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492 Commits

Author SHA1 Message Date
b6ac95145c Merge branch 'master' into temp-gpu-image-engine 2022-01-27 23:04:17 +01:00
da848b7440 GPUShader: Abort in case of dependency issues.
This is to avoid being flooded with compilation errors that are not helpful.
2022-01-27 22:57:02 +01:00
423bbbbaae BLI_float4x4: Add operator[]
This makes porting existing code using `float[4][4]` easier.
2022-01-27 21:35:43 +01:00
Germano Cavalcante
3775615aea Outliner: avoid creating unnecessary undo steps
The `OUTLINER_OT_item_activate` operator, although it detects when
something changes, always returns `OPERATOR_FINISHED` and thus induces
the creation of undo steps.

So return `OPERATOR_CANCELLED` when nothing changes.

Ref T94080

Reviewed By: Severin

Maniphest Tasks: T94080

Differential Revision: https://developer.blender.org/D13638
2022-01-27 15:41:40 -03:00
a21f1e81e0 DRW: Fix some issues with DRW_gpu_wrapper.hh
- Fix assert on size.
- Fix void * casting.
- Pass extent by values.
- Add swap function to avoid letting the types copyable.
- Add back the GPUTexture * operator on TextureFromPool.
2022-01-27 18:46:01 +01:00
87c13ac68c UX: Prevent click-through panels and used header area
Does two main changes:
* Handle regions in the order as visible on screen. Practically this
  just means handling overlapping regions before non-overlapping ones.
* Don't handle any other regions after having found one containing the
  mouse pointer.

Fixes: T94016, T91538, T91579, T71899 (and a whole bunch of duplicates)
Addresses: T92364

Differential Revision: https://developer.blender.org/D13539

Reviewed by: Campbell Barton
2022-01-27 18:40:54 +01:00
4710f3346a Event System: Add debug sanity check "always pass" events
Asserts that such events actually always lead to a handler return value
that actually keeps the event passing.

Reviewed by Campbell Barton as part of
https://developer.blender.org/D13539.
2022-01-27 18:40:54 +01:00
74d68e50d3 Revert "Cleanup: Remove unused variables in winstuff.c"
This reverts commit 32a96b80a3.

this needed an ifdef, not a removal, will land a proper fix later
2022-01-27 10:21:35 -07:00
89dbad9085 Fix T95202: Curve to mesh node inconsistent edge vertex order
Though the edge vertices aren't really meant to have an order,
it can make a difference in operations when there isn't any other
information to make decisions from, like etruding a circle of
loose edges (the situation in the report). This commit changes
the order of the vertices in the final cyclic edge to go in the
same direction as all of the other edges.
2022-01-27 11:21:07 -06:00
834b966b41 Fix T95212: Mirror modifier normals crash
The vertex and face normals from the input mesh
were used to calculate the normals on the result,
which could cause a crash because the result should
be about twice as large.

Also remove an unnecessary dirty tag, since it is handled
automatically when creating a new mesh or in the case
of the mirror modifier, when calculating the new custom
face corner normals.
2022-01-27 11:02:10 -06:00
d7ac659e02 Cleanup: Clang tidy
Use nullptr, use named parameters, fix deprecated header
2022-01-27 10:53:53 -06:00
9c341153a2 Fix T95062: Outliner Library Overrides not refreshed when removing overrides.
Those operations were missing the necessary notification for the
Outliner. This was also affecting RNA API of liboverrides.
2022-01-27 17:52:09 +01:00
279a73e429 Fix: Complete transfer attribute input renaming
Complete the renaming from 6a16a9e661
to include variable names and warning messages.
2022-01-27 10:41:41 -06:00
32a96b80a3 Cleanup: Remove unused variables in winstuff.c
This clears up 4 unused variable warnings coming
from BLI_windows_register_blend_extension
2022-01-27 09:37:11 -07:00
25ac6aa5e4 Fix T85233: Transfer Weights tooltip is wrong.
Swap "active" and "selected" in the tooltip if the `use_reverse_transfer`
option is activated.

Reviewed By: mont29

Maniphest Tasks: T85233

Differential Revision: https://developer.blender.org/D13499
2022-01-27 17:21:01 +01:00
658ae5d63f DRW: Fix DRW_gpu_wrapper.hh
The UBYTE datatype is not supported by the clear fallback. Also fix vector
types headers.
2022-01-27 17:05:02 +01:00
Yevgeny Makarov
58e0aa36ea Fix T93766: 'New Collection' entry in 'Move to collection' menu is not translated.
Also fixes similar issues regarding some liboverride menu entries.

Reviewed By: mont29

Maniphest Tasks: T93766

Differential Revision: https://developer.blender.org/D13513
2022-01-27 16:51:14 +01:00
99ffe1153a install_deps: Downgrade python-ztandard to 0.16.0.
Higher version requires a new version of the ztandard library itself.

