol
dimensions directly. In practice this is advantagous because high-dimensional
Sobol sequences have holes in their sampling patterns that don't resolve
until an unreasonable number of samples are taken. (See Burley's paper for
details.)
The pattern reduces noise in some benchmark scenes, however it is also slower,
particularly on the CPU. So for now Progressive Multi-Jittered sampling remains
the default.
Differential Revision: https://developer.blender.org/D15679
As mentioned in T89399, "the source of this bug is that cursor wrap
moves the cursor, but when it later checks the mouse position it hasn't
yet been updated, so it re-wraps".
As far as I could see, this happens for two reasons:
1. During the first warp, there are already other mousemove events in the queue with an outdated position.
2. Sometimes Windows occasionally and inexplicably ignores `SetCursorPos()` or `SendInput()` events. (See [1])
The solution consists in checking if the cursor is inside the bounds right after wrapping.
If it's not inside, it indicates that the wrapping either didn't work or the event is out of date.
In these cases do not change the "accum" values.
1. f317d619cc/src/video/windows/SDL_windowsmouse.c (L255))
Maniphest Tasks: T89399
Differential Revision: https://developer.blender.org/D15707
The realtime compositor crashes when some nodes are unlinked.
This happens for GPU material nodes if it was compiled into its own
shader operation. Since it is unlinked, the shader operation will have
no inputs, a case that the current code didn't consider.
This patch fixes this by skipping code generation for inputs if no
inputs exist for the shader operation.
- Use upper-case for defines.
- Use u-prefix for unsigned types.
- Use snake case for struct members.
- Use const struct for unicode_blocks & arguments.
- Use doxy style comments for struct members.
- Add doxy sections for recently added code.
- Correct code-comments (outdated references).
- Remove 'e' prefix from struct UnicodeBlock/FaceDetails
(normally used for enums).
Use `inline constexpr` instead of `static constexpr` to prevent these
variables from being duplicated in each translation unit that includes
the BLI_any.hh header.
Differential Revision: https://developer.blender.org/D15698
Change `cd_loop_uv_offset` from signed to unsigned, forcing
a crash if passed invalid input.
Differential Revision: https://developer.blender.org/D15722
This function never succeeded as an off by one error checking the last
character always indexed the null byte.
The 'for' loop was broken as of [0] since the unsigned number could wrap
around with some RNA paths causing out of bounds memory access.
This is an example where tests would have caught the problem early on,
RNA path tests are planned as part of D15558.
[0]: 11b4d0a3c3
Gamma correction for glyph coverage values.
See D13376 for details and examples.
Differential Revision: https://developer.blender.org/D13376
Reviewed by Julian Eisel
- Turn storage into an object with "automatic" memory management (RAII)
so freeing is implicit and reliable.
- Turn functions into member functions, to have the data and its
functions close together with controlled access that increases
encapsulation and hiding implementation details.
- Use references to indicate null is not an expected value.
- Related minor cleanup (comments, use const etc.)
Couldn't spot any changes in performance.
This way you can benchmark the tree rebuilding by simply commenting out
a single line. Not that it was difficult before, but this makes it as
easy as it gets, with basically no knowledge of existing benchmarking
tools required.
Simplifies code quite a bit, since this was doing the typical work of
such a container. I may remove this vector entirely as I'm working on
performance fixes, not sure, but simplifying this helps reason about the
design.
Couldn't spot performance differences in some benchmarks, and I wouldn't
expect any. Maybe some minor onces thanks to the small buffer
optimization of `blender::Vector`.
- Use C++ nullptr instead of C's NULL (clang-tidy warns otherwise)
- Use early exit/continue to avoid indentation (helps readability
because visual scope of no-op branches is minimized).
- Use const for local variables, to separate them clearly from the
mutable ones.
- Avoid struct typedef, this is not needed in C++
This gave a 1.1x speedup, however also leads to very long compile times
that make it seems like Blender has stopped working.
This can be brought back in the future behind an option that users can
explicitly enabled.
Fix T100102
Ref D14923, D14763, T92212
We only need to 'manually' remap RNA ID pointer property to the newly
created override if the owner itself was not already a local override.
Also some more minor tweaks to notifiers sent when creating the
override.
This patch implements the bilateral blur node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15674
Reviewed By: Clement Foucault
This patch implements the despeckle node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15673
Reviewed By: Clement Foucault
This operator converts any stroke of gpencil with a center line into a stroke with the perimeter.
It's possible to assign the active material, keep current or create a new material for all perimeters.
The conversion is only done for strokes with a material using `Stroke`. Only `Fill` strokes are not converted.
Known issues: As the perimter has not boolean implementation, some perimeters can be overlaped. This could be solved in the future when a new 2D boolean library will be developed.
Reviewed By: mendio, pepeland, frogstomp
Differential Revision: https://developer.blender.org/D15664
Assigning to RNA ID pointer properties will not _always_ trigger a
rebuild of the outliner tree, so try to enforce this when actually
creating overrides.
This introduces a new `UI_MT_button_context_menu` class which is
registered at startup. Addons can append/prepend draw functions to this
class, in order to add their custom context menu entries.
The new class replaces the old `WM_MT_button_context` class, thus
requiring a small change in addons using this feature. This is done
because addons were previously required to register the class
themselves, which caused addons to override each other's context menu
entries.
Now the class registration is handled by Blender, and addons need only
append their draw functions. The new class name ensures that addons
using the old method don't override menu entries made using the new
class.
Menu entries added with the legacy `WM_MT_button_context` class are
still drawn for backwards compatibility, but this class must not be used
going forward, as any addon using it still runs the risk of having its
menu entries overridden, and support for the legacy class is subject to
removal in a future version.
Reviewed By: campbellbarton
Maniphest Tasks: T100423
Differential Revision: https://developer.blender.org/D15702
Case where object was directly linked and not owned by a linked
collection was not properly handled, added some level of support for it
now.
Note that the behavior may not always be ideal in cases where the linked
object would be linked in many different local collecitons, hard to get
best solution always from this Editor given limited hierarchy data
available here.
This patch implements the directional blur node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15672
Reviewed By: Clement Foucault
This patch implements the filter node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15661
Reviewed By: Clement Foucault
This patch implements the bokeh image node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15660
Reviewed By: Clement Foucault
Use a GSet to check for duplicate notifiers, for certain Python scripts
checking for duplicate notifiers added considerable overhead.
This is an alternative to D15129 with fewer chances to existing logic.
The offending line was attempting to artificially add width to the
length of the string in order to "avoid ellipsing text that nearly
fits". The line doesn't actually appear to do anything beneficial, and
it causes the nasty text bug.
Old:
{F13029695}
New:
{F13327308}
Reviewed By: campbellbarton
Ref D15585
Instead of using macros like GLIBC we can use the CMake build
systems internal functions to check if some header or functions are
present on the running system's libc.
Add ./build_files/cmake/have_features.cmake to add checks for
platform features which can be used to set defines for source
files that require them.
Reviewed By: campbellbarton
Ref D15696
Since VBO stands for vertex buffer object it should always be uppercase.
"Vertex" in "vertex buffer object" should only be capitalized at the
beginning of a sentence.
Comments there weren't really helpful, took me a while to get what they
try to say. This attempts to add a better explanation. Also add an
assert for a previous, implicit (but commented) assumption, and some
minor cleanups.
Was always creating a copy of `SpaceOutliner`, even though it's only
needed for one conditional branch. This is a shallow copy, so shouldn't
be that expensive, still trivial to avoid.
Metaball, curve, text, and surface objects use the geometry component
system to add evaluated mesh object instances to the dependency graph
"for render engine" iterator. Therefore it is unnecessary to process
those object types in these loops-- it would either be redundant work
or a no-op.
With the ultimate goal of simplifying drawing and evaluation,
this patch makes the following changes and removes code:
- Use `Mesh` instead of `DispList` for evaluated basis metaballs.
- Remove all `DispList` drawing code, which is now unused.
- Simplify code that converts evaluated metaballs to meshes.
- Store the evaluated mesh in the evaluated geometry set.
This has the following indirect benefits:
- Evaluated meshes from metaball objects can be used in geometry nodes.
- Renderers can ignore evaluated metaball objects completely
- Cycles rendering no longer has to convert to mesh from `DispList`.
- We get closer to removing `DispList` completely.
- Optimizations to mesh rendering will also apply to metaball objects.
The vertex normals on the evaluated mesh are technically invalid;
the regular calculation wouldn't reproduce them. Metaball objects
don't support modifiers though, so it shouldn't be a problem.
Eventually we can support per-vertex custom normals (T93551).
Differential Revision: https://developer.blender.org/D14593
This is old code to keep track of an active search element, so you could
step through the search results. This isn't used anymore, and not needed
since searching now filters the tree to only show matches. If we ever
wanted to have support for stepping through elements again, that should be
done via the active element instead.
handle_subversion_warning() was reporting with RPT_ERROR type, replaced
with RPT_WARNING.
RPT_ERROR would stop python scripts opening files written by newer
Blender binary with bpy.ops.wm.open_mainfile(), preventing further code
from running. This does not seem right since Blender itself still loads
the files.
Ran into this checking T100446 in 2.93.
Differential Revision: https://developer.blender.org/D15712
Pressing escape when rendering a viewport animation would
access the freed even and crash (with ASAN enabled).
Always check the context's window before the event as this is a signal
a file was loaded or the window was closed (and it's events freed).
Use an off-screen buffer for the screen-shot operator.
Reading from the front-buffer immediately after calling swap-buffers
failed for GHOST/Wayland in some cases.
While EGL can request to preserve the front-buffer while drawing,
this isn't always supported. So workaround the problem by avoiding
use of the front-buffer entirely.
These macros don't compile in C++ because of taking an address of a
temporary and use of designated initializers. Besides that, using
functions can improve debugging and type safety.
Differentil Revision: https://developer.blender.org/D15693
Implementation of the FreeType 2 cache subsystem, which limits the
number of concurrently-opened FT_Face and FT_Size objects, as well as
caching information like character maps to speed up glyph id lookups.
This time with the option of opening FontBLFs that are not cached.
See D15686 for more details.
Differential Revision: https://developer.blender.org/D15686
Reviewed by Brecht Van Lommel
Commit rBc0845abd897f to 3.4 (master) uses font's filepath without
checking if it exists, therefore crashing on embedded fonts since
they do not have a filepath (loaded from memory).
See D15703 for more details
Differential Revision: https://developer.blender.org/D15703
Reviewed by Brecht Van Lommel
Loopback ID pointers should be ignored here as well, otherwise they are
very efficient at preventing proper detection of 'leaf' override IDs in
a hierarchy.
Adds a pie menu to the File Browser for convenient switching between vertical list, horizontal list and thumbnail view.
Uses the same shortcut as other View pie menus (`ACCENT_GRAVE`).
{F12811673}
Reviewed By: #user_interface, pablovazquez, Severin
Differential Revision: https://developer.blender.org/D13874
* Flip the logic to first detect if we are dealing with an unmodified mesh
in editmode. And then if not, detect if we need a mapping or not.
* runtime.is_original is only valid for the bmesh wrapper. Rename it to clarify
that and only check it when the mesh is a bmesh wrapper.
* Remove MR_EXTRACT_MAPPED and instead check only for the existence of the
origindex arrays. Previously it would sometimes access those arrays without
MR_EXTRACT_MAPPED set, which according to a comment means they are invalid.
Differential Revision: https://developer.blender.org/D15676
A few libraries were updated and a few added.
There are a few depedencies to intel oneAPI which I did not include, since we
refer already to Intel oneAPI already.
This fixes missing selection updates in UV editor, both with GPU subdivision
and with the Modified Edges display option for modifiers in general.
It also fixes the UV editor incorrectly showing the cage mesh with deformed
coordinates. These are not yet supported by the UV selection system.
Changes:
* Always read selection state from the editmesh when building batches. The
flags in the evaluated mesh can be outdated as selection bypasses depsgraph
evaluation for performance, and instead may just clear the batches.
* runtime.is_original is only valid for the bmesh wrapper. The check for
building the UV cage should only use that if the mesh is a bmesh wrapper.
* Don't create cage batches for objects whose mesh is in edit mode, but that
are not themselves in edit mode, there is no need.
Differential Revision: https://developer.blender.org/D15658
This change combines the diffuse/specular light passes into a single texture
array, freeing up an image binding for cryptomatte.
When diffuse/specular light pass and/or requested a
texture array will be allocated. Only when specular light is requested 2 images will always be allocated. This increases the
memory overhead when viewing the specular light renderpass in the viewport. For final rendering it is a common scenario that none
or both are requested.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15701
Also add new outliner liboverride operators mapping to the manual,
though this is useless currently as this feature is not working in many
part of the UI, including the Outliner contextual menu.
While fixing T100302 (rBd76583cb4a1) I did not realize that the
change in imported vertex order would actually matter. Turns out, it
does for morph targets / mesh shape keys. So redo the fix in a way
that does not change the vertex order. Fixes T100421.
