Allow any non-modifier keyboard events to be used.
Note that the existing check for >= EVT_AKEY allowed NDOF and other
non-keyboard events (including modifiers, which didn't work).
- Use defines instead of magic numbers for F-Key & NDOF range checks.
- Use explicit values for NDOF event types.
- Minor clarification to doc-strings.
- Use doxy-sections.
There is probably a better solution that's possible, but the few other
things I tried didn't work, and the build error should be resolved for
the buildbots. This is similar to the "breaks" in the namespace for
functions declared in `ED_node.h`.
The code here was using velocity based interpolation copied from particles.
However there is no velocity cached in the rigid body point cache so the
results were non-sensical.
This adds a new curve primitive to generate arcs.
Radius mode (default): Generates a fixed radius arc on XY plane
with controls for Angle, Sweep and Invert.
Points mode: Generates a three point curve arc from Start to End
via Middle with an Angle Offset and option to invert the arc.
There are also outputs for arc center, radius and normal direction
relative to the Z-axis.
This patch is based on previous patches
D11713 and D13100 from @guitargeek. Thank you.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13640
This fixes a similar issue as the previous commit, but this time the
continuous notifiers would be sent after redoing. E.g. after moving an
object, and then modifying the transform in the "Adjust Last Operation"
panel.
The thumbnail caching continuously sends `ND_SPACE_FILE_PREVIEW`
notifiers via a timer. But this timer was never ended properly after
thumbnails are fully loaded into the cache.
Wouldn't actually cause a refresh or redraw, send and process the
notifiers.
I already tried to avoid this for the asset view template, but
apparently that wasn't working correctly. For the File/Asset Browser I
never applied that fix to avoid possible regressions before the release.
This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.
The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.
Differential Revision: https://developer.blender.org/D13871
This patch fixes a correctness issue discovered in the `int4 select(...)` function on Apple Silicon machines, which causes bad bvh2 builds. Although the generated bvh2s give correct renders, the resulting runtime performance is terrible. This fix allows us to switch over to bvh2 on Apple Silicon giving a significant performance uplift for many of the standard benchmarking assets. It also fixes some unit test failures stemming from the use of MetalRT, and trivially enables the new pointcloud primitive.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13877
Custom bones are drawn by instancing the GPUBatch of the base object. To
access the mesh and its GPUBatch, `BKE_object_get_evaluated_mesh` was
used. However, since GPU subdivision support, this will return a
subdivision wrapper which will never be drawn, and thus will have an
invalid batch, which caused the crash.
`BKE_object_get_evaluated_mesh_no_subsurf` should be used instead, to
return the mesh that will be drawn, and have the subdivision evaluated
on the GPU. Note that the rest of the draw code is already using this
function.
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.
For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.
The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.
For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).
Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.
For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.
Reviewed By: brecht, fclem, sergey, sybren, campbellbarton
Differential Revision: https://developer.blender.org/D10145
This brush fixes the random spikes that
occasionally happen in multires models.
These spikes can be nearly impossible to
fix manually and can make working with
multires a nightmare.
Since vertex and face normals are now stored on the mesh when necessary,
we can expose them as contiguous arrays of vectors in the Python API.
This can give render engines and other addons easy access to they data
for fast access through a regular collection property.
While "Mesh Vertex" still has a "normal" property in RNA, that is only
maintained in order to avoid breaking the existing API, and accessing
it is less efficient than accessing the normals directly.
I made the normal arrays read-only, because modifying them could
put them in an invalid state. This is inline with how we treat the data
internally, and helps keep relationships between data clear.
Differential Revision: https://developer.blender.org/D13839
When toggling to a File Browser from an Asset Browesr, the asset indexer
would be used to load files. I couldn't spot issues with that on a
quick look, but this should still be corrected.
Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
An external CMake script can be used to debug CMake code, modify/read
target properties, inter-target dependencies, non-cache variables etc.
Reviewed by: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D13830
This patch fixes crash T94736 on Metal in which the launch_params were not being updated to reflect destruction of MetalMem objects.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13875
When copying strips between 2 scenes, it wasn't possible to copy
animation curves along with strips.
In this patch curves are copied into clipboard `ListBase`. When pasted,
original curves are moved into temporary `ListBase` and curves in
clipboard are moved into scene action. This is because when strips from
clipboard have to be renamed, function `SEQ_ensure_unique_name()` does
fix RNA paths of curves, but this is done globally for all curves within
action. After strips are renamed, restore original curves from backup.
Note: This patch handles only fcurves. Drivers and actions are currently
not handled anywhere in VSE.
Fixes T77530
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13845
- Move functions that handle animation to own file - `animation.c`
- Refactor `SEQ_offset_animdata` and `SEQ_free_animdata` functions
- Add function `SEQ_fcurves_by_strip_get` to provide more granular
and explicit way for operators to handle animation
- Remove function `SEQ_dupe_animdata`, do curve duplication explicitly
in operator code, which makes more sense to do. Further this function
was also used for renaming strips which makes no sense.
- Refactor usage of function `SEQ_free_animdata` and remove XXX comment.
Now this functiuon is no longer called when `Sequence` data is freed
implicitly, it is done explicitly in high level function
`SEQ_edit_remove_flagged_sequences`
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13852
The ustring is not a trivially copyable object from the C++ standard
point of view, so using memcpy on it is strictly wrong. In practice,
however, this is OK since it is just a thin wrapper around char*.
For now use explicit cast to void* same as it was done in other places
of ccl::array implementation. But also localize the place where memory
copy happens to make it easier to support proper non-trivial C++
objects in the future.
This merge the description into one struct only that can be more easily
copied during `finalize()`.
The in and out layout parameters are better named and extended with the
invocation count (with fallback support)
Route cause was data alignment mismatch between GPU and CPU. This
mismatch would not allow us to bind the UBO where data wasn't available
on the GPU.
Fixed by using float4 in stead of float2. This could eventually be
packed, but that would lead to less readable code.
Cause was incorrect logic when generating the resource layout. It the
explicit_location_support setting was ignored and the binding were
generated for image, uniform buffers and storage buffers.