Ref. T93161/D13922.
2022-01-27 16:16:14 +01:00
6c483479b8 GLFramebuffer: Add assert to check if framebuffer has the expected data
It came to light that there is no error checking when trying to read
a framebuffer plane without anything attached to it.
2022-01-27 16:13:49 +01:00
Michael Kowalski
c85c52f2ce USD Preview Surface material export.
Add `USD Preview Surface From Nodes` export option, to convert a
Principled BSDF material node network to an approximate USD Preview
Surface shader representation. If this option is disabled, the original
material export behavior is maintained, where viewport setting are saved
to the Preview Surface shader.

Also added the following options for texture export.

  - `Export Textures`: If converting Preview Surface, export textures
    referenced by shader nodes to a 'textures' directory which is a
    sibling of the USD file.
  - `Overwrite Textures`: Allow overwriting existing texture files when
    exporting textures (this option is off by default).
  - `Relative Texture Paths`:  Make texture asset paths relative to the
    USD.

The entry point for the new functionality is
`create_usd_preview_surface_material()`, called from
`USDAbstractWriter::ensure_usd_material()`.  The material conversion
currently handles a small subset of Blender shading nodes,
`BSDF_DIFFUSE`, `BSDF_PRINCIPLED`, `TEX_IMAGE` and `UVMAP`.

Texture export is handled by copying texture files from their original
location to a `textures` folder in the same directory as the USD.
In-memory and packed textures are saved directly to the textures folder.

This patch is based, in part, on code in Tangent Animation's USD
exporter branch.

Reviewed By: sybren, HooglyBoogly

Differential Revision: https://developer.blender.org/D13647
2022-01-27 15:51:50 +01:00
d518550c46 Fix crash on older platform due to unsupported clear command
Clearing using GPU_texture_create_2d for unorm texture needs to use
GPU_DATA_FLOAT to match the conversion requirements.
2022-01-27 15:50:38 +01:00
aa2164da33 Cleanup: Fix const correctness warning 2022-01-27 15:26:43 +01:00
5730668dea Downgrade Python zstandard module to 0.16.0
Downgrade the Python zstandard from 0.17.0 to 0.16.0. The Python package
should be linked against the exact same version of libzstd as Blender is,
otherwise it will refuse to load from within the Blender executable.

Python zstandard 0.17.0 links to 1.5.1, whereas we need 1.5.0.
2022-01-27 15:10:05 +01:00
8a20aec403 CMake/Linux/Python:copy either chardet or charset_normalizer
`chardet` was replaced by `charset_normalizer` for modern `requests`.
With this change, `{make,ninja} install` will also copy the latter into
Blender's install directory.
2022-01-27 15:10:05 +01:00
5400018106 Build: enable Python 3.10 on macOS 2022-01-27 15:03:11 +01:00
6f1ab97c53 Cleanup: Add more const correctness to some functions
These are functions that are used by eevee-rewrite which has more strict
const correctness.
2022-01-27 14:59:37 +01:00
78f29c0467 cmake/windows: Enable Python 3.10 2022-01-27 06:57:25 -07:00
79c90bd49f Fix merge 2022-01-27 14:48:39 +01:00
6016dbb1a7 Merge branch 'master' into temp-gpu-image-engine
# Conflicts:
#	source/blender/blenkernel/CMakeLists.txt
#	source/blender/draw/CMakeLists.txt
2022-01-27 14:37:24 +01:00
0379ddac7d GPUShaderCreateInfo: Add optionnal check for optimized out resources
This opt-in functionnality enabled developper keep track of unused
resources present in the `GPUShaderCreateInfo` descriptors of their
shaders.

The output is pretty noisy at the moment so we do not enforce its usage.
2022-01-27 10:30:06 +01:00
cf31c4ba18 install_deps: Update OSL to 1.11.17.0 for llvm13 compatibility.
While install_deps tries to stay as close as possible from official
Blender versions of the libraries, it also strives to use as many distro
packages as possible.

OSL 1.11.16.0 is the minimal version that builds with llvm13, which is
the default llvm/clang version in e.g. Debian testing.
2022-01-27 09:06:50 +01:00
a99e43b2b7 install_deps: Update python and deps versions as per T93161/D13922. 2022-01-27 09:06:50 +01:00
5abab0a41a GPUShaderCreateInfo: Remove push_constant indexing
This is too much impractical and offers no real benefit.
2022-01-27 08:54:24 +01:00
a7f7b0b77e Deps builder: Python 3.10.2
Also included:

IDNA 3.2 -> 3.2
Charset Normalizer 2.0.6 -> 2.0.10
UrlLib3 1.26.7 -> 1.26.8
Requests 2.26.0 -> 2.27.1
Cython 0.29.24 -> 0.29.26
ZStandard 0.15.2 -> 0.17.0
Numpy 1.12.2 -> 1.22.0

Reviewed by: brecht
Differential Revision: https://developer.blender.org/D13922
2022-01-26 18:09:50 -07:00
1edf520439 Windows: Retire MSVC 2017 support
The lower bar for building blender
is now MSVC 2019 16.9.16.
2022-01-26 17:56:38 -07:00
0e86c60c28 Geometry Nodes: String to Curves Line/Pivot Point
Adds two new attribute outputs:
"Line" outputs the line number of the character.
"Pivot Point" outputs the selected pivot point position per char.
Some refactoring of the text layout code.