Fix boundary conditions for the Relax UV tool with the Laplacian method.
Add Pinned UV support to Relax UV tool (all modes) and Pinch UV tool.
Differential Revision: https://developer.blender.org/D15669
The original intention from [0] was to force background-mode when built
WITH_HEADLESS or WITH_PYTHON_MODULE, with the else clause setting the
signal handler for Ctrl-C. Since WITH_PYTHON_MODULE now disables all
signal handlers this check no longer makes sense.
[0]: 9d9c05a101
* Fixed crash in debug draw code. Apparently this is
only used by PBVH draw?
* Debug draw code can now be forcibly enabled in release
mode (i.e. RelWithDebugInfo) by uncommenting a commented
out #define.
* Fixed colors in debug draw mode.
* PBVH node boxes in debug mode now flash a different color
when they are updated.
SCULPT_undo_push_begin no longer takes an explicit
name. Instead it takes a wmOperator pointer and uses
op->type->name for the name. This is necassary for
the redo panel to work and should fix the entire class
of bugs related to misspelled undo push names.
Cases where the calling operator is not registered
may use SCULPT_undo_push_begin_ex if desired; it
takes a name string as before.
This new implementation does all downsampling in a single compute shader
dispatch, removing a lot of complexity from the previous recursive
downsampling.
This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen:
https://github.com/GPUOpen-Effects/FidelityFX-SPD
However I do not implement all the optimization bits as they require
vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only
for HiZ).
Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for
the whole downsampling. Note that the previous implementation only
processed 6 mips where the new one processes 8 mips.
```
EEVEE ~1.0ms
EEVEE-Next ~0.6ms
```
Padding has been bumped to be of 128px for processing 8 mips.
A new debug option has been added (debug value 2) to validate the HiZ.
With this patch true headless OpenGL rendering is now possible on Linux.
It changes the logic of the WITH_HEADLESS build flag.
The headless backend is now always available with regular builds and
Blender will try to fall back to it if it fails to initialize other
backends while in background mode.
The headless backend only works on Linux as EGL is not used on Mac or Windows.
libepoxy does support windows and mac, so this can perhaps be remedied in the future.
Reviewed By: Brecht, Jeroen, Campbell
Differential Revision: http://developer.blender.org/D15555
This cleans up the OpenGL build flags and linking.
It additionally also removes some dead code.
One of these dead code paths is WITH_X11_ALPHA which actually never was
active even with the build flag on. The call to use this was never
called because the default initializer for GHOST was set to have it off
per default. Nothing called this function with a boolean value to enable it.
These cleanups are needed to support true headless OpenGL rendering.
Without these cleanups libepoxy will fail to load the correct OpenGL
Libraries as we have already linked them to the blender binary.
Reviewed By: Brecht, Campbell, Jeroen
Differential Revision: http://developer.blender.org/D15554
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
When dropping file to sequencer timeline, coordinates for strip position
and overlap handling are used even if not set.
Reset internal state in on_drag_start callback and set is_modal
variable only if coordinates are updated. This way when dragging file
from external file browser, strip is added at current frame as before
modal operator was implemented.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D15333
Ensure render passes are allocated in the result prior to writing them.
Alternative could be to not write empty passes, but that is kind of
different from perspective of s one who reads the file.
Differential Revision: https://developer.blender.org/D15692
* Store compact ray differentials in ShaderData and compute full differentials
on demand. This reduces register pressure on the GPU.
* Remove BSDF differential code that was effectively doing nothing as the
differential orientation was discarded when making it compact.
This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the
bigger speedups in simpler scenes.
Renders appear to be identical except for the Both displacement option that
does both displacement and bump.
Differential Revision: https://developer.blender.org/D15677
Checking for the existence of and using __GLIBC_PREREQ can't be done in the
same conditional.
Contributed by listout.
Differential Revision: https://developer.blender.org/D15690
Need to update relations when modifiers are added or removed
since those create nodes in the dependency graph.
Added an assert statement to point at possible culprit so
that issues can be fixed more quickly.
The status bar keymap items still don't get translated because the
TIP_ translation introduced by rBe1974ae30e46 uses the wrong context:
it uses the default context, while the extraction introduced in
rB630b961f234e uses ID_WINDOWMANAGER.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15684
This is not dynamic: it only happens when the dir is added to the
list--automatically for recent files, and by the user for bookmarks.
Entries can then be manually renamed like other dirs. They will
keep the same name if the language is changed afterwards.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15629
Compared to the previous implementation this has a limit of 65536 lights
per scene. Lights exceeding this limit will be ignored.
This also introduce fine grained GPU light culling, making rendering
many lights in a scene more efficient as long they don't overlap much.
Compatible light panels have been unhidden.
Note: This commit does not include surface evaluation, only light culling.
These are meant to provide easy shape and AABB operation for culling.
They are currently incomplete but can be extended as one see fits.
The `common_debug_shape_lib.glsl` contains helper to draw thoses shapes.
Adjust static font details so that we can properly display Arabic
contextual letter forms. And so that alphabetical ligatures are loaded
from language-specific fonts.
See D15678 for more details
Differential Revision: https://developer.blender.org/D15678
Own Code.
In this case the array allocation would allocate an array of size zero.
This would then later lead to out of bounds memory reads.
Now the code will skip zero length allocations.
As the surface normal is calculated along with the coordinates, the
surface depth was always being used when surface orientation was set.
Therefore, even calculated, ignore the surface depth when it is not
required.
Also promote an optimization when neither orientation nor depth is required.
At least Depsgraph evaluation and liboverride diffing do process IDs in
parallel, so python code in py-defined properties should not access any
data outside of their owner ID.
Ref. T100203.
This patch causes the render buffers to be copied to the denoiser
device only once before denoising and output/display is then fed
from that single buffer on the denoiser device. That way usually all
but one copy (from all the render devices to the denoiser device)
can be eliminated, provided that the denoiser device is also the
display device (in which case interop is used to update the display).
As such this patch also adds some logic that tries to ensure the
chosen denoiser device is the same as the display device.
Differential Revision: https://developer.blender.org/D15657
Follow-up to design discussions here at the studio, add liboverride
operations into their own sub-menu, with three main entries:
- Create: Create, or enable for user editing, override hierarchies.
- Reset: Keep overrides data, but reset all local changes to the
reference linked data values.
- Clear: like reset, but also turn editable overrides back to system
overrides (aka non user editable).
Those three options can all operate either on the selected items, their
content only, or both.
Advanced operations are moved into a "Troubleshoot Hierarchy" sub-menu,
where one can resync, resync enforced, and fully delete library
overrides. Those operations always affect a whole override hierarchy,
regardless of which items are selected or not.
Library sorting from [0] caused WITH_GPU_BUILDTIME_SHADER_BUILDER
to fail. It's possible there are missing dependencies that caused
the change in order to break, for now revert that change.
[0]: 19b5524d1c
In complex scenes featuring thousands of connections between IDs in
their liboverride hierarchies (e.g. Heist files), the time required to
check if tree items were available (before allocated a new one) would
become insanely long (O(n^2)).
This commit brings it back to roughly a constant time, only re-checking
the whole array for unused items once in a while (once every 10k times
currently), since in almost all cases is the index after `lastused`
value is not unused, and you have reached the end of the currently used
array of items, you actually need to 'allocate' a new one anyway.
It also improves the handling of `lastused` index, in particular in
`tse_group_add_element`.
This makes switching to the Outliner override hierarchy view in Heist
scenes from virtually infinite time (more than 30mins for sure) to about
20 seconds on my machine. Still far from being effectively usable.
Note that this is only a bandaid fix anyway, root of the issue is that
this view has to deal with way too many items in its tree, current code
is not designed for that. Either outliner has to improve its tree
handling (by only building subsets of the whole tree maybe?), or we have
to cull/filter out some of the ID relationships between overridden IDs
to make this view actually usable. Maybe limit the depth of the tree?
Fix wrong assumption that 'embedded' IDs are only ever used by their
owners. This is especially not true with shape keys.
Also small optimization by adding an eraly abort when both IDs are the
same (i.e. an ID has a pointer to itself).
In some cases, there is a chance code already knows who might be the
owner of the given ID, in which case it can be more efficient to check
it first (especially in cases like embedded node trees or scene
collections, where the only other way is to loop over all possible
owners currently).
Will be used in next commit in some Outliner fix.
Since [0] (fix for T95591), the tweak tools fallback action used tweak
instead of press.
This was enabled so tools such as "Measure" & "Add Cube" could use
fallback tools (otherwise is wasn't possible to add a new ruler without
also selecting for e.g.), however this is of limited use since both
tools support dragging anywhere to activate, making them less useful
with other selection tools beside tweak (box/lasso for e.g.).
Resolve by disabling the fallback option for tools where using the
tweak tool to select is undesirable. Selection by clicking with
"Measure" & "Add Cube" is still supported as this is also set in the
3D view's key-map.
[0]: 0e51defcf4
In practice this is harmless as in most cases checking selected
vertices is enough, however as the intention is to check all 3 elements
it's best to do so.
Only lock access to our glyph caches per-font, rather than globally.
Also upgrade from spinlocks to mutexes.
See D15644 for more details.
Differential Revision: https://developer.blender.org/D15644
Reviewed by Brecht Van Lommel
This change allows the Cycles progress report system to take into conderation
the time limit property. This allows for more accuracte progress reports for
high sample count renders with short time limits.
Contributed by Alaska.
Differential Revision: https://developer.blender.org/D15599
GPU_exit is now expected to run within an active GPU context.
Also run BLF_exit and IMB_exit first they can use GPU resources and gave
ASAN errors. And remove redundant GPU_shader_free_builtin_shaders already
handled by GPU_exit.
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. 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 by default,
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 the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
Report T98781 and part of T97642: the MTLMaterial info only captures
image nodes and the default socket values. When the image information
is present, do not emit the socket defaults - the .MTL spec states
they are multiplied together, but the default value is not used
in blender when the socket is connected.
Also contains svn tests repository update to extend the test coverage,
and update test expectation outputs.
Take advantage of Waylands wl_keyboard_listener.enter callback which
takes an array of keys that are pressed when a window is activated.
Resolves T74684 under Wayland.
Always use modifier keys from the active window, as changes to the
modifiers aren't sent to inactive windows.
Also resolves modifier keys being lost on window de-activation.
Activating the window again would check the previous state of the
modifiers which was always cleared as of [0],
now clearing is no longer needed.
[0]: 472595f1d3
Font fallback feature not working after reverting the implementation
of the cache system. Missing an blf_ensure_face before
FT_Get_Char_Index. Otherwise glyphs not found in fonts without faces.
Own Code
When RMB select activated the selection tool, Alt-RMB would both
tweak and loop-select.
Fix/workaround this by passing though 'enumerate' unless the option
can be used (when selecting objects or armatures).
Migrate island calculation to #bm_uv_build_islands.
Simplify connectedness calculation.
Reduce memory pressure.
No functional changes.
See also: D15598
While T77801 itself is working as expected in the new C++ obj
importer, the repro file there uses absolute paths to material images,
yet the images themselves are right there in the current folder.
The old python based importer did find them, since it was doing a
really complex image search. My understanding is that while C++
importer was developed, it was decided to not do that -- however
just the "basename file in the mtl directory" sounds simple enough
and gets the repro case file work correctly.
Most of the functions in the compositor cryptomatte file are declared
with extern "C" linkage, which can cause symbol conflict even when
functions exist in separate namespaces. This is not actually necessary,
as the declaration of the few functions that require C linkage are
already declared as such in the header file, so this patch removes the
extern C scope from that file.
Differential Revision: https://developer.blender.org/D15656
Reviewed By: Clement Foucault
This patch allows the viewport compositor to operate in Material Preview
mode.
Differential Revision: https://developer.blender.org/D15655
Reviewed By: Clement Foucault
Fix a number of warnings reported by Clang Tidy in the realtime
compositor's code.
Differential Revision: https://developer.blender.org/D15654
Reviewed By: Clement Foucault
There is no need for these to be limited to -10..10, soft limits are enough.
Contributed by fundorin.
Differential Revision: https://developer.blender.org/D15650
As part of the previous fix (D15410), the importer got code to track
min & max vertex indices used as part of the mesh faces. However, if
faces refer to a "sparse" (i.e. non-contiguous) subset of all vertices,
then the imported mesh would contain all the vertices between min & max
range.
Replace that with proper tracking of actually used vertex indices
for each imported mesh. Fixes T100302.
This does affect import performance a tiny bit, e.g. importing Blender
3.0 splash scene goes 21.7s -> 22.1s, and importing rungholt.obj
goes 2.37s -> 2.48s.
Importer related tests have a bunch of vertex changes in them, since
now vertices are added in the order that the faces are referring
to them. Which incidentally matches the order that the Python based
importer was creating them too.
Solves long-standing issue when dependencies of disabled modifiers are
evaluated.