- Add BM_mesh_debug_print & BM_mesh_debug_info.
- Report flags in Mesh.cd_flag in BKE_mesh_debug_print
- Move custom data printing into customdata.cc (noted as a TODO).
Note that the term "runtime" has been removed from
`BKE_mesh_runtime_debug_print` since these are useful for debugging any
kind of mesh data.
Code that handled merging & initializing custom-data from other
meshes sometimes missed checks for this flag, causing bevel weights to
lost when the mesh was converted to a BMesh.
The following changes are a more general fix for T94197.
- Add BM_mesh_copy_init_customdata_from_mesh_array which initializes
custom-data from multiple meshes at once.
As well as initializing custom-data layers from Mesh.cd_flag.
This isn't essential for boolean, however it avoids the overhead of
resizing custom-data layers.
- Loading mesh data into a BMesh now respects Mesh.cd_flag
instead of only checking if the BMesh custom-data-layer exists.
Without this, the order of meshes passed to BM_mesh_bm_from_me could
give different (incorrect) results.
- Copying mesh data now copies `cd_flag` too. This is a precaution
as in my tests evaluating modifiers these values always matched.
Nevertheless it's correct to copy this value as custom-data it's
self is being copied.
The buffer passed as an argument to `GPUFrameBuffer.read_color` is used
in the return of the function and therefore, if not used, its refcount is
decremented.
So be sure to increment the refcount of the already existing objects that
will be used in the return of a function.
This was the case for multi input sockets that have a link already.
Since we have multi input sockets, the way we use `socket_is_available`
is not really giving the expected result on these.
When used for input sockets the intention is to find a free socket
(either for noodle **replacement**, then it is always available, or just
the next free available socket).
Now I would think without the intention to replace an existing link, a
multi input socket should still be available.
From the inside of the function, the `replace` argument turns [namewise]
to `allow_used`, which sounds a little different (so one might argue
that if `allow_used` is `False` this should also trigger for already
connected multi input sockets).
In the end, this is an issue with the variable naming though, cant think
of a usecase where the patch change would really go against intentions.
Maniphest Tasks: T93413
Differential Revision: https://developer.blender.org/D13866
Bug possibly introduced in {rBc57e4418bb85aec8bd3615fd775b990badb43d30}.
Interestingly, the orientation set before (NORMAL), even different from
the orientation that was actually used, was allowing the use of
"orient_matrix" ("orient_matrix_type" should have been NORMAL in that
case too).
In any case, make sure the "orient_matrix_type" and "orient_type" are the
same so that the "orient_matrix" is used.
These operations (sorting and selecting all nodes) should generally
be handled by the node editor and not outside code. They were not
called outside of the node editor, so they can be moved to the editor's
`intern` header.
This file was added nine years ago, and was unused then.
Now with active tools we use a different approach to create
toolbars, so the file is not relevant.
This node allows accessing data of other elements in the context geometry.
It is similar to the Transfer Attribute node in Index mode. The main difference
is that this node does not require a geometry input, because the context
is used.
The node can e.g. be used to generalize what the Edge Vertices node is doing.
Instead of only being able to get the position of the vertices of an edge,
any field/attribute can be accessed on the vertices.
Differential Revision: https://developer.blender.org/D13825
Adds a second output to the edge angle node that shows the signed angle
between the two faces, where Convex angles are positive and Concave angles
are negative. This calculation is slower than the unsigned angle, so it
was best to leave both for times where the unsigned angle will suffice.
Differential Revision: https://developer.blender.org/D13796
It's now easier than before to do the interpolation of attributes
only for the elements that are actually used in some cases.
This can result in a speedup because unnecessary computations
can be avoided. See the patch for a simple performance test.
Differential Revision: https://developer.blender.org/D13828
Cause of the issue isn't that clear, but the NVIDIA GLSL compiler
complained that it couldn't find an overloaded function when the second
parameter is an interger. This change fixes it by using a float.
Display exact integer values of a floating point fields without
a fraction if the step is also an exact integer. This is intended
for cases when the value can technically be fractional, but most
commonly is supposed to be integer.
This handling is not applied if the field has any unit except frames,
because integer values aren't special for quantities like length.
The fraction is discarded in the normal display mode and when copying
the value to clipboard, but not when editing to remind the user that
the field allows fractions.
Differential Revision: https://developer.blender.org/D13753
Fix a precision issue when stepping down from 1 to 0 via the left
decrement button and step 100 results in a small nonzero value.
The reason is that 0.01 can't be precisely represented in binary
and converting to double before multiplication reveals this.
Ref D13753
This patch converts GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR shader to use
the GPUShaderCreateInfo pattern. It can be used as a reference when
converting other shaders.
In this special case the flat uniform vector cannot be used anymore as it
doesn't fit as push constants. To solve this a uniform buffer is used.
The previous optimization did not work in general yet, unfortunately.
This change makes the code more correct, but also brings back
some unnecessary updates (e.g. when creating a node group).
For boolean operations only one of the meshes was checked to determine
if bevel weights should be created.
Now initialize custom data from both meshes flag.
Note that this is a localized fix to be back-ported, further changes
will be made so edit-mode conversion accounts for this
without the caller needing explicit checks for custom-data flags.
Asset indexing was disabled as ID property indexing wasn't supported.
Now that ID property support is added we can enable asset indexing.
Check {T91406} for more information about asset indexing.
Object/collection asset workflow would need the bounding box for snapping.
The bounding box is stored using ID properties in the scene. Currently ID properties
aren't stored in the asset index, what would break object snapping. For this reason
Asset Indexing is turned off in mater. This patch will introduce the indexing of ID
properties what will allow the indexing to be turned on again.
## Data Mapping ##
For data mapping we store the internal structure of IDProperty to the indexer (including meta-data) to be able to deserialize it back.