Differential Revision: https://developer.blender.org/D13694
2022-01-26 22:12:50 +01:00
bb1e2a80e4 Cleanup: Workbench: Remove extern shader strings
This is not needed anymore with the new dependency system.
2022-01-26 22:04:49 +01:00
710e46cb2d Cleanup: Move specific node tree execution functions into respective module
`node_exec` had some code that was specific to texture/shader nodes.
These functions  arent used outside there module so limit there declarations.

Also make a function static that is only used in `node_exec.c`

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13899
2022-01-26 15:29:31 -05:00
cab1f1d9a2 Geometry Nodes: Add or improve various socket descriptions 2022-01-26 14:22:23 -06:00
7b615ca186 Cleanup: Remove RNA data from TreeElement, get via type specific class
The `TreeElement.rnaptr` was only needed for RNA tree-elements. Now it
can be gotten through the new type specific classes, e.g.
`TreeElementRNAProperty.getPointerRNA()`.
2022-01-26 19:15:57 +01:00
9dc0379dc0 Cleanup: Improve function name, introduced in own recent commit
I prefer it this way around now, especially since I'm adding a
`getPointerRNA()` too. Good to keep it match the actual struct names.
2022-01-26 19:15:57 +01:00
f6296e502a Cleanup: Small improvements to Outliner RNA path build function
Smaller cleanups to improve readability of a complex function.
2022-01-26 19:15:57 +01:00
fdd84d36ce Fix incorrect index-key in RNA path built from Outliner
Bug introduced in 7cbcfb7f49.
2022-01-26 19:15:57 +01:00
b57db4b79e Cleanup: Reduce void * reliance of new RNA C++ Outliner elements
Continuation of the previous commit, this time addressing the same for
RNA tree-elements.
2022-01-26 19:15:57 +01:00
fc0dd5583c Cleanup: Reduce void * reliance of new sequencer C++ Outliner elements
Plan is to remove things like `TreeElement.directdata` and to instead
expose specific queries in the new type specific tree-element classes.
e.g. like here: `TreeElementSequence.getSequence()`

For now uses `tree_element_cast<>()` to get the new type specific
tree-element, later these should replace `TreeElement` all together.
2022-01-26 19:15:57 +01:00
08e2885796 Outliner: Function to "cast" C-style TreeElement to typed C++ pendant
Add function to safely request the type-specific C++ element from a
C-style `TreeElement`. Looks like this:
```
TreeElementFoo *te_foo = tree_element_cast<TreeElementFoo>(te);
```
The "cast" will return null if the tree-element doesn't match the
requested type.

This is useful for the transition from the C-style type to the new ones.
2022-01-26 19:15:57 +01:00
da1b6c4c02 Outliner: Port sequencer elements to new tree-element design
Continuation of work started in 2e221de4ce and 249e4df110.

Adds new tree-element classes for sequences, strips and strip
duplicates.
2022-01-26 19:15:57 +01:00
d74c2b5c1f Outliner: Add missing sanity checks for RNA tree-elements
Forgot to add these in 9bce134e56. Also tweaked assert to print a
message that was previously communicated via a comment only.
2022-01-26 19:15:57 +01:00
57dfec79f4 DRW: Fix builtin uniform name mismatch
This lead to severe unreported regression, like volume rendering broken
in workbench.
2022-01-26 19:09:05 +01:00
13f2df3c28 Fix/workaround failing Cycles tests on macOS after ray offset changes
Temporarily blacklist a few tests with overlapping objects as they seem to
give different results on this platform.
2022-01-26 18:52:56 +01:00
489b484b7b Cleanup: GPUShaderShared: Complete vector support
Move some declaration from `GPU_shader_shared.h` to the main
common file and add missing vector declarations.
2022-01-26 18:10:59 +01:00
b42adab3a2 GPUShader: Add GLSL source modification pass to support enums
This uses a light parser / string modification pass to convert
C++ enum declaration syntax to GLSL compatible one.

GLSL having no support for enums, we are forced to convert the
enum values to a series of constant uints.

The parser (not really one by the way), being stupidly simple,
will not change anything to the values and thus make some C++
syntax (like omitting the values) not work.

The string replacement happens on all GLSL files on startup.
I did not measure significant changes in blender startup speed.
There is plans to do all of this at compile time.

We limit the scope of the search to `.h` and `.hh` files to prevent
confusing syntax in `.glsl` files.

There is basic error reporting with file, line and char logging
for easy debuggabiliy.