Simple test case: no drivers or animation. Manually enabling modifier
is expected to bring FPS up, enabling modifier will bring FPS (sine
evaluation can not be avoided)
F13336690
More complex test case: modifier visibility is driven by an animated
property. In am ideal world FPS during property being zero is fast
and when property is 1 the FPS is low.
F13336691.
Differential Revision: https://developer.blender.org/D15625
This patch adds a stub implementation for all unsupported nodes. The
inputs are passed through to the outputs where it make sense, while
other outputs will be allocated a single zero value.
This seems to be preferred by users as opposed to stopping execution and
displaying an error message.
Differential Revision: https://developer.blender.org/D15464
Reviewed By: Clement Foucault
This patch implements the following nodes for the realtime compositor:
- Map range node.
- Map value node.
- Math node.
- Normal node.
- Alpha convert node.
- Separate color node.
- Combine color node.
- Separate XYZ node.
- Combine XYZ node.
- Separate RGBA node.
- Combine RGBA node.
- Separate HSVA node.
- Combine HSVA node.
- Separate YCCA node.
- Combine YUVA node.
- Set alpha node.
- Switch node.
- Switch view node.
- RGB to BW node.
- Color ramp node.
Differential Revision: https://developer.blender.org/D15229
Reviewed By: Clement Foucault
This patch implements the following nodes for the realtime compositor:
- Image node.
- Movie clip node.
- Render layers node.
- RGB node.
- Scene time node.
- Value node.
Differential Revision: https://developer.blender.org/D15227
Reviewed By: Clement Foucault
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
The fix from c0fdf16561 was missing in one place. We don't
want to free the edit mode pointers, those are just copied because the
edit mode changes aren't present in the actual original data-block.
The fix from c0fdf16561 was missing in one place. We don't
want to free the edit mode pointers, those are just copied because the
edit mode changes aren't present in the actual original data-block.
- Use references
- Reorder functions to remove unnecessary prototype
- Use the attribute API
- Use const where possible
- Split no-radius extraction a bit more, add multithreading
Detect cases where a ray-intersection would miss the current triangle, which if
the intersection is strictly watertight, implies that a neighboring triangle would
incorrectly be hit instead.
When that is detected, apply a ray-offset. The idea being that we only want to
introduce potential error from ray offsets if we really need to.
This work for BVH2 and Embree, as we are able to match the ray-interesction
bit-for-bit, though doing so for Embree requires ugly hacks. Tiny differences
like fused-multiply-add or dot product intrinstics in matrix inversion and ray
intersection needed to be matched exactly, so this is fragile.
Unfortunately we're not able to do the same for OptiX or MetalRT, since those
implementations are unknown (and possibly impossible to match as hardware
instructions). Still artifacts are much reduced, though not eliminated.
Ref T97259
Differential Revision: https://developer.blender.org/D15559
The performance of this will be slightly more important for upcoming changes.
Also removed an unused function and changed includes so these system.h can
be included in more places.
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.
There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.
Differential Revision: https://developer.blender.org/D15535
Now all the same ones are available on CPU and GPU, which was previously not
possible due to lack of operator overloadng in OpenCL. Print functions are
no-ops on some GPUs.
Ref D15535
Currently, the compositor can be disabled using the WITH_COMPOSITOR
build option. Since, we intent to always build the realtime compositor,
we need to make the distinction between both compositors clear.
So this patch renames the option to WITH_COMPOSITOR_CPU. Additionally,
the check for the option was moved inside the compositor modules' own
CMake file in preparation for the realtime compositor code.
Differential Revision: https://developer.blender.org/D15622
Reviewed By: Jeroen Bakker, Ray Molenkamp
Caused by 38af5b0501.
Adjust barycentric coordinates used for intersection result in the
ray-to-rectangle intersection check.
Differential Revision: https://developer.blender.org/D15592
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.
The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.
However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
It is currently impossible to access modal keymaps' event values (from
`propvalue` enum) from python code (for API introspection).
This is needed for i18n messages extraction (see D15607).
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15643
Messages from the bpy.types.Window class were blacklisted in the
message extraction script.
This change allows a few new messages to be translated, including at
least two which show up in the UI. There are only 12 new messages in
the .po files, so even if some never need to be translated, that's not
too many.
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15628
- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
It is currently impossible to access modal keymaps' event values (from
`propvalue` enum) from python code (for API introspection).
This is needed for i18n messages extraction (see D15607).
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15643
Messages from the bpy.types.Window class were blacklisted in the
message extraction script.
This change allows a few new messages to be translated, including at
least two which show up in the UI. There are only 12 new messages in
the .po files, so even if some never need to be translated, that's not
too many.
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15628
Remove the FreeType cache implementation. Not multithreading correctly.
Original commit: 9d77b5a0ed
See D15647 for more details.
Differential Revision: https://developer.blender.org/D15647
Own Code.
Mixing view interpolation with finishing smooth-view caused arguments
to be passed in that only made sense for one of these cases.
This also makes the intention of the callers clearer.
- view3d_smoothview_apply_with_interp
- view3d_smoothview_apply_and_finish
- view3d_smoothview_apply_from_timer
Also rename 'step' to 'factor` and use `interpf` for blending values.
Properly deal with FreeType cache flushing a font's ft_size. Set this
to NULL in finalizer, and add a blf_ensure_size to make sure it
exists only when needed.
See D15639 for more details.
Differential Revision: https://developer.blender.org/D15639
Reviewed by Brecht Van Lommel
Smooth-view wasn't working properly with a locked-camera this could
animate from the wrong position if the camera wasn't in sync with the
underlying viewport transformation.
Resolve issues for:
- VIEW3D_OT_view_orbit
- VIEW3D_OT_view_roll
- VIEW3D_OT_zoom_border
Support pushing undo steps for smooth-view operations that manipulate
the camera. Now V3D_SmoothParams take optional undo arguments.
Used for:
- VIEW3D_OT_view_center_cursor
- VIEW3D_OT_view_center_pick
- VIEW3D_OT_view_orbit
- VIEW3D_OT_view_roll
- VIEW3D_OT_zoom_border
Follow up fix for T92099.
The shader value node always outputs zero in some cases even when its
value is not zero.
This is caused by b639e60864. In that
commit, the behavior of GPU node linking changed such that unlinked
sockets get their value from their associated GPU node stack instead of
the socket itself. But execution node stacks do not always have their
output values initialized, and since the value node stores its value in
its output, it follows that its uniform value will be wrong.
This patch fixes that by getting the value directly from the socket.
This is also done fro the RGBA node, since it is implemented similarly.
Finally, the GPU_uniformbuf_link_out function was removed since it is no
longer used and does not make sense anymore.
Differential Revision: https://developer.blender.org/D15641
Reviewed By: Clement
Caused by {rB791bfae1d64b}.
The solution was to create the special handle for the Move Clip and Mask
transformation.
One change that cannot be reversed is showing the `G` shortcut in the
statusbar.
But the description of this shortcut was not even correct before.
Always use the image datablock filepath for saving. The only apparent reason
use the image buffer file path is image sequences, for which the current frame
filepath is now computed.
zebin format is critical for the compatibility of AoT graphics binaries
across driver versions. It was previously disabled on Linux due to
runtime issues that are now fixed in
https://github.com/intel/compute-runtime/releases/tag/22.31.23852.
The minimum supported driver version isn't bumped to this one yet as
current codebase with current IGC compiler does actually run fine on
earlier drivers and is not running into these issues anymore.
Also add an error message for when the node is used on non-curves
objects, since there's nothing in the UI to show why it doesn't work
except for that. And also use quotes when referring to attribute names.
Remove "Material Icons" font file, mistakenly added.
See D15627 for details
Differential Revision: https://developer.blender.org/D15627
Reviewed by Brecht Van Lommel
This reverts commit 94866ef84f
A number of reports of bevel regressions came after the
commit to fix bevel intersection continuity.
Since the fix for some of those regressions is not obvious
we will revert the continuity improvement and do it as
part of the Bevel V2 project.
This patch removes the [rather confusing] separate checkbox for enclosed
shapes in favour of integrating that option into illumination filtering,
with the benefit of not limiting the selection to cached result.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D15327
Supports undo step generation while navigating in locked camera view.
NDOF & track-pad navigation are not included for now.
Actions that uses smooth view can be supported but are outside
the scope of this change, includes undo push for:
- VIEW3D_OT_view_pan
- VIEW3D_OT_dolly
- VIEW3D_OT_fly
- VIEW3D_OT_move
- VIEW3D_OT_rotate
- VIEW3D_OT_walk
- VIEW3D_OT_zoom
Reviewed by: campbellbarton
Ref D15345
Adds support for extrusion from more than one edge and from inner
lattice legs. Also fixes extrusion from one point. Implemented in two
steps. At first so called "copy intervals" are calculated according to
selected control points. Then those are used to copy control points to
the new surface patch. See the differential revision for a video.
Differential Revision: https://developer.blender.org/D15524
Copy the improved hair curves sync implementation from D14942. That patch is
not ready as a whole but this part was verified to match the old hair particles
can be used already.
Evaluating a compositor node tree in background mode causes the stats callback
to be called from multiple threads, leading to garbled output. This was causing
major problems with render-farm scripts.
Differential Revision: https://developer.blender.org/D15633
It should consistently use the Cycles pirmitive ID for self intersection detection,
not the one from the OptiX or Embree acceleration structure.
Differential Revision: https://developer.blender.org/D15632
This replace the previous square rings approach by sampling a disk the
footprint of the search area. This avoids sampling in areas in corners
where there isn't any weight.
This results in much less samples needed to acheive a good enough result.
The max number of samples for an area of 11x11 px is hard coded to 16 and
still gives good results with the final clamp.
The number of samples is adaptative and is scaled by the search area (max
CoC).
The High Quality Slight Defocus is not required anymore. If there is a
quality parameter to add, it would be sample count option. But I consider
the temporal stability enough for viewport work and render can still
render many full scene samples. So I don't see a need for that yet.
This adds anti-flicker pass to the slight focus region by using the
temporaly stable output from stabilize pass.
This also fixes the bilateral weight factor which was reversed.
This was caused by a missing synchronization.
The background gather pass was writting to the same occlusion texture
before the end of the scatter draw.
This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.
Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.
There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.
Also this implementation uses a LDS cache to speedup the TAA computations.
This moves the slight focus max in tile from the setup pass to the
resolve pass. This reduces complexity as there is no need for an extra
component in the tile textures.
This also avoids skipping any pixels and makes sure the local max matches
the dispatched local group size. This should make the resolve pass a little
bit faster.
Channel selection in graph editor was broken by rB3c5620aabd33 because
the selection took into account grease pencil channels. Such channels
are now removed from selection in containers that does not use them (NLA
and Graph Editor).
Grouping was broken from a similar issue. The grouping operation now
completely filters out grease pencil channels since the operator is only
defined for f-curve channels.
Reviewed By: sybren
Maniphest Tasks: T100093
Differential Revision: https://developer.blender.org/D15601
In {rB0ef8a6179d2a773b2570352bd0cb7eb18b666da2} the parameter name was
changed to match the header declaration (slot) but it missed updating
the variable name inside the function correctly in one instance.
This prevents slot 0 from being cleared if the last slot to be rendered
was not also 0.
Differential Revision: https://developer.blender.org/D15620
This simply adds the name of the incorrect parameter to the error message.
Differential Revision: https://developer.blender.org/D14103
Reviewed by Jeroen Bakker
After recent refactors to mesh normals (cfa53e0fbe), they are no
longer stored in CustomData. A mechanism to compute them eagerly
should be implemented another way.
Implementation of the FreeType 2 cache subsystem, which limits the
number of concurrently-opened FT_Face and FT_Size objects, as well as
caching information like character maps to speed up glyph id lookups.
See D13137 for much more detail.
Differential Revision: https://developer.blender.org/D13137
Reviewed by Brecht Van Lommel
Assume that all faces using the smae material form a closed mesh, so that
joining meshes gives the same result as separate meshes.
It does mean that using different materials on different sides of one
closed mesh do not work, but the meaning of that is poorly defined anyway
if there is a volume interior.
Added logic to the USD Preview Surface importer to
convert UDIM textures.
Reviewed by: Sybren and Jesse
Differential Revision: https://developer.blender.org/D15379
- batch rename
- keyframe settings
- tool name in Tool properties header
- tool name in Tool properties Drag (fake) enum
- new file templates
- new preset
- new text datablock
- new collection datablock
- new geometry nodes (modifier and node group)
- new grease pencil data (layers and materials)
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15533
NOTE: This is committed to the 3.3 branch as decided by Bastien, Dalai
and me. That is because these are important usability fixes/improvements
to have for the LTS release.
Part of T95802.
Showing properties with an RNA path in the UI isn't very user friendly.
Instead, represent the RNA path as a tree, merging together parts of the
RNA path that are shared by multiple properties. Properties and "groups"
(RNA structs/pointers) are now shown with their UI name and an icon if
any. The actually overridden properties still show the Library Overrides
icon. See the patch for screenshots.