```
[
{
"name": ..,
"value": ..,
"type": ..,
/* `subtype` and `length` are only available for IDP_ARRAYs. */
"subtype": ..,
},
]
```
| **DNA** | **Serialize type** | **Note** |
| IDProperty.name | StringValue| |
| IDProperty.type | StringValue| "IDP_STRING", "IDP_INT", "IDP_FLOAT", "IDP_ARRAY", "IDP_GROUP", "IDP_DOUBLE"|
| IDProperty.subtype | StringValue| "IDP_INT", "IDP_FLOAT", "IDP_GROUP", "IDP_DOUBLE" |
| IDProperty.value | StringValue | When type is IDP_STRING |
| IDProperty.value | IntValue | When type is IDP_INT |
| IDProperty.value | DoubleValue | When type is IDP_FLOAT/IDP_DOUBLE |
| IDProperty.value | ArrayValue | When type is IDP_GROUP. Recursively uses the same structure as described in this section. |
| IDProperty.value | ArrayValue | When type is IDP_ARRAY. Each element holds a single element as described in this section. |
NOTE: IDP_ID and IDP_IDARRAY aren't supported. The entry will not be added.
Example
```
[
{
"name": "MyIntValue,
"type": "IDP_INT",
"value": 6,
},
{
"name": "myComplexArray",
"type": "IDP_ARRAY",
"subtype": "IDP_GROUP",
"value": [
[
{
"name": ..
....
}
]
]
}
]
```
## Considered alternatives ##
- Add conversion functions inside `asset_indexer`; makes generic code part of a specific solution.
- Add conversion functions inside `BLI_serialize`; would add data transformation responsibilities inside a unit that is currently only responsible for formatting.
- Use direct mapping between IDP properties and Values; leads to missing information and edge cases (empty primitive arrays) that could not be de-serialized.
Reviewed By: Severin, mont29, HooglyBoogly
Maniphest Tasks: T92306
Differential Revision: https://developer.blender.org/D12990
Motion paths themselves aren't getting saved (not sure if they are
without overrides), but being able to override options makes them
usable even if it's necessary to regenerate every edit session.
Differential Revision: https://developer.blender.org/D13842
Some new obj exporter tests were disabled because the normals were different
in the last decimal place on different platforms.
The old python exporter deduped normals with their coordinates rounded to
four decimal places. This change does the same in the new exporter.
On one test, this produced a file 25% smaller and even ran 10% faster.
This can simplify iterating through all of the indices in the vector,
which is fairly common, since one of the benefits of the data structure
is that all values are contiguous.
This node's UI uses a multi-select enum to allow adjusting the
type of both handle sides with the same node. Since usually the
user wants to affect both handles, and it's the multi-select behavior
isn't obvious, selecting both by default is an improvement.
This significantly reduces discontinuities on UV seams, by giving a better
match of the texture filtered colors on both sides of the seam. It works by
using pixels from adjacent faces across the UV seam.
This new option is called "Adjacent Faces" and is the default. The old option
is called "Extend", and extends border pixels outwards.
Differential Revision: https://developer.blender.org/D13303
Use GPU-side scaling to speed up the scaling itself, and to avoid having
to copy the image buffer using the CPU. Mipmapping is used to get decent
filtering when downscaling without ugly artifacts.
In my comparisons, there was barely any difference between the methods
for DPIs >= 1. Below that, the result looks a bit different due to the
different filtering method.
See D13144 for screen-recordings showing the difference.
Part of T92922.
Differential Revision: https://developer.blender.org/D13144
Reviewed by: Jeroen Bakker
Typo in rB605cdc4346e5f82, both `eBlendfileLinkAppendForeachItemFlag`
flags had the same value, effectively preventing to filter out direct
vs. indirect appended items.
Override layers are a standard feature of Alembic, where archives can override
data from other archives, provided that the hierarchies match.
This is useful for modifying a UV map, updating an animation, or even creating
some sort of LOD system where low resolution meshes are swapped by high resolution
versions.
It is possible to add UV maps and vertex colors using this system, however, they
will only appear in the spreadsheet editor when viewing evaluated data, as the UV
map and Vertex color UI only show data present on the original mesh.
Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile`
DNA, as well as some operators and UI to present and manage the layers. For both
the Alembic importer and the Cycles procedural, the main change is creating an
archive from a list of filepaths, instead of a single one.
After importing the base file through the regular import operator, layers can be added
to or removed from the `CacheFile` via the UI list under the `Override Layers` panel
located in the Mesh Sequence Cache modifier. Layers can also be moved around or
hidden.
See differential page for tests files and demos.
Reviewed by: brecht, sybren
Differential Revision: https://developer.blender.org/D13603
This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
For an upcoming refactoring of library remapping we want to be able to test if the logic won't change.
It also increased my experience inside the remapping codebase and find out what exactly needed to
be refactored.
This patch adds test cases for the core functionality of `foreach_libblock_remap_callback`. The test cases
don't cover of all the branches. Also pre-, post-processing, referencing and proxies are not tested.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13815
Allows conveniently selecting an inverse of a collection.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D13846
This patch improves conversion method from NURBS to Bezier curves,
resulting in exact shape between those two types when provided with
a 3rd degree NURBS curve. Part of T86086.
See the differential revision for more comparisons.
The node still cannot account properly for a NURBS "order" other
than 4 and it does not take into account control point weights.
Differential Revision: https://developer.blender.org/D13546
Fix the description for WORKSPACE_OT_reorder_to_back to say "last" in
list rather than "first"
See D13696 for more details.
Differential Revision: https://developer.blender.org/D13696
Reviewed by Aaron Carlisle
The crash is due to the fact that GPU subdivision extraction routines
for edit data (including UVs) only worked for BMesh. However, a Mesh
based version is still needed for texture painting. This adds the
missing components. This also ensures all data are properly initialized
(at least the ones revealed by the bug).
This puts the loop over the final subdivision quads outside of the mesh
iteration callback. This can also allow for easier parallel execution in
the future if need be.
Since the option to enable linkers are booleans,
it's possible to enable them all at once.
Now only the first enabled + available linker is used
(with priority given to link is with better performance).
Set the linker using CMAKE_*_LINKER_FLAGS instead of {C/CXX}FLAGS.
There is no advantage in using the CFLAGS to set the linker, it has the
downside of triggering a full rebuild when changing the linker.