The requirements to use this enum sharing system are already listed in
`gpu_shader_shared_utils.h` and repeated on top of the preprocessor
function.
2022-01-26 18:10:59 +01:00
e729abb0e2 BLI_string_ref: Add back missing rfind()
Must have been removed in a bad merge or something.
2022-01-26 18:10:59 +01:00
William Leeson
74afc86d4b Cycles: remove ray offsetting
Remove small ray offsets that were used to avoid self intersection, and leave
that to the newly added primitive object/prim comparison. These changes together
significantly reduce artifacts on small, large or far away objects.

The balance here is that overlapping primitives are not handled well and should
be avoided (though this was already an issue). The upside is that this is
something a user has control over, whereas the other artifacts had no good
manual solution in many cases.

There is a known issue where the Blender particle system generates overlapping
objects and in turn leads to render differences between CPU and GPU. This will
be addressed separately.

Differential Revision: https://developer.blender.org/D12954
2022-01-26 17:51:05 +01:00
William Leeson
ae44070341 Cycles: explicitly skip self-intersection
Remember the last intersected primitive and skip any intersections with the
same primitive.

Ref D12954
2022-01-26 17:51:05 +01:00
William Leeson
a9bb460766 Cycles: compute triangle location from barycentric instead of re-intersecting
This is a bit more efficient than what we did before.

Ref D12954
2022-01-26 17:51:05 +01:00
974981a637 Fix T95222: Crash selecting vertices with modifier applied on cage
Caused by 0f89bcdbeb where it was needed for cage and evaluated mesh
to have same behavior in respect of having edit_mesh pointer assigned.
This change makes it so that edit_data is not implied to exist when the
edit_mesh pointer is not null. This was already the case in some other
code.
2022-01-26 17:48:45 +01:00
79927e730e LibOverride: Resync: Do not process overrides that should already have been resynced.
Those cases are almost always synptoms of either bug in code, or broken
files. Re-doin resync on them only costs time and causes extra trash
data as a result, without really helping in any way.
2022-01-26 16:20:08 +01:00
990ed109f2 Fix (unreported) missing 'override-exclusion' flag on new RNA mesh data accessors.
Both new normals (from rBb7fe27314b25) and vpaint (from rBf7bbc7cdbb6c)
RNA arrays were missing the `PROPOVERRIDE_IGNORE`. Those huge blobs of
geometry data should never be processed by liboverride code.
2022-01-26 16:20:08 +01:00
37848d1c8e Assets: enable node group assets
This enables support for node group assets. Previously, node group
assets only worked when the "extended asset browser" experimental
features is enabled.

Differential Revision: https://developer.blender.org/D13748
2022-01-26 15:22:15 +01:00
12b26d21b0 Assets: allow creating preview image by rendering active object
For node groups there is no good default preview generation.
Nevertheless, t would be useful to generate a preview image for a
node group by rendering an object in some cases.

This commit adds a new operator that allows updating the preview
image for the active asset by rendering the active object.
Note, the operator can also be used for other asset types, not just
node groups.

The operator can be found in a menu right below the refresh-preview
button. Currently it is the only operator in that menu. In the future,
more operators to create previews may be added.

Differential Revision: https://developer.blender.org/D13747
2022-01-26 15:10:49 +01:00
6738ecb64e Fix T94900: Fix drawing artifacts sequencer+node editor.
The VSE and node editor only uses an overlay buffer to draw to the screen. The
GPUViewport assumes that platforms clears all textures during creation, but
they do not on selected platforms. What would lead to drawing from
uncleared memory.

This patch fixes this by clearing all viewport textures during creation.
2022-01-26 14:48:28 +01:00
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
2022-01-26 12:46:37 +01:00
9bce134e56 Outliner: Port RNA elements to new tree-element design
Continuation of work started in 2e221de4ce and 249e4df110.

Adds new tree-element classes for RNA structs, properties and array
elements. This isn't exactly a copy and paste, even though logic should
effectively be the same. Further cleanups are included to share code in
a nice way, improve code with simple C++ features, etc.
2022-01-26 11:44:58 +01:00
1bf6a880ab ID: Fix failing test cases.
This fixes failing test cases when using `make test`.
See {D13615} for more information.

The fix will perform the id remapping one item at a time. Although not
really nice, this isn't a bottleneck.

The failing test cases is because space_node stores pointers multiple
times and didn't update all pointers. It was not clear why it didn't do
it, but changing the behavior more to the previous behavior fixes the
issue at hand.

I prefer to remove the double storage of the node tree pointers (in
snode and path) to reduce pointer management complexity.
2022-01-26 11:12:52 +01:00
Jeroen Bakker
a21bca0e20 Performance: Remap multiple items in UI
During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.

If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.

Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.

It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).

After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.

Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}

Reviewed By: mont29

Maniphest Tasks: T94185

Differential Revision: https://developer.blender.org/D13615
2022-01-26 11:12:35 +01:00
b3bf46b78d Revert "CMake: include BROTLI_LIBRARIES in FREETYPE_LIBRARIES on UNIX"
This reverts commit 086f191169.