Also: When a RNA collection item, like a modifier or constraint was
added via a library override, indicate that item and show all collection
items in the list, since the complete list of items and their orders may
be important context.
Differential Revision: https://developer.blender.org/D15606
NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
This basically lets the UI use the constraint or modifier icon, whenever
refering to constraints/modifiers via RNA pointers. Used by D15606, so
that the "Modifiers" tree element to group the individual modifiers
together gets the right icon without hardcoded handling.
No user visible changes expected.
NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
We have a bunch of "base" element types, just to show a label element
for grouping together other elements. There is no reason to have these
tied to a case, just have a generic label type for this. It requires a
string to display, and can display an icon too. The new element type
isn't used yet, but will be in one of the following commits. Would be
nice if the existing base elements can be replaced by this.
Part of D15606.
This changes makes it possible to copy evaluated result and put it
to the original bmain.
Prior to this change from the API point of view there was false
perception that it is possible, while in practice it was very fragile:
it only worked if the ID did not reference any evaluated IDs.
This change makes it so `id.copy()` Python API call will make it so
the copied ID only references original data-blocks. This sounds a bit
implicit, so here is motivational aspect why it is considered better
approach to all other:
- There needs to be a way to support the described scenario, in the
lest fragile way. Requiring to always use an explicit function call
or an argument is too verbose and is easy to be missed.
- The `id.copy()` is already doing implicit thing: it always adds the
result to the bmain. So it might as well ensure the copied result
does not reference evaluated data-blocks.
- Added clarity in the documentation should address possible confusion.
The limitation of this change is that the copy() of evaluated geometry
will clear its reference to the shape key. This is because the key is
only referenced for validness of RNA paths for drivers and the key
itself might not match topology of evaluated geometry due to modifiers.
Differential Revision: https://developer.blender.org/D15611
Part of T95802.
Showing properties with an RNA path in the UI isn't very user friendly.
Instead, represent the RNA path as a tree, merging together parts of the
RNA path that are shared by multiple properties. Properties and "groups"
(RNA structs/pointers) are now shown with their UI name and an icon if
any. The actually overridden properties still show the Library Overrides
icon. See the patch for screenshots.
Also: When a RNA collection item, like a modifier or constraint was
added via a library override, indicate that item and show all collection
items in the list, since the complete list of items and their orders may
be important context.
Differential Revision: https://developer.blender.org/D15606
It's not obvious that override property operations are recreated on undo
pushes, which caused me some confusion. Comment on this, so it's clear
that pointers to the operations shouldn't be stored.
This basically lets the UI use the constraint or modifier icon, whenever
refering to constraints/modifiers via RNA pointers. Used by D15606, so
that the "Modifiers" tree element to group the individual modifiers
together gets the right icon without hardcoded handling.
No user visible changes expected.
Adds a function that prints the "path" of an element, that is, the
ancestor elements starting from the root, separated by slashes. This can
be useful for debugging. The function isn't used.
No user visible changes expected.
We have a bunch of "base" element types, just to show a label element
for grouping together other elements. There is no reason to have these
tied to a case, just have a generic label type for this. It requires a
string to display, and can display an icon too. The new element type
isn't used yet, but will be in one of the following commits. Would be
nice if the existing base elements can be replaced by this.
Part of D15606.
Add specific modal keyitem for Vert/Edge Slide or TrackBall.
Note that there is a workround to avoid repeated keys in the status bar.
Reviewed By: campbellbarton
Maniphest Tasks: T100129
Differential Revision: https://developer.blender.org/D15597
Add specific modal keyitem for Vert/Edge Slide or TrackBall.
Note that there is a workround to avoid repeated keys in the status bar.
Reviewed By: campbellbarton
Maniphest Tasks: T100129
Differential Revision: https://developer.blender.org/D15597
Paths that contained characters that needed escaping as URL's failed
to import.
Move URL decoding to a new file (GHOST_PathUtils), shared with X11 but
maybe be useful for other platforms too.
Drag & drop worked with GTK3 apps but not QT5 (pcmanfm-qt for eg)
as files are separated by '\n' instead of '\r\n'.
Resolve by supporting both (follow up to T99737).
We have plenty of sorta generic functions, that allocate memory with
some generic name for debugging. When such a function is called and the
memory leaks, it may be unclear which call to it allocated the unfreed
memory (and thus which execution path leads to the leak).
The added function is only available if `NDEBUG` is not defined.
Differential Revision: https://developer.blender.org/D15605
Reviewed by: Sergey Sharybin, Bastien Montagne
Various situations can lead to un-saved UDIM tiles potentially losing
their contents. The most notable situation is a save and re-load of a
.blend file that has "generated" UDIM tiles that haven't been written to
disk yet. Normal "generated" images are reconstructed on demand in these
circumstances but UDIM tiles do not retain the information required for
reconstruction and empty tiles are presented to the user.
This patch stores the generated type information for each tile to solve
this particular issue. It also shifts the Image generation info into the
1st tile. The existing DNA fields are deprecated but RNA was modified as
to not break API compat.
There's two broad changes here that merit special callout:
- How to distinguish between a tile that should be reconstructed vs.
a tile that should remain empty because loading failed for the UDIMs
- How to better handle Image Source changes
The first issue is addressed as follows:
- Each time a tile is filled with generated content we set a new
IMA_GEN_TILE flag
- Each time a tile is saved to disk we remove the IMA_GEN_TILE flag
- When requesting an ibuf: If the ibuf is null, we check to see if
IMA_GEN_TILE is set. If it is set, go ahead and re-create the tile.
Otherwise, do nothing.
The second set of changes have to do with ensuring that information is
carried along as far as possible when the, sometimes destructive, act of
changing an Image Source is performed. Behavior should be a bit more
natural and expected now; though users will rarely, or should rarely, be
modifying this property. The full table describing the behavior is in
the differential.
Differential Revision: https://developer.blender.org/D14885
Winding was originally added to island detection in 5197aa04c6.
However the sculpt tools can flip faces, potentially creating orphaned
islands if winding is enabled.
Differential Revision: https://developer.blender.org/D15600
Due to a recent change, empty strings are unhandled. This results
in Blender crashing.
This patch fixes the crash but a discrepancy still exists...
Prior to the regression, the empty string would be replaced by the
name of the data type. This patch uses "Attribute" for the default
name regardless of type. Restoring the previous behavior would
require making and/or modifying API methods.
Regression introduced in: rBeae36be372a6
Reviewed By: Joseph Eagar & Campbell Barton
Differential Revision: https://developer.blender.org/D14734
Ref D14734
The `DefaultMixer` for mixing generic data types has some issues:
1. The full buffer is always zeroed, even if only some is used.
2. Finalizing also works on all values, even if only some are used.
3. "mixing" doesn't allow setting the first value, requiring that
everything is cleared beforehand.
This commit adds the following functionality:
1. Constructor with the specified `IndexMask` for preliminary zeroing.
2. `set` method to overwrite the value.
3. `finalize` with the specified mask to process a subset of values.
This is useful in situations where you want to use the
DefaultMixer without having to overwrite all the values many times.
A performance improvement was observed for NURBS curve evaluation and
attribute interpolation from the point to curve domain of about 15% and
35% respectively (100,000 curves).
Differential Revision: https://developer.blender.org/D15434
The sequencer OpenGL viewport renders would not render the metadata into
the image even if the option was on.
Did minor cleanups in the render function as well.
Happens after recent changes in the area.
The asserts were a bit too strict and were against the way how the
ID_RECALC_ALL is handled. So remove them with explanation why things
needs to be silent.
The Python based exporter was replacing spaces with underscores
in object/group names, mostly to handle cases where names could begin
or end with spaces. The new exporter was not doing that. Note: spaces
in material names were already handled by the new exporter.
Fixes T97769. Updated test coverage expectations; one of the test
files has an object with a space in the name.
Add IMB_gpu_get_texture_format and GPU_texture_format_description to
retrieve and 'stringify' an eGPUTextureFormat. These are then used in the
image info panel used in several areas across blender.
New Information:
{F13330937}
Reviewed By: jbakker
Maniphest Tasks: T99998
Differential Revision: https://developer.blender.org/D15575
Timeline marker names are now correctly clipped instead of messily
overlapping each other and being unreadable. This change affects all
the animation editors (graph editor, NLA, action editor etc.) as well
as the VSE.
This also makes a change to when text is elevated. In the previous
behavior, a marker's text would be elevated if it was selected or if
the current frame was <= 4 frames away from the marker. This seems
like a completely arbitrary thing (probably added in to alleviate text
overlapping for markers that the user would be interested in). This
patch changes the behavior such that the marker's text will be elevated
if it is either selected or it is the last marker encountered relative
to the current frame.
When searching for closest UDIM with integer co-ordinates, several UDIMs
can be equidistant. Previously, of all closest UDIMs, the one which was
earliest in the list would be used. Now, "half-open interval" rules are
used to break the tie.
Motivated by 0fcc04e7bf
Differential Revision: https://developer.blender.org/D15590
The virtual array created by the implicit conversions had a lot of
overhead when converting many values. Implement "materialize"
functions to avoid a virtual function call for every element.
This gave me a 20x improvement when copying the values
from a float attribute as a boolean, though I doubt there are
any real world situations where it's that noticible.
This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
This updates image bind tracking to be the same as texture binds.
Adding a new bind flag to avoid conflict when the texture is used in
both slots.
Fixes a gl error in glBindImageTextures about invalid image binds.
Replaces `DRW_shgroup_call_procedural_triangles_indirect`.
This makes the indirect drawing more flexible.
Not all primitive types are supported but it is just a matter of adding
them.
The specific functions for vertex colors and and sculpt vertex colors
can be replaced by more generic attribute functions internally.
Also remove a paramter from one function.
The "Color Attributes" system from f7bbc7cdbb has replaced
both "Sculpt Vertex Colors" and "Vertex Colors" in the UI. The Operators
for adding and removing them are unused now.
This commit does not break backwards compatibility with the Python
API, it only removes the operators, which generally aren't used by
addons anyway. The mesh RNA properties will be removed in 4.0 (T100153).
Differential Revision: https://developer.blender.org/D15077
Instead of passing pointers to specific mesh data, rely on
retrieving that data from the mesh internally. This makes
it easier to support retrieving additional data from Mesh
(like active attribute names in D15101 or D15169). It also makes
the functions simpler conceptually, because they're drawing
a mesh with an acceleration strcture on top.
The BKE_id_attribute_copy_domains_temp call was unnecessary
because the GPU_pbvh_mesh_buffers_update function was only
called when Mesh/PBVH_FACES is used in the first place.
Differential Revision: https://developer.blender.org/D15197
When dropping file to sequencer timeline, coordinates for strip position
and overlap handling are used even if not set.
Reset internal state in on_drag_start callback and set is_modal
variable only if coordinates are updated. This way when dragging file
from external file browser, strip is added at current frame as before
modal operator was implemented.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D15333
Mask and color brushes were using the existing PBVH vertex "update tag"
to mark their modifications. This was mostly unnecessary, and causes
unnecessary calculation of normals. It also caused errors though,
because they didn't tag the corresponding PBVH node for normal
recalculation, causing problems on the borders of nodes, since one
node might accumulate into another's vertex normals, but the other
node wouldn't also accumulate and normalize the normals.
The solution is to only use the update tag for tagging deformed
vertices that need recalculated normals. Everything else is handled at
the PBVH node level (which was already the case, but it wasn't clear).
The update tag was also used for undo to tag the nodes corresponding to
changed vertices. This was wrong though, because normals and visibility
would also be recalculated for just color or mask undo steps. Instead,
just use local arrays to map from vertices to nodes.
Differential Revision: https://developer.blender.org/D15581
Since 1a81d268a1, materials on object data can change during
evaluation. But a different function is necessary to retrieve materials
taking that into account.
Solves part of T96721.
Differential Revision: https://developer.blender.org/D15595
Part of {T84999}
This patch adds test for
- `dissolve_limited`
- `dissolve_mode`
- `merge_normals`
Updated blend file:
{F13162744}
Reviewed By: zazizizou, mont29
Differential Revision: https://developer.blender.org/D15187
Now when an ID template is set to an override ID, `Shift-Click` on the
right button toggles between making it user-editable (if it's a system
override), or clearing any user edit and setting it back to system override.
Because of the recent changes to our core fonts,
Freetype has to support Woff2 fonts or Blender will segfault on startup.
This adds an explicit check for this to inform people compiling Blender
about this requirement.
Caused by 38af5b0501.
Adjust barycentric coordinates used for intersection result in the
ray-to-rectangle intersection check.
Differential Revision: https://developer.blender.org/D15592
This loosens the current implementation a bit to only force optimal
display when editing on cage. It used to be any editing mode.
Brings GPU based subdivision closer to the CPU version.
Note that ideally, we should have a protection mechnism at global RNA
level, making e.g. any evaluated data read-only... But for now, give
better (and more consistent) protection for the collections' link/unlink
of children collections and objects.
The filter was missing in some places that are using channel data as if it was f-curve channel.