Tested building Blender and the bpy.so Python module.
Ref D13833
Reviewed by: sergey, brecht
Conceptually, this is the geometry that data is taken from,
not the target of an operation, so rename it from "Target"
to "Source". This was common user feedback and agreed
on in a recent sub-module meeting.
Before rB644e6c7a3e99ae1d43ed, `fill` was used in the error
cases, but now `fill_indices` is used, which doesn't work when
the span is empty (when only one output is used). The fix is just
to check for that case.
The search list only displayed the "Result" output socket in this
case, which is unexpected since dragging from an input gives the
operations in the list as well. Also use integer mode when
connecting to boolean sockets.
I noticed these when doing final cleanup on rBcfa53e0fbeed.
One use was removed in that commit, the others were unused
going further back a few years.
Differential Revision: https://developer.blender.org/D13834
`TreeElement` isn't a trivial type anymore, so `MEM_delete()` should be
called, which calls the destructor.
AFAICS this would cause a memory leak, since the contained `unique_ptr`
is allocated but not destructed correctly - but it's not using the
guarded allocator so woudn't be reported.
Smart pointers should be the default choice for C++ owning pointers,
since they let you manage memory using RAII.
Also moved type factory methods into static class functions.
Basically this removes any C <-> C++ glue code. C++ types are accessed
directly via the public C++ APIs.
Contains some related changes like, moving functions that were
previously declared in a now removed header to a different file, whose
header is the more appropriate place (and the source file as well).
But generally I tried to avoid other changes.
The switch to how normals are kept has led to tiny differences in
the normal output values on different platforms. Disabling the failing
tests while working on a solution to this problem.
Part of a5cb7c1e62 is reverted since it
created unknown pragma warning on windows.
Use a trick to do self-assigning.
Reviewed by Jacques Lucke in chat.
`BKE_layer_collection_sync` was missing a specific handling for one of
those pre-master collection cases,
NOTE: It is a bit unfortunate to have to do 'do-version' code in BKE...
At some point might look into moving this into actual `do_version` file,
but this is not fully trivial not critical improvement for now.
Caused by rBa5c59fb90ef9.
Since Group Input and Output sockets happen to be of type `SOCK_CUSTOM`
[and since rBa5c59fb90ef9 custom py defined sockets are too :)] a check
introduced in rB513066e8ad6f that prevents connections for `SOCK_CUSTOM`
triggered.
Now refine the check, so it specifically looks for NODE_GROUP_INPUT /
NODE_GROUP_OUTPUT, too (this keeps the intention intact to not connect
group inputs to group outputs and vice versa, but allows custom py
defined sockets to connect again) and put it in new utility function.
Maniphest Tasks: T94827
Differential Revision: https://developer.blender.org/D13817
Blender.xcodeproj User-supplied CFBundleIdentifier value
'org.blenderfoundation.blender' in the Info.plist must be the same as
the PRODUCT_BUNDLE_IDENTIFIER build setting value ''.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13826
Didn't remove the key-value pair since old Xcode behavior is not
known.
warning: LSMinimumSystemVersion of '10.9.0' is less than the value of
MACOSX_DEPLOYMENT_TARGET '10.13' - setting to '10.13'. (in target
'blender' from project 'Blender')
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13831
Fix assignment warning
source/blender/blenlib/tests/BLI_any_test.cc:56:5: warning: explicitly
assigning value of variable of type 'blender::Any<void, 8, 8>'
to itself [-Wself-assign-overloaded]
c = c;
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13835
2-point-curves are treated separately from 3plus-point-curves (assume a
lot of the twisting reduction can be skipped, so there is a dedicated
function for single segment curves).
And while using the 3plus-point-curves function [`make_bevel_list_3D`]
would actually work in this case, the dedicated function
`make_bevel_list_segment_3D` would only consider the tilt of the second
point and would just copy over the quat to the first point as well. Dont
see a reason for this, now consider the first point's tilt as well.
Maniphest Tasks: T94837
Differential Revision: https://developer.blender.org/D13813
Can give considerably faster linking, especially on system with many
cores.
The mold linker recently reached 1.0, see:
https://github.com/rui314/mold
The current stable release of GCC can't use this linker via
-fuse-ld=mold, so this patch uses the "-B" argument to add a binary
directory containing an alternate "ld" command that points to
"mold" (which is part of the default mold installation).
Some timing tests for linking full builds for AMD TR 3970X:
- BFD: 20.78 seconds.
- LLD: 12.16 seconds.
- GOLD: 7.21 seconds.
- MOLD: 2.53 seconds.
Ref D13807
Reviewed by: sergey, brecht
The mask is only used if it's not zero. Adding the normal mask made
it not zero, but it didn't include anything else, so all custom data
layers except normals were removed. The fix is to only add normals
to the mask when it should be used.
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.
The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.
The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).
**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code
In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).
Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.
**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
- Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
showing that accessing just `MVert` is now more efficient.
- Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
change that at least shows there is no regression.
- Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
but observable speedup.
- Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
shows that using normals in geometry nodes is faster.
- Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
shows that calculating normals is slightly faster now.
- File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
Normals are not saved in files, which can help with large meshes.
As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.
**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
- The subdivision surface modifier is not responsible for calculating
normals anymore. In master, the modifier creates different normals
than the result of the `Mesh` normal calculation, so this is a bug
fix.
- There are small differences in the results of some modifiers that
use normals because they are not converted to and from `short`
anymore.
**Future improvements**
- Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
already retrieves normals if they are needed anyway.
- Copy normals as part of a better CoW system for attributes.
- Make more areas use lazy instead of eager normal calculation.
- Remove `BKE_mesh_normals_tag_dirty` in more places since that is
now the default state of a new mesh.
- Possibly apply a similar change to derived face corner normals.
Differential Revision: https://developer.blender.org/D12770
Some of the message-bus macros are not safe to use in C++. This has come
up before, but no good solution was found. Now @LazyDodo, @HooglyBoogly
and I concluded this is the best duct tape "solution" for the moment.
The message-bus API should address this.
Today many users seem to think the output from
this node is a single curve with multiple splines.