There was apparently a problem using APPEND which wasn't referenced
in the commit log.

Added comment noting the reason for the discrepancy.
2022-01-26 20:51:04 +11:00
0cb5eae9d0 Gizmo: optimize intersection tests, fix selection bias
Use more efficient logic for detecting when gizmos are under the cursor.
Even though this isn't a bottleneck, it runs on cursor motion in the
3D viewport, so avoiding any lag here is beneficial.

The common case for cursor motion without any gizmos was always
drawing two passes (one small, then again if nothing was found).

Now a single draw call at the larger size is used.

In isolation this gives around 1.2x-1.4x speedup.

When there are multiple gizmos a depth-buffer picking is used
(similar to object / bone selection) which is more involved but
still only performs 2x draw calls since the result is cached for reuse.

See note in gizmo_find_intersected_3d for a more detailed explanation.

Also restore the depth values in the selection result as they're
needed for gizmos to use selection bias.
Broken since support for GL_SELECT was removed.
2022-01-26 17:24:21 +11:00
1758dcd423 Fix T94794: Gizmo selection doesn't pick the front-most gizmo
Early on in 2.8x development gizmo-depth used GL_SELECT,
which has been removed. Bind the depth buffer so occlusion queries
use the front-most gizmo.

While this report only mentions face-maps, gizmo depth was ignored in
all cases. This wasn't noticeable in most cases though since the
transform gizmo for example was placed so gizmos didn't overlap.
2022-01-26 17:21:10 +11:00
9338126ecc Fix error using GPU selection cache for selection picking
When calling GPU_select_cache_begin, checking the selection mode used
the last used selection mode, not the one about to be used.

Using border select, then picking would not use the selection cache.

This wasn't noticeable by users as failing to use cache just completes
the selection without it (drawing the depth buffer unnecessarily).
2022-01-26 17:21:10 +11:00
46ae083113 Fix: OSL not recognizing UVTILE images
The OSL image compilation step needed to be taught about the new UVTILE
format for UDIM textures.

A small missing feature from OIIO[1] means this is a bit uglier than it
needs to be. Once we update to a version of OIIO with the fix we can
remove the string replace part.

[1] 35cb6a83e2

Differential Revision: https://developer.blender.org/D13912
2022-01-25 22:00:23 -08:00
b06fff4737 Cleanup: spelling in comments 2022-01-26 16:06:22 +11:00
94d2a611ec Cleanup: unused variable warning, formatting 2022-01-26 16:01:34 +11:00
37e555d2fe CMake: mark all BROTLI libraries as advanced 2022-01-26 16:01:00 +11:00
086f191169 CMake: include BROTLI_LIBRARIES in FREETYPE_LIBRARIES on UNIX
This was already done for APPLE & WIN32, which would
reference these libraries twice.

Now append BROTLI_LIBRARIES to FREETYPE_LIBRARIES when they're
required for linking.

No functional changes as all references to FREETYPE_LIBRARIES also
used BROTLI_LIBRARIES.
2022-01-26 16:00:55 +11:00
4c951bfa82 CMake: add WITH_SYSTEM_FREETYPE to link against the systems freetype 2022-01-26 15:31:30 +11:00
4530449317 CMake: resolve issues using pre-compiled & system libraries for Unix
When LIBDIR existed, searching for system libraries would always
first search 'LIBDIR'.

This meant "WITH_SYSTEM_*" would still prefer LIBDIR versions of
libraries if they exist.

The presence of LIBDIR also ignored the setting for WITH_STATIC_LIBS
which is now restored to the cached value once pre-compiled libraries
have been handled.
2022-01-26 15:20:32 +11:00
c4bedeb018 GLShader: Fix crash caused by redundant uniform declaration
This slipped through during a rebase.
2022-01-26 00:03:27 +01:00
83094d9a0d Fix T94149: Incorrect sound strip length
Fix formula in function `SEQ_sound_update_length`.

Formula for sound strip length was changed in commit ded68fb102, when
strip is added to timeline, but it was not changed in function
mentioned above.
2022-01-25 23:59:50 +01:00
c1b5cea63a Cleanup: Remove useless comments 2022-01-25 16:54:36 -06:00
b45e71e22c VSE: Build proxies only for slow movies
This change applies only for automatic proxy building, when strip
is added to timeline. Manual building process is not affected.

Don't build proxy file if movie is already fast enough to seek.
To determine seek performance, check if whole GOP can be decoded
in 100 milliseconds.

To consider some variation in GOP size, large number of packets are
read, assuming that each packet will produce 1 frame. While this is not
technically correct, it does give quite accurate estimate of maximum GOP
size.

This test will ensure consistent performance on wide array of machines.
Check should be done in order of few milliseconds.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11671
2022-01-25 22:06:46 +01:00
597eaeaa11 Deps builder: add VS2019, remove 2013/2015 support
This will allow building most deps with VS2019
SDL has some linker issues that are resolved in
a newer version, but that would be better handled
in a separate change.