There seems to be no related issue or bug, but still it would be best to have them there.
Reviewed By: sybren
Differential Revision: http://developer.blender.org/D15505
The tagging code was iterating over bits set in the ID_RECALC_ALL and
was casting the flag to IDRecalcFlag. This was triggering an undefined
behavior warning in Clang since the bit might not have a corresponding
value in the enumerator.
The solution is to pre-define all reacalc flags for all bits. While
this seems a bit annoying this seems to be the least fragile solution
from all suggested ones.
Differential Revision: https://developer.blender.org/D15602
Always use unsigned int for the recalc flags. This allows to use
all 32 bit of integer for the flags without worrying about the
sign. Use full notation of `unsigned int` instead of short `uint`
to avoid pulling more headers in.
Whenever depsgraph API allows passing combined recalc flags call
the variable `flags` and use `unsigned int` type for it. For a
single flag use `IDRecalcFlag` flag.
No functional changes expected.
For SVG is very convenient to be able to import several SVG in one operation. Each SVG is imported as a new Grease Pencil object.
Also, now the SVG file name is used as Object name.
Important: As all SVG imported are converted to Grease Pencil object in the same location of the 3D cursor, the SVG imported are not moved and the result may require a manual fix of location. The same is applied for depth order, the files are imported in alphabetic order according to the File list.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D14865
Python based OBJ importer, as well as glTF2 importer, are creating
"placeholder" images for texture images that can't be found. These
are empty textures (displayed as magenta), but with their file paths
set so that File > External Data > Report Missing Files can report
them as missing.
Make the new C++ OBJ importer do the same as well. Fixes T99502.
This is a partial fix for T90535.
USD allows binding materials generically as well as for a
specific purpose. I.e., purpose may be generic (unspecified)
or one of
- Full: truest representation of the scene
- Preview: lightweight material for preview
Curently, only generically bound materials, with unspecified
purpose (allPurpose), are imported. This issue is preventing
preview materials from being imported in the Alab scene.
This patch adds logic to attempt to fall back on importing
preview or full materials, in that order, if there is no
generic material bound to the mesh.
Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D15352
Affected by rB8621fdb10dc4
Crash if single-user data is created when we apply transform
on multi-user image data. Crash occurs because creation of new copy
was not handled in `single_obdata_users` for empty objects (image for example)
Reviewed By: dfelinto, mont29
Maniphest Tasks: T100040
Differential Revision: https://developer.blender.org/D15587
Although eevee-next is disabled in Blender 3.3 there is an error that is
visible when compiling shaders using the shader builder.
This is because of an error in a preprocessing directive (defined should
be define).
Presets are used all over the Blender UI, but were so far untranslatable.
This adds the translation code as well as a new `dump_preset_messages()` function in the message extraction. This goes over all bundled preset file names and extracts them.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15570
This is the same principle as D15418 and D15532, but this time it's
only really needed for "IK".
Nevertheless it's probably good to add them anyway in case they get
renamed and don't share a translation with other messages somewhere
else in the code, for instance if it is decided that new constraint names
shouldn’t include spaces, like other data do.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15571
Pretty much like D15418: add `N_()` macro around names for
Grease Pencil modifiers and shader FX.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15532
Recently, performance with oneAPI have regressed due some recent
changes in Blender itself. This commit's changes is resolving this
and also improve compilation time for oneAPI backend first
execution (or Blender compilation time in case of AoT).
Regression have appeared after 5152c7c152 and not related to the
changes itself, but increase of kernels complexity introduced with
it. Changes in this commit is marking some Blender functions as
noinlined for oneAPI backend, which helps GPU compiler to deal with
this complexity without any negative side-effects on performance.
The Python based importer had logic to immediately turn image paths
into relative-to-blender-file paths, if user preference for relative
paths is used (which is on by default). The new importer code did not
have that. Fixes T100076.
Reference images in the reference_override_dir will be chosen before
images in reference_dir. This allows platform specific reference
images, with a common base.
Ignored when set to None. The caller is responsible
of setting the reference override dir as the unit test is more aware
what the definition of a platform is.
Patch adds `gpu.platform.device_type_get` function to get the device
type that blender has detected.
Reviewed By: brecht
Maniphest Tasks: T99046
Differential Revision: https://developer.blender.org/D15265
The new OBJ/MTL importer was creating a new image for any referenced
texture, even if another material (or another property of the same
material) already referenced the same texture. Make it use
BKE_image_load_exists function just like Collada or USD importers do.
Fixes T100075. Extended test coverage to count imported images;
without the fix import_cubes_with_textures_rel would have incorrectly
created 5 images instead of 4.
Use a smaller arrow text character as menu item separator.
See D15578 for examples and details.
Differential Revision: https://developer.blender.org/D15578
Reviewed by Julian Eisel
There's been a handful of reports where "obviously" not a UDIM filenames
were detected as such during image open.[1]
This change makes the detection less aggressive by enforcing that the
4-digit sequence be delineated on both sides by one of the following 3
characters ., -, _
This fixes the problem for such filenames as:
"screenshot-1080p.png", "Image-1920x1080.png", "(1999) Photo.png", and
"antiguaChestnut_X_1240Wx814H.png"
[1] T97366 T98918 T99154 T100035
Differential Revision: https://developer.blender.org/D15573
This is a port of sculpt-dev's `SculptVertRef` refactor
(note that `SculptVertRef was renamed to PBVHVertRef`)
to master. `PBVHVertRef` is a structure that abstracts
the concept of a vertex in the sculpt code; it's simply
an `intptr_t` wrapped in a struct.
For `PBVH_FACES` and `PBVH_GRIDS` this struct stores a
vertex index, but for `BMesh` it stores a direct pointer
to a BMVert. The intptr_t is wrapped in a struct to prevent
the accidental usage of it as an index.
There are many reasons to do this:
* Right now `BMesh` verts are not logical sculpt verts;
to use the sculpt API they must first be converted to indices.
This requires a lot of indirect lookups into tables, leading to performance
loss. It has also led to greater code complexity and duplication.
* Having an abstract vertex type makes it feasible to have one unified
temporary attribute API for all three PBVH modes, which in turn
made it rather trivial to port sculpt brushes to DynTopo in
sculpt-dev (e.g. the layer brush, draw sharp, the smooth brushes,
the paint brushes, etc). This attribute API will be in a future patch.
* We need to do this anyway for the eventual move to C++.
Differential Revision: https://developer.blender.org/D14272
Reviewed By: Brecht Van Lommel
Ref D14272
Instead of specifying which symbols to hide, we hide all and make a few
visible. Some users may be relying on calling internal Blender functions,
but Windows is already hiding all of them and this is just not supported.
Fixes T99900: crash with some third-party Python libraries since OneAPI
Ref T76442
Differential Revision: https://developer.blender.org/D14971
Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
Checking arm64 assembly support before CUDA/Metal would cause NVCC to
generate inline arm64 assembly.
Differential Revision: https://developer.blender.org/D15569
While this was not a critical issue (that lib pointer is only used for
some kind of sanity check that no linked data uses local ID pointers),
better to keep `IDP_BlendReadLib` in sync with all other lib-linking
code.
This patch implements the necessary changes to the GPU module that are
needed by the realtime compositor.
A new function GPU_material_from_callbacks was added to construct a GPU
material from a number of callbacks. A callback to construct the
material graph by adding and linking the necessary GPU material nodes.
And the existing code generator callback. This essentially allows the
construction of GPU materials independent of node trees and without the
need to do any node tree localization.
A new composite source output to the code generator was added. This
output contains the serialization of nodes that are tagged with
GPU_NODE_TAG_COMPOSITOR, which are the nodes linked to the newly added
composite output links.
Two new GPU uniform setters were added for int2 and matrix3 types.
Shader create info now supports generated compute sources.
Shaders starting with gpu_shader_compositor are now considered part of
the shader library.
Additionally, two fixes were implemented. First, GPU setter node
de-duplication now appropriately increments the reference count of the
references resources. Second, unlinked sockets now get their value from
their associated GPU node stack instead of the socket itself.
Differential Revision: https://developer.blender.org/D14690
Reviewed By: Clement
Currently, draw engines are not notified of view updates if a render
engine is active and was updated. It is unclear why this is the case
currently, but this behavior was part of the initial commit.
This patch propagates view updates regardless if the update was handled
by an active render engine. This is needed by the realtime compositor as
it implements logic for view updates, which currently does not execute
if Cycles is rendering for instance.
Differential Revision: https://developer.blender.org/D15207
Reviewed By: Brecht
Replace our existing two fonts with a stack of new fonts to increase
and improve language coverage and to add many new symbols and icons.
Covers glyphs of top 44 languages - 1.5 billion more potential users.
See D10887 for lots of details.
Differential Revision: https://developer.blender.org/D10887
Reviewed by Brecht Van Lommel
Allow FontBLFs to exist with NULL FT_Face, added only when actually
needed. Speeds up startup and unused fonts are not loaded.
See D15258 for more details.
Differential Revision: https://developer.blender.org/D15258
Reviewed by Brecht Van Lommel
Optimize font drawing by skipping empty strings.
See D15472 for more details.
Differential Revision: https://developer.blender.org/D15472
Reviewed by Campbell Barton
This is a quite interesting case, where two arguments to a function are
evaluated in different order on Apple Clang than on GCC and I guess
MSVC. Left a comment on that.
There was already a utility to retrieve the correct node group idname
from the context, `node_group_idname`, but often it's clearer to
use lower-level arguments, or the context isn't accessible.
Storing the group idname in the tree type makes it accessible
without rewriting it elsewhere.
* OneAPI: remove separate float3 definition
* OneAPI: disable operator[] to match other GPUs
* OneAPI: make int3 compact to match other GPUs
* Use #pragma once
* Add __KERNEL_NATIVE_VECTOR_TYPES__ to simplify checks
* Remove unused vector3
This reverts commit e2c02655c7. It was already
reverted in the 3.2 branch, as it caused more serious issues than it solved.
Fixes T99805, T99323, T99296.
The new implementation leverage compute shaders to reduce the
number of passes and complexity.
The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.
The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.
Some differences with the old implementation can be observed in areas with
complex motion.
This removes the quirk of having to call the sync function for each new
render loop.
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_view.cc
New `oldnewmap_lib_insert` does nothing special, it just wraps around existing
`oldnewmap_insert`, but it's the logical counter part of `oldnewmap_liblookup`.
It also helps tremendously when debuging complex ID pointers issues in
readfile.c code.
Crash would happen when a linked ID would become missing, that was
'pre-declared' and used only once as a 'weak link' in another library
stored before the one it came from.
In that case, the place-holder generated in read code would be freed in
`read_library_clear_weak_links`, when handling its 'owner' library, but
since all previous libraries in the list had already been 'lib_linked'
and their filedata (and related libmap) freed, the update of the libmaps
in `read_library_clear_weak_links` would not apply to data from those
previous libraries, leading to ID pointers there pointing to freed
memory.
This fix should also be backported to 2.93.
The Python based importer had a special case handling of "no faces in
the whole file at all", where it ended up treating the whole file
as essentially a point-cloud-like object (just loose vertices, no
faces or edges). The new importer code was missing this special case.
Fixes T100017. Added gtest coverage that was failing without the fix.
Only nodes supporting lazyness can mark inputs as unused. For other
nodes, this is done automatically of all outputs are unused.
Differential Revision: https://developer.blender.org/D15409
When plotting equally distant points around a circle support an extra
axis of symmetry so twice as many exact values are repeated than
originally added in [0], see code-comments for a detailed explanation.
Tests to ensure accuracy and exact symmetry have been added too.
Follow up on fix for T87779.
[0]: 087f27a52f
When plotting equally distant points around a circle support an extra
axis of symmetry so twice as many exact values are repeated than
originally added in [0], see code-comments for a detailed explanation.
Tests to ensure accuracy and exact symmetry have been added too.
Follow up on fix for T87779.
[0]: 087f27a52f
Simplifies intersection code a little and slightly improves precision regarding
self intersection.
The parametric texture coordinate in shader nodes is still the same as before
for compatibility.
This was removed in cacdea7f4a to fix a bug, but copying point
and curve attributes should be fine as long as the attribute arrays are
retrieved before-hand.
Differential Revision: https://developer.blender.org/D15541
The problem was that zero-sized and non-existant attributes were
handled the same in some parts of the attribute API, which led to
unexpected behavior.
The solution is to properly differentiate the case when an attribute
does not exist and when it is just empty (because the geometry
is empty).
Differential Revision: https://developer.blender.org/D15557
* 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
This name doesn't require understanding of fields, and
is phrased as an action which is consistent with other nodes.
Discussed in the latest geometry nodes sub-module meeting.
This adds three new nodes:
* `Shortest Edge Paths`: Actually finds the shortest paths.
* `Edge Paths to Curves`: Converts the paths to separate curves.
This may generate a quadratic amount of data, making it slow
for large meshes.