This patch renames the geometry output socket
from "Curves" to "Curve Instances" to avoid confusion.
Differential Revision: https://developer.blender.org/D13693
We want to refactor quite some of the Outliner code using C++, this is a
logical step to help the transition to a new architecture.
Includes plenty of fixes to make this compile without warnings, trying
not to change logic. The usual stuff (casts from `void *`, designated
initializers, compound literals, etc.).
There were a couple of function name collisions which were caused
by sharing code with the mask modifier. I just removed the dependence
on the mask modifier now. The code that I duplicated for that purpose
is only in a legacy node, so it can be expected to be removed soonish.
And change install_deps.sh to build shared (instead of static) FFMPEG
libraries, for consistency with other library dependencies and to simplify
the logic. This may require users of install_deps.sh to rebuild FFMPEG.
This is the last step that lets us get rid of LIBPATH variables and
link_directories() entirely, as recommended by the CMake docs.
Some fixes were needed in the find FFMPEG module to make it actually work,
this code was unused up to now.
Followup to D8855.
Differential Revision: https://developer.blender.org/D9177
The fundamental limitation is that we can only have one instance
("dupli") generator at a time. Because the mesh output of a curve
object is output as an instances, the geometry set instances existed,
replacing the object as font instances. The "fix" is to reverse the
order. The behavior won't be perfect still, but at least the old
behavior will be preserved, which is really what matters for a
feature like this.
One way to take this change further would be completely disabling
regular geometry evaluation while this option is active. However,
it doesn't seem like that would actually improve the state of the code.
Differential Revision: https://developer.blender.org/D13768
When drawing windows on monitors that differ in DPI, we can sometimes
have UI elements draw at an incorrect scale. This patch just ensures
that `wm_window_make_drawable` always updates DPI.
See D10483 for more details.
Differential Revision: https://developer.blender.org/D10483
Reviewed by Brecht Van Lommel
Allow area Split to be initiated in any area and give better feedback
when not allowed.
See D13599 for more details and usage examples.
Differential Revision: https://developer.blender.org/D13599
Reviewed by Campbell Barton
And change install_deps.sh to build shared (instead of static) FFMPEG
libraries, for consistency with other library dependencies and to simplify
the logic. This may require users of install_deps.sh to rebuild FFMPEG.
This is the last step that lets us get rid of LIBPATH variables and
link_directories() entirely, as recommended by the CMake docs.
Some fixes were needed in the find FFMPEG module to make it actually work,
this code was unused up to now.
Followup to D8855.
Differential Revision: https://developer.blender.org/D9177
This is my attempt of adding defaults for the space clip editor struct
(in line with https://developer.blender.org/T80164).
It adds the default allocation for `SpaceClip` and
`node_composite_movieclip.cc`. This also solves the error below (for
C++ files using the DNA_default_alloc), which was put forward by
Sergey Sharybin.
Differential Revision: https://developer.blender.org/D13367
Reviewed by: Julian Eisel
While theorically fairly generic, current code is only enabled for
bledfile and liboverride views, and only used to display messages from
library IDs.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13766
SVG files contained specific detailed pathnames on developers'
computers. These included full local user profile and path and should
not be in the release.
This patches corrects those lines. It also removes unused gradients from
the private icons SVG.
Differential Revision: https://developer.blender.org/D13344
Reviewed by: Yevgeny Makarov, Julian Eisel
This adds wrapper classes that make it easier to use GPU objects in C++.
####Motivations:####
- Easier handling of GPU objects.
- EEVEE rewrite already makes use of similar wrappers.
- There is the ongoing effort to use more C++ in the codebase
and lans to port more engines to it.
- The shader code refactor will make use of many UBOs with shared
struct declaration. This helps managing them.
- Safer handling of `TextureFromPool` which can't be bound as normal
texture (only texture ref) and can be better tracked in the future.
####Considerations:####
- I chose the `blender::draw` namespace because `blender::gpu` already has private classes (i.e: `gpu::Texture`).
- Theses are wrappers that manage a GPU object internally. They might be confused with actual `Texture`. However, the name `TextureWrapper` is a bit too much verbose in my opinion. I'm open to suggestion about better name.
Reviewed By: jbakker
Differential Revision: http://developer.blender.org/D13805
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
Fixes issue T94603
It adds a new compositor node called Scene Time which is already present as a geo node, having the same basic nodes available in all node trees is a nice thing to have.
Renames "Time" node to "Time Curve", this is done to avoid confusion between the Time node and the Scene Time node.
Reviewed By: jbakker
Maniphest Tasks: T94603
Differential Revision: https://developer.blender.org/D13762
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
The issue was caused by rBd09b1d2759861aa012ab2e7e4ce2ffa2.
Since this commit, the image users in gpu materials were updated
during depsgraph evaluation as well. However, there was a race
condition when one thread is deleting gpu materials in `BKE_material_eval`
while another thread is updating the image users at the same time.
The solution is to make sure that deleting gpu materials is done before
iterating over all gpu materials, by adding a new depsgraph relation.
The main issue was the use of `G_MAIN` during file load.
This patch refactors the code so that iterating over `G_MAIN`
is not necessary anymore. See D13800 for more details.
Differential Revision: https://developer.blender.org/D13800
The issue was caused by Cycles display driver not being able to restore
window's OpenGL context after disposing Cycles-side OpenGL context.
This is due to the window OpenGL re-activation needing to access window
manager which gets cleared out form global main during file reading.
Defer clearing window manager from the global main to until after all
screens are "exited". This allows Cycles to properly stop rendering,
dispose its OpenGL context, and restore window's drawable context.
It is unclear why it was required to clear window manager list early
on. Guess is that it comes from an original code in a1c8543f2a where
there was an early return which then got replaced with an actual logic
without changing the order of de-initialization and window manager list
clear.
Differential Revision: https://developer.blender.org/D13799
The direct cause of the bug in question was passing in the raw memory
buffer to sscanf. It should be called with a null-terminated buffer;
which isn't guaranteed when blindly trusting the file data.
When attempting to fuzz this code path, a variety of other crashes were
discovered and fixed.