VS2013 and VS2015 support which was broken has
been removed.
2022-01-25 13:55:18 -07:00
52b2769b9c Fix T95169: Assert in weld modifier code
Return early before accessing the array when all edges are merged.
2022-01-25 13:56:00 -06:00
c847122096 Cleanup: Remove leftover hair fade code in Cycles
Missed in rB1687903fb813f6656453fbc7c49237b06437370c
2022-01-25 14:14:39 -05:00
1687903fb8 Cleanup: Remove leftover hair fade code in Cycles. 2022-01-25 19:46:10 +01:00
c89d6b0953 Workbench: Use GPU_ARB_gpu_shader5 instead of GL variant
This is to be able to turn off the extension usage on demand.
2022-01-25 18:51:31 +01:00
2637f94358 GLShader: Fix buffer overflow caused by workaround uniform
In order to use a workaround builtin uniform, we need to count it
just like other uniforms and give it some space in the name buffer.

This also fixes extensions being added after the uniform declaration.
All `#extension` directives are now part of the gl backend.
2022-01-25 18:48:58 +01:00
3e2591c83e Cleanup: Remove unused variable
Mistake in a18bd403bf
2022-01-25 11:08:34 -06:00
0ec94d5359 Geometry Nodes: Port weld modifier to the merge by distance node
This commit moves the weld modifier code to the geometry module
so that it can be used in the "Merge by Distance" geometry node
from ec1b0c2014. The "All" mode is exposed in the node
for now, though we could expose the "Connected" mode in the future.

The modifier itself is responsible for creating the selections from
the vertex group. The "All" mode takes an `IndexMask` for the
selection, and the "Connected" mode takes a boolean array,
since it actually iterates over all edges.

Some disabled code for a BVH mode has not been copied over,
it's still accessible through the patches and git history anyway,
and it made the port slightly simpler.

Differential Revision: https://developer.blender.org/D13907
2022-01-25 11:07:31 -06:00
932d8dba52 Point Cloud: expose in Python API for release, now that Cycles uses it
Previously it was only part of experimental features in beta, however now
renderers can render point clouds generated by geometry nodes. Adding or
converting a point cloud object directly is still hidden by default, since
there is no good way to edit it.
2022-01-25 18:03:52 +01:00
ec1b0c2014 Geometry Nodes: Initial merge by distance node
This implements a merge by distance operation for point clouds.
Besides the geometry input, there are two others-- a selection
input to limit the operation to certain points, and the merge
distance. While it would be a reasonable feature, the distance
does not support a field currently, since that would make
the algorithm significantly more complex.

All attributes are merged to the merged points, with the values
mixed together. This same generic method is used for all attributes,
including `position`. The `id` attribute uses the value from the
first merged index for each point.

For the implementation, most of the effort goes into creating a
merge map to speed up attribute mixing. Some parts are inherently
single-threaded, like finding the final indices accounting for the
merged points. By far most of the time is spend balancing the
KD tree.

Mesh support will be added in the next commit.

Differential Revision: https://developer.blender.org/D13649
2022-01-25 10:51:52 -06:00
97a023a0d5 Cycles: Reorganize Acceleration Structure UI panel.
Only show options that are valid for the used device (CPU, GPU, Multi).

Note: The panel isn't shown for OPTIX anymore, unless Multi device is used.

Reference: https://developer.blender.org/D13592
2022-01-25 17:33:41 +01:00
e2a36a6e45 Cycles: Make Embree compact BVH optional
Make the Embree RTC_SCENE_FLAG_COMPACT flag optional and enabled per default.
Disabling it makes CPU rendering a bit faster in some scenes at the cost of a higher memory usage.

Barbershop renders about 3% faster, victor about 4% on CPU with compact BVH disabled.

Differential Revision: https://developer.blender.org/D13592
2022-01-25 17:22:08 +01:00
f26c36c96b make.bat: unify python detection
Several sub commands tried on their own
to locate python, given I wanted to look
in several locations for a broader libdir
compatibility this is best done in a
central location.

Python 3.9 is still preferred, but if
3.10-3.12 are available that be accepted
as well.

note: this is about the python version
make.bat uses to run various python helper
scripts, this change has no influence on
the python version blender itself uses.
2022-01-25 09:19:03 -07:00
c813a1b358 Cycles: add Point Info node
With (center) position, radius and random value outputs.

Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.

Ref T92573
2022-01-25 17:14:20 +01:00
eab066cbf2 VSE: Use timecodes by default
Movies with variable frame rate can cause mismatch of displayed frame
when proxies are used. Since proxies are not used for rendering, this
means, that output may be different than expected. This problem can be
avoided when timecodes are used.

Set used timecode to Record Run. Timecodes are built with proxies at
the same time, therefore if proxies are built and used this will
resolve possible mismatch of output.