* `Edge Paths to Selection`: Generates an edge selection that
contains all edges that are part of a path. This can be used
with the Separate Geometry node to only keep the edges that
are part of a path. For large meshes, this approach can be
much faster than the `Edge Paths to Curves` node, because
less data is created.
Differential Revision: https://developer.blender.org/D15274
Add a version of #BKE_main_namemap_validate that also fixes the issues,
and call it in a do_version to fix recent .blend files saved after the
regression introduced in rB7f8d05131a77.
This is mandatory to fix some production files here at the studio, among
other things.
The function to rearrange channels only works for F-curves channels for now, adding the `FCURVESONLY` filter prevents the function to be called for grease pencil channels, thereby fixing the crash.
Reviewed by : sybren
Differential Revision: http://developer.blender.org/D15504
Add a util function to check that content of a given Main and the
namemaps in it are consistent.
Add some asserts calling this check after file read, and after some
override operations.
The previous order was based on the order of when the tools were
developed. Instead we now cluster them based on similar functionality:
* Selection
* Add/Remove
* Deform/Transform
* Annotation
Done in collaboration with Pablo Vazquez.
Liboverrides are doing some very low-level manipulation of IDs in apply
code, to reduce over-head of name and sorting handling.
This requires specific care to ensure thatr the new namemap runtime data
remains up-to-date and valid. Otherwise, names of existing IDs would be
missing from the map, which would later lead to having several different
IDs with the same name. Critical corruption in Blender ID management.
Reported by animators at the Blender studio.
Regression from rB7f8d05131a77.
A mistake in the 0dcee6a386 which made specific driven visibility
to work, but did not properly handle actual time-based visibility.
The basic idea of the change is to preserve recalculation flags of
nodes which were tagged for update but were not evaluated due to
visibility constraints. In the file from the report this makes it
so tagging which is done first time ID is in the dependency graph
are handled when the ID actually becomes visible. This is what
solved the root of the problem from the report: there was missing
geometry update since it was "swallowed" by the evaluation during
the object being invisible. In other configurations this change
allows to handle pending geometry updates due to animated modifiers
be handled when object becomes visible without time change.
This change also solves visibility issue of the synchronization
component which also started to be handled badly since the
previous fix attempt. Basically, the needed exception in its
visibility handling did not happen and a regular logic was used
for it.
Tested with files from the T99733, T99976, and from the Heist
project.
Differential Revision: https://developer.blender.org/D15544
The number of Execution Units and resident "threads" (simd width * threads
per EUs) are now exposed and used to select the number of states using
a simplified heuristic.
It was never added for the field on domain and field at index nodes.
They need special handling because they have many what should be
a multi-type socket declaration.
This patch adds a `mute` RNA property on `ActionGroup`s that allows them to be easily muted/unmuted from python.
This uses the existing `AGRP_MUTED` flag which was also accessible from the user interface.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15329
To keep consistency is better add the word `Inactive` for `Fade Layers` and `Fade Objects` to keep the same naming used in other areas of the overlay panel.
Reviewed by: Matias Mendiola
This commit fixes the opacity for curves hiding the option.
Actually, the curve points and handles drawing is using the same code that mesh curves and the opacity is not supported. While this feature will be added for mesh curves and gpencil, now it's better to hide this option.
Reviewed: Matias Mendiola
Note: The handle problem reported in this task was fixed in a separated commit: 203e7ba332
Previously there was a special extraction process for "vertex colors"
that copied the color data to the GPU with a special format. Instead,
this patch replaces this with use of the generic attribute extraction.
This reduces the number of code paths, allowing easier optimization
in the future.
To make it possible to use the generic extraction system for attributes
but also assign aliases for use by shaders, some changes are necessary.
First, the GPU material attribute can now store whether it actually refers
to the default color attribute, rather than a specific name. This replaces
the hack to use `CD_MCOL` in the color attribute shader node. Second,
the extraction code checks the names against the default and active
names and assigns aliases if the request corresponds to a special active
attribute. Finally, support for byte color attributes was added to the
generic attribute extraction.
Differential Revision: https://developer.blender.org/D15205
Changing the value doesn't accomplish anything, since the retrieved
value would be the same for every index then. So it's best to hide it
to make the node clearer.
* OpenEXR 3.1.4 -> 3.1.5, this fixes several issues OSS fuzz found.
* libtiff 4.3.0 -> 4.4.0, this fixes several CVE's.
This also converts the harvest of libtiff on windows to a post install handler,
there's a few left but Windows is getting close to being harvest free.
Differential Revision: https://developer.blender.org/D15478
This is a refresh of our current FFmpeg 5.0.0 (unchanged) version with the
following changes:
* libvpx all platforms: enable SSE3/4/AVX/AVX2 instruction sets. libvpx has a
proper CPUID check in place and will not call the faster kernels unless it is
sure the CPU supports it. So we can safely enable this, this partially
resolves T95743 (completely on Linux and macOS).
* libvpx Windows - threading was disabled due to a shared dependency on
libwinpthreads.dll which we prefer not to distribute. However when configure
cannot find pthreads it will happily fall back on a win32 threads based
emulation layer. This also resolves the final part of T95743.
* libaom-av1 - new dependency required for D14920, this is a somewhat odd
dependency, it's cmake based, but still needs the perl environment setup, so
we have to setup the env and call cmake our selves for the configure, build
and install commands. This dep has the same libwinpthreads issue as vpx on
Windows, however since it's cmake based, it's easier to prevent cmake from
detecting it.
Differential Revision: https://developer.blender.org/D15399
The Graph, Driver, and Dopesheet's (and sub modes) properties panel
(N-Panel) are now open by default. This includes the editors in the
default Animation workspace.
Note that, because the Timeline is implemented as a special mode of the
Dopesheet, switching between Timeline and Dopesheet will *not* change
the visibility of the properties panel.
Maniphest Tasks: T97980
Differential Revision: https://developer.blender.org/D14910
This reverts the Flex-related parts of commit
rBef268c78933079137288e326704431432adf9ad9, as those caused a build
error on CentOS 7 (which is used for the precompiled Linux libraries).
CentOS 7 only has Automake 1.13, whereas after this commit version 1.15
seems to be required.
Since in its patch description (D15319) it's mentioned that this
"probably doesn't warrant changing", and it's actually blocking the
build of the precompiled libraries for Blender 3.3 now, I'll revert the
Flex-related part of the commit.
`parallel_invoke` allows executing functions on separate threads.
However, creating tasks in tbb has a measurable amount of overhead.
Therefore, it can be benefitial to disable parallelization when
the amount of work done per function is small.
See D15539 for some benchmark results.
Differential Revision: https://developer.blender.org/D15539
The stroke points were changed but the bounding box calculation was not done and this produced a problem in any bounding box check done by different tools.
Any script that raised a SystemExit called by --python, --python-expr
command line args or by executing the text block would exit without
printing a message. This caused the error from T99966 to be hidden.
Add explicit handling for SystemExit to ensure the message is always
shown before exiting.
More details noted in code-comments.
float8 is a reserved type in Metal, but is not implemented. So rename to
float8_t for now.
Also move back intersection handlers to kernel.metal, they can't be in the
class that encapsulates the other Metal kernel functions.
The issue was introduced by rBad5e3d30a2d2 which made possible to use
unbounded elevation angle.
In order to not touch the shading code, we just remap the value to the
expected range the shading code expects. This means that elevation angles
above +/-PI/2 effectively flip the sun rotation angle.
There is a 1 pixel error in the size registered for the buffer
dimensions.
NOTE: This issue indicates that the texture scale is different from the
region, so the mouse-based coordinates used are actually misaligned.
This misalignment will be fixed in another commit.
Regression probably introduced in rB1d49293b8044 + rB45f167237f0c8
The "snap to surface" operators now have "disabled" poll messages
when there is no surface object.
The implementation in most curves operators is also unified.
The goal is to avoid having to define and use the poll failure messages
in multiple places, to reduce the boilerplate that tends to be
necessary to add an operator, and to increase the likelihood that
operators are implemented with proper poll messages.
Differential Revision: https://developer.blender.org/D15528
This was tested in some places to check if code was being compiled for the
CPU, however this is only defined in the kernel. Checking __KERNEL_GPU__
always works.
This patch adds required math functions for float8 to make it possible
using float8 instead of float3 for color data.
Differential Revision: https://developer.blender.org/D15525
Having the OptiX/MetalRT/Embree/MetalRT implementations all in one file with
many #ifdefs became too confusing. Instead split it up per device, and also
move it together with device specific hit/filter/intersect functions and
associated data types.
All our intersections functions now work with unnormalized ray direction,
which means we no longer need to transform ray distance between world and
object space, they can all remain in world space.
There doesn't seem to be any real performance difference one way or the
other, but it does simplify the code.
This fixes two issues:
* There was a crash when the new attribute name was empty.
* The attribute name was incremented (e.g. "Attribute.001") when
the old and new name were the same.
Proposed solution by @scurest The color attribute in the RNA was tagged as
COLOR_GAMMA. This change will change it to a regular COLOR.
{F13217692}
Reviewed By: joeedh, jbakker
Maniphest Tasks: T99036
Differential Revision: https://developer.blender.org/D15272
It looked up the vertex group index based on the object instead of the
actual mesh that is currently used. Since geometry nodes, the number
and order of attributes can change in arbitrary ways during evaluation.
Therefore, this index has to be looked up on the mesh which contains
the most up-to-date information.
There are probably similar issues in other modifiers. That has to be
fixed step by step. Ideally by using the attribute api directly eventually.
When dragging assets into the 3D View while in any other mode than
object mode, dropping would be disabled and the cursor would indicate
that. However there was supposed to be an "Only supported in object
mode" message, that similar operators showed, but got forgotten when
this one was introduced.
UV maps that are used for surface attachment must not have overlapping
uv islands, because then the same uv coordinate would correspond to
multiple surface positions.
Ref T99936.
Calling two non-const methods on a `MutableAttributeAccessor`
at the same time in multiple threads is not safe.
While I don't know what caused the crash here exactly, I do know
that it happens while looking up the attribute for writing, which
may modify the unterlying geometry. I couldn't reproduce the
bug with a debug build or without threading.
When texture painting a lot of time is spent in ED_image_paint_tile_find.
This fixes stores the PaintTiles in a blender::Map making ED_image_paint_tile_find an O(1) rather than O(n) operation.
When using threading the locking should happen during read as well,
still this gives a boost in performance as the read is now much faster.
Reviewed By: jbakker
Maniphest Tasks: T99546
Differential Revision: https://developer.blender.org/D15415
In a test producing 10 million vertices I observed a 3.6x improvement,
from 470ms to 130ms. The largest improvement comes from calculating
each mesh array on a separate thread. Besides that, the larger changes
come from splitting the filling of corner and face arrays, and
precalculating sines and cosines for each ring.
Using `parallel_invoke` does gives some overhead. On a small 32x16
input, the time went up from 51us to 74us. It could be disabled
for small outputs in the future. The reasoning for this parallelization
method instead of more standard data-size-based parallelism is that the
latter wouldn't be helpful except for very high resolution.
As discussed, this only updates objects in and the world of the scene to which the view layer belongs, which also avoids the problem of not having a BMain available.
Differential Revision: https://developer.blender.org/D14740
The Alembic importer uses a linear search over the mesh edges to find
the right edge when setting edge creases. Although the complexity is
`O(m * n)`, with `m` being the number of creased edges, and `n` being
the number of edges, this can lead to a quadratic complexity as `m`
approches `n`.
This patch uses `EdgeHash` to store and retrieve the edges, which
should bring complexity closer to `O(n)`, provided that lookup is
`O(1)`.
See differential for some timings. In most files, this is expected
to give at least a 2-3x speedup for this operation, but can lead
orders of magnitude speed increase for dense meshes with a significant
number of edge creases.
Differential Revision: https://developer.blender.org/D15521
Use the C++ API to implement more of the existing C functions.
This corrects the cases where one tries to add a builtin attribute
with the wrong domain or type on curves, though a better warning
message would be helpful in the future, and also reduces duplication
of the internal logic. Not much more is possible without changing
the interface.
The display depth is used to composite Gpencil and Overlays. For it to
be stable we bias it using the dFdx gradient functions. This makes
overlays like edit mode not flicker.
The previous approach to save the 1st center sample does not work anymore
since we jitter the projection matrix in a looping pattern when scene
is updated. So the center depth is only (almost) valid 1/8th of the times.
The biasing technique, even if not perfect, does the job of being stable.
This has a few cons:
- it makes the geometry below the ground plane unlike workbench engine.
- it makes overlays render over geometry at larger depth discontinuities.
This might make the image a bit blurier but it reduces the flickering of
shiny surfaces during animation.
This uses the technique described in "High Quality Temporal Supersampling"
by Brian Karis at Siggraph 2014 (Slide 45): Reduce the exponential factor
when the history is close the bounding box border.
A few offsets were missing.
Reminder that this does not change the actual render resolution but it
reduces the VRAM consumption of accumulation buffers.