Differential Revision: https://developer.blender.org/D11952
Remove code that very slightly darkened line on bottom of timeline, when
backdrop is enabled. Purpose of the code wasn't dodumented, and 2.79
doesn't seem to produce this darkened line.
Rename drawing functions to appropriate names.
Add maximum string length argument to UI_fontstyle_draw to reduce usage
of BLF_DRAW_STR_DUMMY_MAX. Reorders arguments to UI_fontstyle_draw_ex
See D13794 for more details.
Differential Revision: https://developer.blender.org/D13794
Reviewed by Campbell Barton
Reduction of the number of uses of the define BLF_DRAW_STR_DUMMY_MAX
by using actual sizes of static character arrays.
See D13793 for more details.
Differential Revision: https://developer.blender.org/D13793
Reviewed by Campbell Barton
Blender's compositor code already makes extensive use of
namespace which makes it very simple to enable unity build.
There was one duplicated function that has since to be moved
to a common header.
I saw roughly a 3x speedup of bf_compositor using ninja on
linux using i5 8250u (1:34 down to 0:34).
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D13792
With this change, compilation saw a 2.4x improvement.
This can be combined with unity build to give an overall 4x improvement
Depends on D13797
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D13798
Removal of unused tmp member of GHOST_TEventImeData. Not used now,
nor was it used by the commit that added it to begin with.
Differential Revision: https://developer.blender.org/D11799
Reviewed by Ray Molenkamp
our UNUSED macro is essentially a no-op for MSVC, which lead to
the situation where this well meant macro was emitting the
following warning:
C4189: 'UNUSED_i': local variable is initialized but not referenced
However since we have been on c++17 for a while now the UNUSED
macro can be replaced with the standard [[maybe_unused]] attribute
in cpp files.
This changes cleans up the use of the UNUSED macro in the
bf_nodes_geometry project.
Differential Revision: https://developer.blender.org/D12915
Reviewed by: JacquesLucke, Severin, Sergey, HooglyBoogly
Since CMake 3.16, CMake has native precompiled header (PCH) support.
This change swaps Blender's own PCH implementation with the native implementation.
Previously, PCH was only enabled on Windows however,
this new implementation works on all platforms.
For more information see https://cmake.org/cmake/help/latest/command/target_precompile_headers.html
On my system, Linux with ninja running on an i5 8250U
I saw a 60% reduction in compile times for `bf_freestyle` + linking time.
Reviewed By: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D13797
The problem was the points were selected in edit mode and then sampled. Now, in draw mode, the points are always unselected to avoid this effect in the auto merge process.
The new triangulation mode for quads is the opposite of the current default
shortest diagonal mode. It is optimal for cloth simulations using quad meshes.
Differential Revision: http://developer.blender.org/D13777
Issue introduced in rB1d49293b80446b89b5b12fa0eeefaf14e5051e48
`drw_manager_init` must be called after `drw_context_state_init` as
`DST.draw_ctx.sh_cfg` (indicating when the view is clipped) must be set
first.
Differential Revision: https://developer.blender.org/D13795
After disconnecting hair on an object, if you then hide the particle system, and try connecting the hair again, the operator is cancelled due to `remap_hair_emitter` returning `false` because `target_psmd->mesh_final` is NULL, but `connect_hair` will still strip the `PSYS_GLOBAL_HAIR` flag, which will cause the hair in the hidden particle system to be positioned incorrectly. The correct behavior is to strip the flag only if `remap_hair_emitter` succeeds.
Differential Revision: https://developer.blender.org/D13703
When the 'threshold' is not used in the type we are comparing, just hide
it. This was obvious for some types (e.g. Materials), but maybe not so
on others (e.g. Polygon Sides) and potentionally confusing.
Reported by @hitrpr in chat.
Differential Revision: https://developer.blender.org/D13760
This is an update to the correct OCIO role.
It changes `SceneReference` to `scene_linear`
See https://opencolorio.readthedocs.io/en/latest/guides/authoring/overview.html#config-roles
> - reference - the color space against which the other color spaces are defined
>NOTE: The reference role has sometimes been misinterpreted as being the space in which “reference art” is stored in.
>
> - scene_linear - the scene-referred linear-to-light color space, often the same as the reference space
The current OCIO UX working group doc says:
>reference: This role has had multiple interpreted meanings over the years and is a common point of confusion. It is kept in OCIO for backwards compatibility, but the recommendation is that it is not used by apps.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11398
This puts all static functions in composite node files into a new
namespace. This allows using unity build which can improve
compile times significantly.
This is a follow up on rB1df8abff257030ba79bc23dc321f35494f4d91c5
but for compositor nodes.
The namespace name is derived from the file name.
That makes it possible to write some tooling that checks the names later on.
The filename extension (`cc`) is added to the namespace name as well.
his also possibly simplifies tooling but also makes it more obvious that this namespace is specific to a file.
Reviewed By: JacquesLucke, HooglyBoogly, jbakker
Differential Revision: https://developer.blender.org/D13466
If timeline contains scene strip outside of edited meta strip, this will
cause crash. This is because prefetchin ignored meta strips being edited
when rendering, but did check for scene strips only inside edited meta
strip.
Change active seqbase pointer when entering meta strip. This makes it
possible to prefetch only content that is being presented to user.
rBeed45d2a239a introduced a GPU backend for OpenSubDiv which lets us do
the subdivision at render time. However, some tools might still need to
have the subdivision data available on the CPU side. For this a
subdivision mesh wrapper was also introduced, and is computed whenever a
CPU side mesh is needed. The subdivision settings for this wrapper are
stored during modifier evaluation if GPU subdivision can be done.
The performance regression is due to the fact that although the
subdivision mesh was already computed on the CPU, and no subdivision
wrapper is generated, some checks for creating subdivision data in
`BKE_mesh_wrapper_ensure_subdivision` where still run, one of which is
very expensive.
To fix this we first check the runtime settings of the mesh to see if
subdivision is needed at all.
This commit adds topology information from mesh data structs to the
spreadsheet when the debug value `4001` is set. Eventually we could
expose these. For now it can be a useful tool for developers when
working on mesh algorithms.