Record run is chosen, because it will show frames based on time they
were encoded by encoder and should match behavior as if movie was
played back at normal speed. This change is done only for new strips
in order to not overwrite user defined settings.

Other minor changes:
- When proxies are enabled, size 25% is no longer set by default. It was mostly annoying anyway.
- Silence warning when timecode file is not present. This was introduced in 4adbe31e2f.
  Previously use of timecodes was hard-coded in sequencer and this error would spam console if timecodes would be
  enabled by default and proxies would be never built.

ref: T95093

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D13905
2022-01-25 17:07:11 +01:00
Michael
2ed73fc97e Fix T94237: Glitch when copying unaligned ffmpeg buffer
Using a negative linesize to flip an image vertically is supported in
ffmpeg but not for every function.

This method treats frames that need and those that do not need alignment
the same. An RGBA frame buffer with alignment that ffmpeg decides is
optimal for the CPU and build options is allocated by ffmpeg.
The `sws_scale` does the colorspace transformation into this RGBA frame
buffer without flipping. Now the image is upside down and aligned.
The combined unaligning and vertical flipping is then done by
`av_image_copy_to_buffer` which seems to handle negative linesize
correctly.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D13908
2022-01-25 17:07:11 +01:00
a18bd403bf Nodes: Improve link-drag search support for boolean math node
List the operations in the search instead of the "Boolean" socket names.
2022-01-25 09:51:20 -06:00
96667e3391 Fix T93058: Crash on opening old pre-2.80 .blend files.
Layer resync code would not yet fully properly deal with all possible
invalid status of ViewLayer comming from those older files.

Now put 2.80-doversion specific fixes into their own dedicated
function, so that they do not affect actual regular layer resync code
anymore. Also added some sanity-checks in main
`BKE_layer_collection_sync` code.
2022-01-25 16:44:55 +01:00
6c25aabddf GLShader: Fix fallback to gl_BaseInstance
All `#entension` directives needs to be first before any other
token. Add missing `;` after uniform declaration.
2022-01-25 16:23:54 +01:00
0477ca75f0 CMake/Linux: only link to brotli when using static precompiled libraries
The Brotli library only needs to be explicitly linked when using the
statically linked libraries. When using system libs they're shared, and
the .so loading mechanism takes care of dependencies.
2022-01-25 16:18:59 +01:00
Hallam Roberts
14f6afb090 Geometry Nodes: Expand the Boolean Math node
Currently the Boolean Math node only has 3 basic logic gates:
AND, OR, and NOT. This commit adds 6 additional logic gates
for convenience and ease of use.

- **Not And (NAND)** returns true when at least one input is false.
- **Nor (NOR)** returns true when both inputs are false.
- **Equal (XNOR)** returns true when both inputs are equal.
- **Not Equal (XOR)** returns true when both inputs are different.
- **Imply (IMPLY)** returns true unless the first input is true and
  the second is false.
- **Subtract (NIMPLY)** returns true when the first input is true and
  the second is false.

Differential Revision: https://developer.blender.org/D13774
2022-01-25 09:09:39 -06:00
368bfa80f9 Fix: Build issue with MSVC + Python 3.10
ssize_t is a posix type pyconfig.h previously
supplied for MSVC, it appears to have stopped
doing this in the python 3.10 headers.

Py_ssize_t is the type of the field this macro
actually returns, so best to to use that in our
code as well.
2022-01-25 07:54:28 -07:00
460e0a1347 Revert "Performance: Remap multiple items in UI"
This reverts commit 948211679f.
This commit introduced some regressions in the test suite.
As this change is a core part of blender Bastien and I decided to revert
it as the solution isn't clear and needs more investigation.

The following tests FAILED:
	 62 - blendfile_liblink (SEGFAULT)
	 63 - blendfile_library_overrides (SEGFAULT)

It fails in (id_us_ensure_real)
2022-01-25 15:31:46 +01:00
33ba298b5d GPUShader: Add optionnal single shader stage interface for in and out
This makes optionnal the use of a different interface for the geometry
shader stage output. When the vertex and geometry interface instance name
matches, a `_in` and `_out` suffix is added to the end of the instance name.

This makes it easier to have optional geometry shader stages.

# Conflicts:
#	source/blender/gpu/intern/gpu_shader_create_info.hh
2022-01-25 15:08:11 +01:00
Jeroen Bakker
948211679f Performance: Remap multiple items in UI
During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.

If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.

Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.

It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).

After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.

Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}

Reviewed By: mont29

Maniphest Tasks: T94185

Differential Revision: https://developer.blender.org/D13615
2022-01-25 14:51:44 +01:00
Jeroen Bakker
3f42417cd4 Draw: Migrate hair refine compute shader to use create info.
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13915
2022-01-25 14:46:45 +01:00
196da819ba Python: Expose crazyspace correction functionality via RNA
Allows to perform correction of coordinate delta/displacement in a
similar way of how sculpt mode handles sculpting on a deformed mesh.
An example of usecase of this is allowing riggers and sciprters to
improve corrective shapekey workflow.