Use the new attribute API to implement the attribute remove function
used by RNA, except for BMesh attributes. Currently, removing curve
attributes from the panel in the property editor does not mark the
relevant caches dirty (for example, the cache of curve type counts),
because that behavior is implemented with the new attribute API.
Also, eventually we want to merge the two APIs, and removing an
attribute is the first function that can be partially implemented
with the new API.
Differential Revision: https://developer.blender.org/D15495
The face merging code in exact boolean made an assumption that
the tesselated original face was manifold except at the boundaries.
This should be true but sometimes (e.g., if the input faces have
self-intersection, as happens in the example), it is not.
This commit makes face merging tolerant of such a situation.
It might leave some stray edges from triangulation, but it should
only happen if the input is malformed.
Note: the input may be malformed if there were previous booleans
in the stack, since snapping the exact result to float coordinates
is not guaranteed to leave the mesh without defects.
This is the second try at this commit. The previous one had a typo
in it -- luckily, the tests caught the problem.
Previously, when creating "very large" (tens-hundreds of thousands)
amounts of objects, the Blender code that was ensuring name
uniqueness was the bottleneck. That got recently addressed (D14162),
however now sorting of IDs by their names is the remaining bottleneck.
Name sorting code in Blender is optimized for the pattern where names
are inserted in already sorted order (i.e. objects expect to get added
near the end of the list). By doing this pre-sorting of objects
intended to get created by an importer (USD and OBJ, in this patch),
this sorting bottleneck can be largely removed, especially with very
high object counts.
Windows, Ryzen 5950X, import times:
- OBJ, splash screen scene (26k objects): 22.0s -> 20.7s
- USD, Disney Moana scene (250k objects): 585s -> 82.2s (10 minutes -> 1.5 minutes)
Reviewed By: Michael Kowalski, Howard Trickey
Differential Revision: https://developer.blender.org/D15506
Geometry nodes has added the ability to modify mesh vertex groups
during evaluation (see 3b6ee8cee7). However, the armature
modifier always uses the vertex groups from the original object.
This is wrong for the modifier stack, where each modifier is meant
to use the output of the previous.
This commit makes the armature modifier use the evaluated vertex groups
if they are available. Otherwise it uses the originals like before.
Differential Revision: https://developer.blender.org/D15515
This uses the exposure to get a better approximation of the perceptual
brighness of a sample before accumulating it.
Note that we do not modify exposure of the image. Only the samples weights
are computed differently.
The swaps during accumulation were ignored because of the way the
`SwapChain<>` implementation works.
Using external references and updating them fixes the issue.
Since fd5e5dac89, the node would remove the attribute before
adding it again, which lost the vertex group status of an attribute,
meaning they were written as arbitrary attributes.
Now, the node first tries to write to attributes with the same domain
and data-type, which covers the vertex group case. Then it falls back
to removing the attribute and adding it again. Even that can fail
though, so I added an error message to make that a bit clearer.
Differential Revision: https://developer.blender.org/D15514
Use the newer more generic sampling and interpolation functions
developed recently (ab444a80a2) instead of the `CurveEval` type.
Functions are split up a bit more internally, to allow a separate mode
for supplying the curve index directly in the future (T92474).
In one basic test, the performance seems mostly unchanged from 3.1.
Differential Revision: https://developer.blender.org/D14621
Previously, curves sculpt tools only worked on original data. This was
very limiting, because one could effectively only sculpt the curves when
all procedural effects were turned off. This patch adds support for curves
sculpting while looking the result of procedural effects (like deformation
based on the surface mesh). This functionality is also known as "crazy space"
support in Blender.
For more details see D15407.
Differential Revision: https://developer.blender.org/D15407
Simplify the transform code by bundling the TransData creation, Data
recalculation, and special updates into a single struct.
So similar functions and parameters can be accessed without special
type checks.
Differential Revision: https://developer.blender.org/D15494
Calculating shortest path selection in UV edge mode was done using vertex
path logic. Since the UV editor now supports proper edge selection [0],
this approach can sometimes give incorrect results.
This problem is now fixed by adding separate logic to calculate the
shortest path in UV edge mode.
Resolves T99344.
[0]: ffaaa0bcbf
Reviewed By: campbellbarton
Ref D15511.
The conversion from Curves to CurveEval used an incorrect type
for one of the builtin attributes. Also, an incorrect default was used
for reading the nurbs_weight attribute.
The value of number sliders (e.g. the "end frame" button) wrap around to
their pre-click value when dragging them for a very long distance (e.g.
by lifting the mouse off the desk and placing it back on to keep
dragging in the same direction).
The problem is X11-specific, and due to XTranslateCoordinates using a
signed int16 behind the curtains, while its signature and the rest of
Blender uses int32. The solution is to only use XTranslateCoordinates on
(0, 0) to get the delta between the screen and client reference systems,
and applying the delta in a second step.
Differential Revision: https://developer.blender.org/D15507
Actualy 'safe' building of the base has in view layers (as part of
`BKE_main_collection_sync_remap`) would only happen when there was
already an existing one, otherwise it was skipped, and rebuilt later
(without the support for doublons) in collection sync code.
Very odd that that error was never spotted before, issue in code has
been there for a long time already. Probably only happens in rare cases
(specific conjuction of factors during remapping of old ID into itelf
new id)?
Reported by @hjalti from Blender studio. Reproducing case:
`heist/pro/shots/050_alarm/050_0160/050_0160.anim.blend`, r1407
This was caused by the world volume shader needing placeholder textures
that were not available until cache populate begins.
Adding a check and creating on the fly fixes the issue.
Code handling read/write of libraries is still particular... but trying
to call `library_runtime_reset` on a random address at readtime was an
obvious mistake I should have caught during review :(
Regression from rB7f8d05131a77.
The spreadsheet can retrieve the float selection using the same
utilities as curves sculpt brushes. Theoretically this can work in
original, evaluated, and viewer node modes, at least when the
sculpt selection attributes are able to be propagated.
Differential Revision: https://developer.blender.org/D15393
The improvements over the old implementation are:
- Improved history reprojection filter (catmull-rom)
- Use proper velocity for history reprojection.
- History clipping is now done in YCoCg color space using better algorithm.
- Velocity is dilated to keep correct edge anti-aliasing on moving objects.
As a result, the 3x3 blocks that made the image smoother in the previous
implementation are no longer visible is replaced by correct antialiasing.
This removes the velocity resolve pass in order to reduce the bandwidth
usage. The velocities are just resolved as they are loadded in the film
pass.
When the cursor grabbing was disabled, Blender's internal location
(wmWindow.eventstate) kept the location before un-hiding.
This caused the paint cursor to show in the wrong location after
adjusting the color wheel for e.g.
Calling `finish` after writing to generic attributes is currently necessary for
correctness. Previously, this was easy to forget. Now there is a check for this
in debug builds.
The issue was that geometry nodes was run on the original curves,
and set a pointer to an evaluated material id on it. The fix is to not
mix up original and evaluated data by making sure that geometry nodes
does not modify the original data.
This commit allows to select several data-blocks in the outliner and
create overrides from all of them, not only the active one.
It properly creates a single hierarchy when several IDs from a same
hierarchy root data are selected.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D15497
The issue was caused by the fact that objects with driven or animated
visibility were considered visible by the dependency graph evaluation.
This change makes it so the dependency graph evaluation is aware of
visibility which might be changing. This is achieved by evaluating the
path of the graph which affects objects visibility and adjusts to it
before evaluating the rest of the graph.
There is some time penalty to this, but there does not seem to be a
way to fully avoid this penalty.
With the production shot from the heist project the FPS drops by a
tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object
which keeps it visible. Note that this is a bit hard to measure since
the FPS fluctuates quite a bit throughout the playback. On the other
hand, having a driver on a visibility of a heavy object from character
and setting visibility to false gives big speedup.
Also worth noting that there is no penalty at all when there are no
animated visibilities in the scene.
Differential Revision: https://developer.blender.org/D15498
The goal is to make it possible to evaluate the graph in multiple
passes without evaluating the same node multiple times.
Currently should not be any functional changes.
WM_event_type_mask_test checks assumed ISMOUSE macro worked for any
kind of mouse event when it only accepted buttons & motion.
Now ISMOUSE checks for any kind of mouse event,
use ISMOUSE_BUTTON/WHEEL/GESTURE for more specific checks.
The ISMOUSE macro was used in situations only button events
needed to be checked.
The only functional difference would be MOUSEMOVE events were
previously accepted for these checks.
Event handling and the enum definition documents MOUSESMARTZOOM
as a gesture however it wasn't accepted by ISMOUSE_GESTURE,
instead it was added to the ISMOUSE macro.
Move the type check to ISMOUSE_GESTURE.
Use the attribute API instead of the CustomData API, to correctly
handle anonymous attributes and simplify the code. One non-obvious
thing to note is that the type counts are recalculated by the "finish"
function of the `curve_type` attribute, so they don't need to be copied
explicitly. Also, the mutable attribute accessor cannot be an reference
if we want to give it an rvalue, which is convenient in this case.
The normals are transformed, but not used. It looks like this logic was
just copied from below where the mesh is transformed for creating
emitters, which do use vertex normals.
All callers passed `false` for this parameter, making it more confusing
than useful. If this functionality is needed again in the future, a separate
function should be added.
Differential Revision: https://developer.blender.org/D15401
Oversight in b0da080c2c. The `session_uuid` operator property wouldn't
be checked by the invoke callback, and if neither the `filepath` nor the
`name` property were set, the File Browser would open.
An implementation of T73412, roughly as outlined there:
Track the names that are in use, as well as base names (before
numeric suffix) plus a bit map for each base name, indicating which
numeric suffixes are already used. This is done per-Main/Library,
per-object-type.
Timings (Windows, VS2022 Release build, AMD Ryzen 5950X):
- Scene with 10k cubes, Shift+D to duplicate them all: 8.7s -> 1.9s.
Name map memory usage for resulting 20k objects: 4.3MB.
- Importing a 2.5GB .obj file of exported Blender 3.0 splash scene
(24k objects), using the new C++ importer: 34.2s-> 22.0s. Name map
memory usage for resulting scene: 8.6MB.
- Importing Disney Moana USD scene (almost half a million objects):
56min -> 10min. Name map usage: ~100MB. Blender crashes later on
when trying to render it, in the same place in both cases, but
that's for another day.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D14162
- The custom space target never needs B-Bone data (used by depsgraph).
- When drawing the relationship lines use the space matrix directly.
- Don't use the custom target to control the target space type dropdown.
Differential Revision: https://developer.blender.org/D9732
Add calls to a few locations that look like they may need to
initialize the Custom Space matrix, i.e. generally any place
that computes target matrices.
Differential Revision: https://developer.blender.org/D9732
Refactor D14646 to use context.active_action for the Action
Custom Properties panel, matching the already existing Action panel.
This has the advantage that it allows access to the properties of
any actions with channels visible in the Dope Sheet, e.g. Shape Keys,
Materials etc; while using just the active object is limited to just
the object animation.
Also move both panels from Item to the Action tab.
Differential Revision: https://developer.blender.org/D15288
This commit fixes several issues in add-ons UI messages extraction code:
- In multi-file modules, the script would crash because it tried to write to
the dir instead of a `translations.py` file;
- The add-on message extraction works by enabling the add-on, getting all
messages; disabling the add-on, getting all messages; then comparing the
two message sets. But often a bug happens where a class gets a
description from somewhere else in memory. I couldn’t debug that, so a
workaround is to check that the message isn’t a corrupted one before
removing it;
- `printf()` doesn't exist in Python and would crash the script;
- `self.src[self.settings.PARSER_PY_ID]` can be replaced by `self.py_file`
in class `I18n`, since a property exists to do that;
- At one point a generator was printed instead of its values, so let's
unpack the generator to get the values. Maybe the print could be
deleted entirely;
- Use SPDX license identifier instead of GPL license block, to be more in
line with other scripts from the codebase.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15474
Adds a new option to the 'Delete ShpaKeys' operator, which first applies
the current mix to the object data, before removing all shapekeys.
Request from @JulienKaspar from Blender studio.
Reviewed By: JulienKaspar
Differential Revision: https://developer.blender.org/D15443
This commit removes the use of PolySpline for resampling curves and
replaces it with the length parameterization utility for that purpose.
I didn't test performance, but I would expect the shrinking to be
slightly faster because I reused some arrays to avoid allocating
them for every curve. I noted some potential improvements in
the "add curves" function.
Differential Revision: https://developer.blender.org/D15342
This commit ports the fillet curves node to the new curves data-block,
and moves the fillet node implementation to the geometry module to help
separate the implementation from the node.
The changes are similar to the subdivide node or resample node. I've
resused common utilities where it makes sense, though some things like
the iteration over attributes can be generalized further. The node
is now multi-threaded per-curve and inside each curve, and some buffers
are reused per curve to avoid many allocations.
The code is more explicit now, and though there is more boilerplate to
pass around many spans, the more complex logic should be more readable.