Differential Revision: https://developer.blender.org/D13735
The value of this flag was only retrieved in `nodeGetActiveID`, which
wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and
related functions seem to come from the Blender internal renderer.
Differential Revision: https://developer.blender.org/D13770
This commit moves the normal field input to `BKE_geometry_set.hh`
from the node file so that normals can be used as an implicit input to
other nodes.
Differential Revision: https://developer.blender.org/D13779
Slight change to our processing of Ctrl-C, Ctrl-V, and Ctrl-X so that
they will not be triggered if Alt is also pressed. This allows entry
of AltGr-C, -V, -X when using International keyboard layouts.
See D13781 for more details
Differential Revision: https://developer.blender.org/D13781
Reviewed by Brecht Van Lommel
Treat "/" as a key that should be evaluated by the Win IME system when
the input language is Chinese. This fixes a duplication of the input
character and results in the expected output of a Chinese wide comma.
See D13771 for more details.
Differential Revision: https://developer.blender.org/D13771
Reviewed by Brecht Van Lommel
Consider temporary directory to be variant part of session configuration
which gets communicated to the tile manager on render reset.
This allows to be able to render with one temp directory, change the
directory, render again and have proper render result even with enabled
persistent data.
For the ease of access to the temp directory expose it via the render
engine API (engine.temp_directory).
Differential Revision: https://developer.blender.org/D13790
The issue was caused by the recent changes in the way how the
render result is drawn: the display driver now could hold an
OpenGL resources. Those resources are not shared across contexts
so whenever OpenGL context is destroyed those resources are to
be destroyed as well (and not attempted to be re-used for a next
render).
Do such destruction and entire driver re-creation since it does
simplifies things from API usage point of view without causing
measurable slowdown.
Steps to reproduce the issue:
- Set the render resolution to 2x of Full HD
- Enable persistent data
- Render (F12)
- Render again
Observe OpenGL state being corrupted. Easy to see in debug mode
where IMM abstraction level reports issues about the buffer size
not being the proper size. This was caused by the display driver
trying to use VAO from the previous OpenGL context.
Differential Revision: https://developer.blender.org/D13789
The core issue is that flushing dependencies are created from an object
to a node tree when it contains e.g. a Texture Coordinate node.
That is an issue because the evaluation of the node tree itself does not
depend on the object (node tree evaluation is essentially a no-op).
Only other systems that parse and evaluate the node tree in a specific
context actually depend on e.g. the position of the referenced object.
It can even be the case that the node tree depends on objects that
the actual evaluator (geometry nodes modifier/material) does not depend
on, because a node is not connected to the output.
Geometry nodes makes the distinction between dependencies to the
node tree and to the evaluator already. Shader nodes do not.
Therefore, shader nodes need a flushing relation from node groups
to their parent node groups.
This brings back some unnecessary updates from rB7e712b2d6a0d
(e.g. when creating a node group from nodes that are not connected
to the output). This is a bit unfortunate, but refactoring how
dependencies work with shader nodes is a out of scope for this fix.
Since rBf9ccd26b037d, calling `data.path_resolve()` on custom properties
with `None` value do not cause a `ValueError` exception any more. This
is now taken into account in the keying sets targeting custom
properties.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D13787
rBd6891d9bee2b introduced a way to apply a single constraint from the
constraint stack. For this we want to work in the evaluated domain, in
particular the constraint target should be evaluated (the shrinkwrap
constraint needs to have access to the target's evaluated mesh).
Thx a lot to @sergey for handholding here!
Maniphest Tasks: T94600
Differential Revision: https://developer.blender.org/D13765
This moves the clear paths button ("X") to the same line of "Update All Paths",
and make it visible at all times.
1. The clear button affects all objects (by default). However the
Calculate/Update Paths only works on the selected objects/objects.
Better to not have them both on the same line.
2. The operator to clear object and pose paths can run even if the active
object/bone has no motion path. However the UI was not showing the button in
those cases.
Before:
{F12757500, size=full}
After:
{F12757502, size=full}
Differential Revision: https://developer.blender.org/D13609
Compositor node to convert between color spaces.
Conversion is skipped when converting between the same color spaces or to or from data spaces.
Implementation done for tiled and full frame compositor.
Reviewed By: Blendify, jbakker
Differential Revision: https://developer.blender.org/D12481
Switched populating GHOST_WintabInfoWin32 vector from resizing and
assigning to reserving and pushing.
Removed unnecessary state tracking for multiple button presses in a
single packet.
Paired initialization with definition, and added default initialization
for GHOST_WintabInfoWin32.
Currently the node link ui template only works with a few socket types.
This commit addes support for the rest of the socket type declarations.
As pointed out in D13776 currently after recent refactors
Shader nodes no longer display in the menu.
In the future more socket types will be used in the shader nodes
and makes the UI template work better for other node trees.
Differential Revision: https://developer.blender.org/D13778
Weightpaint gradient tool panel showed in other modes (and as a separate
panel).
Fix for fix, see
- rBf8a0e102cf5e
- rBe549d6c1bd2d
So now, check mode again and restrict to topbar (prevents an additional
panel since this is already included in the brush settings).
ref rB0837926740b3 in sculpt-dev branch, so thx @joeedh as well!
Maniphest Tasks: T94243
Differential Revision: https://developer.blender.org/D13630
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.
In the future, these functions will be simplified to node_layout.
Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
Some software or processing tools (videogrammetry in this case) may
export malformed files with velocity data even when the frame is empty
for some reason. We need to explicity compare the data size with the
vertex size, and refuse to load the attribute if there is a data size
mismatch.
The dangling pointer caused errors further down the line.
The solution is to simply delete an internal link when one
of the corresponding sockets is removed (just like normal
links are removed as well).
We can't include `BLI_utildefines.h` in `RNA_types.h` since Cycles includes
that, but duplicates some of the util defines. So you'd have duplicated
definitions.
Fixes a bug introduced in rB5dedb39d447b. `mesh_original` is not set if the
mesh has no generative modifiers, in which case we can use `mesh_final`, which
would seem to be consistent with the rest of the particle code. An alternative
approach would be to make sure that `mesh_original` is always set in
`deformVerts`.