Differential Revision: https://developer.blender.org/D15346
These mutable pointers present problems with ownership in relation to
proper copy-on-write for attributes. The simplest solution is to just
remove them and retrieve the layers from `CustomData` when they are
needed. This also removes the complexity and redundancy of having to
update the pointers as the curves change. A similar change will apply
to meshes and point clouds.
One downside of this change is that it makes random access with RNA
slower. However, it's simple to just use the RNA attribute API instead,
which is unaffected. In this patch I updated Cycles to do that. With
the future attribute CoW changes, this generic approach makes sense
because Cycles can just request ownership of the existing arrays.
Differential Revision: https://developer.blender.org/D15486
Missing Ui refresh when property is accessed through shortcut.
Use RNA_def_property_update to solve this.
Differential Revision: https://developer.blender.org/D15431
Similar to snapping to the world origin in the 3D viewport. This can be found
in the Shift+S pie menu and UV > Snap menu.
Differential Revision: https://developer.blender.org/D15055
Create a transform conversion type that only considers the Vertex
Custom Data.
This reduces the complexity of converting Meshes and slightly
optimizes the transformation.
After becb1530b1 the new curves object type isn't hidden
behind an experimental flag anymore, and other areas depend on this,
so disabling curves at compile time doesn't make sense anymore.
Adding the `FCURVESONLY` filter in the filter function of the Grease
Pencil dopesheet prevents calls to F-curves related functions to grease
pencil channels, thereby fixing the crash.
Reviewed By: antoniov, sybren
Maniphest Tasks: T99732
Differential Revision: https://developer.blender.org/D15490
Instead of allocating a single 0 char, set the `char *` DNA pointer to
null. This avoids the overhead of allocating and copying single-bytes.
rBeed45b655c9f didn't do this for safety reasons, but I checked the
existing uses of this behavior in DNA/RNA. Out of 43 total `char *`
members, this change only affects 7 recently added properties.
For a complete list, see the patch description.
Differential Revision: https://developer.blender.org/D14779
Semantically it is more correct as the cache does not modify the ID.
There is need to do couple of const casts since the BKE (which is in C)
does not easily allow to iterate into f-curves of const ID.
Should be no functional changes.
Previously, things like materials, symmetry, and selection options
stored on `Curves` weren't copied to the result in nodes like the
subdivide and resample nodes. Now they are, which fixes some
unexpected behavior and allows visualization of the sculpt mode
selection.
In the realize instances and join nodes the behavior is the same as
for meshes, the parameters are taken from the first (top) input.
I also refactored some functions to return a `CurvesGeometry` by-value,
which makes it the responsibility of the node to copy the parameters.
That should make the algorithms more reusable in other situations.
Differential Revision: https://developer.blender.org/D15408
When a query begins, the current visibility result buffer needs to be
associated with the currently active Render Pass. The MTLContext and
MTLCommandBuffer are responsible for ensuring new render pass objects are
created if the visibility state changes.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15356
The Nishita sky texture currently only allows moving the sun to the zenith.
The problem is if you want to animate the passing of a full night-day-night
cycle. Currently it's not easy to do due to this limitation.
The patch makes it so users can easily animate the sun moving from sunrise
to sunset by expanding the max sun elevation to go 360° instead of 90°.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13724
No user visible changes expected.
Merges the tree row and grid tile button types, which were mostly doing
the same things. The idea is that there is a button type for
highlighting, as well as supporting general view item features (e.g.
renaming, drag/drop, etc.). So instead there is a view item button type
now. Also ports view item features like renaming, custom context menus,
drag controllers and drop controllers to `ui::AbstractViewItem` (the new
base class for all view items).
This should be quite an improvement because:
- Merges code that was duplicated over view items.
- Mentioned features (renaming, drag & drop, ...) are much easier to
implement in new view types now. Most of it comes "for free".
- Further features will immediately become availalbe to all views (e.g.
selection).
- Simplifies APIs, there don't have to be functions for individual view
item types anymore.
- View item classes are split and thus less overwhelming visually.
- View item buttons now share all code (drawing, handling, etc.)
- We're soon running out of available button types, this commit merges
two into one.
I was hoping I could do this in multiple smaller commits, but things
were quite intertwined so that would've taken quite some effort.
No user visible changes expected.
Similar to rBc355be6faeac, but for view items now instead of the view.
Not much of the item code is ported to use it yet, it's actually a bit
tricky for the most part. But just introducing the base class already
allows me to start unifying the view item buttons (`uiButTreeRow` and
`uiButGridTile`). This would be a nice improvement.
Fix the issue where undoing a "duplicate NLA strip" operation would
require two undo steps.
The cause of this was that the operator was not using the operator macro
system to combine both the duplication and the translate operators into
one. Instead, the old code was simply manually invoking invoking the
translate operator after the duplicate operator had completed.
This patch requires the default keymap to be modified to include the two
new macro operators, `NLA_OT_duplicate_move` and
`NLA_OT_duplicate_linked_move` in favour of the old keymap that simply
called `NLA_OT_duplicate` and passed along a `linked` argument.
`duplicate_move` and `duplicate_move_linked` are two different enough
operations to justify having their own operators from user's
point-of-view, especially since we cannot yet have different tool-tips
based on an operator's settings.
Reviewed By: sybren, mont29
Differential Revision: https://developer.blender.org/D15086
Add `FCurveKeyframePoints.clear()` method to delete all keyframe points
from an FCurve.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15283
Currently Blender generates mipmaps that override the existing ones.
This patch disables generating new mipmaps for compressed textures.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14459
Not sure why multiple pools were created: the pool should be able to
handle two sets of tasks.
Perhaps non-measurable improvement in terms of performance but this
change simplifies code a bit.
Was accidental regression in rBed9b21098dd27bf9364397357f89b4c2648f40c2
Remove the input slider's PROP_FACTOR subtype in favor of the default to
align with other IOR sliders. This provides much better control when
dragging the value with the mouse.
Differential Revision: https://developer.blender.org/D15477
Drop events ignored the cursor coordinates, under the assumption that
cursor motion events would also be sent to update the cursor location.
This depended on the behavior of the compositor, it failed for Sway
but worked for Gnome-shell & River.
Resolve by making use of the drop events cursor coordinates.
Due to the ordering of the checks, assert and async were not highlighted
in the editor, even though they were in the list of keywords.
Differential Revision: http://developer.blender.org/D15483
Although e.g. in the dopesheet there is no specific concept of
active action, displaying panels requires singling out one action
reference. It is more efficient and clearer to implement this
natively in the context rather than using selected_visible_actions[0].
- In the Action Editor the action is taken from the header.
- In the Dope Sheet the first selected action is chosen, because
there is no concept of an active channel or keyframe.
- In the Graph Editor the action associated with the active curve
is used, which should also be associated with the active vertex.
This case may be different from selected_visible_actions[0].
Differential Revision: https://developer.blender.org/D15412
The real RNA path_resolve method supports indexing lists,
but the python version on the Context object does not. This
patch adds the missing feature for completeness.
Differential Revision: https://developer.blender.org/D15413
* Allows Apple Silicon machines to use 8-wide BVH, which the release notes
mention give an 8% performance boost.
* An update to this version is also required for OpenPGL.
This patch includes contributions from Jason Fielder and Sebastian Herholz.
Ref D15286, T98555
Differential Revision: https://developer.blender.org/D15482
The tooltips from the Add Node menu were extracted, but not translated.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15467
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
The stroke code now supports raycasting the original mesh.
This fixes anchored mode not working for negative brushes,
which might move the mesh out of the initial mouse cursor
position.
The scene spacing code was failing to
check if a raycast failed, which can happen
when sculpting the edges of objects in negative
mode.
Note I removed what I suspect was a hack put
in to fix this, spacing was clamped
to 0.001 scene units.
Scene spacing mode is actually quite broken,
so it will be fixed in a series of phases.
Fix for {T99039}.
The problem was that `AUD_mixdown` and `AUD_mixdown_per_channel` were returning pointers to freed memory.
Two key changes are made:
1. The return value of those functions now simply return a bool as to whether the operation succeeded, instead of an optional error string pointer.
2. The error string buffer is now passed into the function to be filled in case an error occurs. In this way, the onus of memory ownership is unamibiguously on the caller.
Differential Revision: https://developer.blender.org/D15260
Instead of removing the `bgl` module, set all it's functions to stubs
so importing `bgl` or any of it's members doesn't raise an error.
This avoids problems for scripts that import bgl but don't call it's
functions when running in background mode.
Simplify logic for freeing a NULL pointer. While no null-pointer
de-reference was performed, this wasn't as so obvious as the pointer
was passed to MEM_lockfree_allocN_len before checking for NULL.
NOTE: T99744 claimed the a NULL pointer free was a vulnerability,
while I can't see evidence for this - exiting early makes it clearer
the memory isn't accessed.
*Details*
- Add MEMHEAD_LEN macro, avoids redundant NULL check.
- Use "UNLIKELY(..)" hint's for error cases
(freeing NULL pointer and checking if `leak_detector_has_run`).
('SAMPLE_COUNT',"Sample Count","Per-pixel number of samples"),
)
enum_guiding_distribution=(
('PARALLAX_AWARE_VMM',"Parallax-Aware VMM","Use Parallax-aware von Mises-Fisher models as directional distribution",0),
('DIRECTIONAL_QUAD_TREE',"Directional Quad Tree","Use Directional Quad Trees as directional distribution",1),
('VMM',"VMM","Use von Mises-Fisher models as directional distribution",2),
)
defenum_openimagedenoise_denoiser(self,context):
import_cycles
@@ -358,7 +364,9 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
preview_samples:IntProperty(
name="Viewport Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0,max=(1<<24),
min=0,
soft_min=1,
max=(1<<24),
default=1024,
)
@@ -381,7 +389,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
sampling_pattern:EnumProperty(
name="Sampling Pattern",
description="Random sampling pattern used by the integrator. When adaptive sampling is enabled, Progressive Multi-Jitter is always used instead of Sobol",
description="Random sampling pattern used by the integrator. When adaptive sampling is enabled, Progressive Multi-Jitter is always used instead of Sobol-Burley",
items=enum_sampling_pattern,
default='PROGRESSIVE_MULTI_JITTER',
)
@@ -507,6 +515,78 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=1.0,
)
use_guiding:BoolProperty(
name="Guiding",
description="Use path guiding for sampling paths. Path guiding incrementally "
"learns the light distribution of the scene and guides path into directions "
"with high direct and indirect light contributions",
default=False,
)
use_deterministic_guiding:BoolProperty(
name="Deterministic",
description="Makes path guiding deterministic which means renderings will be "
"reproducible with the same pixel values every time. This feature slows down "
"training",
default=True,
)
guiding_distribution_type:EnumProperty(
name="Guiding Distribution Type",
description="Type of representation for the guiding distribution",
items=enum_guiding_distribution,
default='PARALLAX_AWARE_VMM',
)
use_surface_guiding:BoolProperty(
name="Surface Guiding",
description="Use guiding when sampling directions on a surface",
default=True,
)
surface_guiding_probability:FloatProperty(
name="Surface Guiding Probability",
description="The probability of guiding a direction on a surface",
min=0.0,max=1.0,
default=0.5,
)
use_volume_guiding:BoolProperty(
name="Volume Guiding",
description="Use guiding when sampling directions inside a volume",
default=True,
)
guiding_training_samples:IntProperty(
name="Training Samples",
description="The maximum number of samples used for training path guiding. "
"Higher samples lead to more accurate guiding, however may also unnecessarily slow "
"down rendering once guiding is accurate enough. "
"A value of 0 will continue training until the last sample",
min=0,
soft_min=1,
default=128,
)
volume_guiding_probability:FloatProperty(
name="Volume Guiding Probability",
description="The probability of guiding a direction inside a volume",
min=0.0,max=1.0,
default=0.5,
)
use_guiding_direct_light:BoolProperty(
name="Guide Direct Light",
description="Consider the contribution of directly visible light sources during guiding",
default=True,
)
use_guiding_mis_weights:BoolProperty(
name="Use MIS Weights",
description="Use the MIS weight to weight the contribution of directly visible light sources during guiding",
default=True,
)
max_bounces:IntProperty(
name="Max Bounces",
description="Total maximum number of bounces",
@@ -1558,9 +1638,9 @@ class CyclesPreferences(bpy.types.AddonPreferences):
importsys
col.label(text="Requires Intel GPU with Xe-HPG architecture",icon='BLANK1')
ifsys.platform.startswith("win"):
col.label(text="and Windows driver version 101.1660 or newer",icon='BLANK1')
col.label(text="and Windows driver version 101.3430 or newer",icon='BLANK1')
elifsys.platform.startswith("linux"):
col.label(text="and Linux driver version xx.xx.23570 or newer",icon='BLANK1')
col.label(text="and Linux driver version xx.xx.23904 or newer",icon='BLANK1')
elifdevice_type=='METAL':
col.label(text="Requires Apple Silicon with macOS 12.2 or newer",icon='BLANK1')
col.label(text="or AMD with macOS 12.3 or newer",icon='BLANK1')
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