Differential Revision: https://developer.blender.org/D13754
Must take into account SD_OBJECT_TRANSFORM_APPLIED to determine if the normal
was already in world space.
Differential Revision: https://developer.blender.org/D13639
The root of the issue is caused by Cycles ignoring OpenGL limitation on
the maximum resolution of textures: Cycles was allocating texture of the
final render resolution. It was exceeding limitation on certain GPUs and
driver.
The idea is simple: use multiple textures for the display, each of which
will fit into OpenGL limitations.
There is some code which allows the display driver to know when to start
the new tile. Also added some code to allow force graphics interop to be
re-created. The latter one ended up not used in the final version of the
patch, but it might be helpful for other drivers implementation.
The tile size is limited to 8K now as it is the safest size for textures
on many GPUs and OpenGL drivers.
This is an updated fix with a workaround for freezing with the NVIDIA
driver on Linux.
Differential Revision: https://developer.blender.org/D13385
This patch fixes a couple of new Metal kernel compilation errors: 1) a kernel parameter count overflow, and 2) missing address space qualifiers.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13763
Simplify signature of `BKE_lib_override_library_resync` and make it a
shallow wrapper around new internal `lib_override_library_resync` that
can then be easily extended for other internal needs.
Not functional changes expected here.
`DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN` creates temporary objects that
correspond to duplicates or instances.
These temporary objects can share same pointers with the original object
as in the case of Bounding Box.
Bound Box of temporary objects is marked dirty in
`BKE_object_replace_data_on_shallow_copy` since `ob->data` is different.
This causes the original Bounding Box, calculated for the evaluated
geometry, to be lost.
The solution in this commit is to change the boundbox reference of the
temporary objects, so the boundbox of the non-temporary object (with
the data curve) is not marked dirty.
Differential Revision: https://developer.blender.org/D13581
It it rather an old experiment now which didn't pay off.
The initial idea was to have main and jobs threads on fast
nodes of TR2 processors. This didn't really work reliably
because in Blender we need to be able to create nested
threads without their affinity set. This is not how some of
OS are creating nested threads, and we don't always have
access to child threads to reset their affinity.
So overall complexity of the initial idea implementation
became too much compared to the performance gain.
Request from studio, to help identify quickly libs that need update.
NOTE: Currently only outputing INFO log in console, display of this info
in the outliner will come in a separate commit.
No need for it now since all the threading queries and
scheduling is done via TBB.
Should be no functional changes as all the removed code
is supposed to be unused.
Query TBB for the maximum allowed concurrency, which is free from a bug
in own concurrency detection code. One thing to keep in mind is that now
Cycles is limited by the number of threads in the TBB areana from which
Session is created. This isn't a problem for Blender since we do not limit
arena on Blender side. Could be something to watch out for in other Cycles
integrations.
Differential Revision: https://developer.blender.org/D13658
Add a data boundary check in the flipping code.
This code now also communicates the number of mipmap levels
it processed with an intent to avoid GPU texture from using
more levels than there are in the DDS data.
Differential Revision: https://developer.blender.org/D13755
This was missing from rB3e92b4ed2408eacd126c0.
Before only the Separate Geometry node was fixed, because that
node was used in the file from the bug report. The same issue
existed in the Delete Geometry node as well though.
Regression in 7972785d7b that caused
Python callback arguments to be de-referenced twice - potentially
accessing freed memory. Making a new-file with a circle-select
tool active triggered this (for example).
Now arguments aren't de-referenced when Blender it's self has already
removed the callback handle.
Fix IMB_flip[xy] to handle cases where integer overflow might occur when
given sufficiently large image dimensions.
All of these fixes were of a similar class where the intermediate
sub-expression would overflow silently. Widen the types as necessary.
Differential Revision: https://developer.blender.org/D13744
Assert that only the file name component is passed in
since special handling for UDIM should only be applied to the file name.
Also remove an unnecessary NULL check on the filename argument.
For sake of consistencey with other node tree types, create its own cmake module.
This change helps keep `bf_nodes` focused on generic nodes files.
Texture nodes are end of life and hopefully for Blender 4.0 they can be removed.
It is not expected that these will see the updates that the other nodes are getting.
This change also helps isolate the end of life files, we may move some texture
specific node tree execution code out of `node_exec` and into a `node_texture_exec` files.
Differential Revision: https://developer.blender.org/D13743
Sculpt Smooth in Surface mode (as opposed to Laplacian) needs a cache
initialized on first time. In anchored stroke mode with spherical falloff
this was skipped though (because this starts of with no PBVH nodes and
an early return checks for this) and `first_time` was set to false before
cache initialization.
Now move the cache initalization to happen earlier (same as the cache
initialization for automasking).
Maniphest Tasks: T94635
Differential Revision: https://developer.blender.org/D13746
The `lines_adjacency` IBO build in the GPU subdivision case was missing
edges at the boundaries of open meshes. As it is used for the shadow
pass, the shadows were then not clipped properly.
This would also make X-Ray mode render differently in those cases.
To fix this, we can simply reuse the buffer finalization routine from the
non-subdivision case, as such edges are handled there.
This relation is intended to ensure that the properties of the IK
constraint are ready by the time the IK solver tree is built. This
however can cause spurious dependency cycles, because there is only
one init tree node for the whole armature, and the relation actually
implies dependency on all properties of the bone.
This patch reduces spurious dependencies by only creating the relation
if any properties of the IK constraint specifically are animated.
Differential Revision: https://developer.blender.org/D13714
When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.
This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.
Differential Revision: https://developer.blender.org/D11804
If multiple bones have a custom property with the same name,
depsgraph didn't distinguish between them, potentially leading
to spurious cycles.
This patch moves ID_PROPERTY operation nodes for bone custom
properties from the parameters component to individual bone
components, thus decoupling them.
Differential Revision: https://developer.blender.org/D13729
2022-01-06 16:43:18 +03:00
1432 changed files with 28043 additions and 34769 deletions
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