The usage consists of pre-processing and access. For example:

  object.crazyspace_eval(depsgraph, scene)

  # When we have a difference between two vertices and want to convert
  # it to a space to be stored, say, in shapekey:
  delta_in_orig_space = rigged_ob.crazyspace_displacement_to_original(
      vertex_index=i, displacement=delta)

  # The reverse of above.
  delta_in_deformed_space = rigged_ob.crazyspace_displacement_to_deformed(
      vertex_index=i, displacement=delta)

  object.crazyspace_eval_clear()

Fuller explanation with actual usecases and studio examples are written in
the comment:

  https://developer.blender.org/D13892#368898

Differential Revision: https://developer.blender.org/D13892
2022-01-25 14:43:44 +01:00
31296f6f9d CMake/Linux: Fix Brotli library finding on standard distros.
Brotli seems to add a custom postfix to its static libraries by default,
but in Debian at least libraries are just named the same for both shared
and static versions, as usual.

So add standard name after static-specific ones.

Follow-up to rB4c617c06e9cb and rBa000de7c2a4d.
2022-01-25 14:34:33 +01:00
0f89bcdbeb Fix depsgraphs sharing IDs via evaluated edit mesh
The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like

  T93855: Cycles crash with edit mode and simultaneous viewport and final render

The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:

- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
  is affected by modifiers, which are on the object level.

This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).

There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.

There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.

Tested scenarios:

- Various modifiers configurations of objects sharing mesh and be part of the
  same scene.

- Steps from the reports: T93855, T82952, T77359

This also fixes T76609, T72733 and perhaps other reports.

Differential Revision: https://developer.blender.org/D13824
2022-01-25 14:32:23 +01:00
c5980ada4f GPU: Add GPU_shader_create_from_info_name
This function will be used as the way to build shaders from
create_infos. The previous used method was using a private function.
2022-01-25 14:22:44 +01:00
Kevin C. Burke
17b0c06946 Animation: Equalize Handle Operator
The Equalize Handles operator allows users to make selected handle
lengths uniform: either respecting their original angle from the key
control point or by flattening their angle (removing the overshoot
sometimes produced by certain handle types).

Design: T94172

Reviewed by: sybren

Differential Revision: https://developer.blender.org/D13702
2022-01-25 11:41:40 +01:00
a000de7c2a CMake/Linux: find Brotli library the proper way
Use a `FindBrotli.cmake` module instead of manually appending library
paths.

This is just for Linux; Windows and macOS will be reviewed separately.
2022-01-25 11:34:13 +01:00
a54142f3f1 Cleanup: Replace reinterp cast with static cast.
Conversion of void* should not use the unsafe reinterp cast.
2022-01-25 10:18:32 +01:00
1b1693d43f Fix (unreported) RNA setter for TextEditor's text ID pointer not ensuring real user. 2022-01-25 09:12:13 +01:00
2e9b8689e4 Fix T95037: Allow making local IDs that are not used by anything.
Some IDs (like text ones) can be linked and only kept around thanks to
editors, allow making such IDs local in `BKE_lib_id_make_local_generic`.

Also refactor logic checking whether ID should be made directly local or
copied into its own util function, so that we can remain sure all
special-cases 'make local' code still uses the same logic here.
2022-01-25 09:12:13 +01:00
a2301b1d91 Geometry Nodes: Add description to curve handle input node
The "Relative" input isn't immediately obvious unless one is familar
with that naming pattern, so an explicit description may be helpful.
2022-01-25 00:04:33 -06:00
114b06b3cb Cleanup: Remove unused pixel buffer in read_render_tile
A left over remnant from rB1a134c4c30a643ada1b9a7a037040b5f5c173a28

Differential Revision: https://developer.blender.org/D13901
2022-01-24 20:53:19 -08:00
2bf519d211 Cleanup: Correct location of node function declarations
Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.

Differential Revision: https://developer.blender.org/D13869
2022-01-24 16:18:30 -06:00
4d799db72f LShaderInterface: Fix interface binding with UBO containing arrays
To avoid the issue we search using the name in the `name_buffer_` which
already have the array suffix stripped out.
2022-01-24 21:25:53 +01:00
5a0c5912a4 Tests: Enable new tests for geometry nodes extrude node
rB95981c9876483256b28
2022-01-24 13:55:32 -06:00
083de503ce GLShaderInterface: Fix interface from createInfo not setting bindings
This is because the `glUniform1i` calls were not preceeded by `glUseProgram`
which made parameters not stick.
2022-01-24 20:26:33 +01:00
04c3b08518 Fix T94355: Cycles wrong GPU bake with adaptive sampling 2022-01-24 19:18:11 +01:00
263f862ba5 Add workaround for broken interface query functions on Intel HD Graphics 4400 and 4600
Fixes T93680

For current drivers of Intel HD Graphics 4400 and 4600, various Program Introspection functions appear broken and return incorrect values, causing crashes in the current handling of SSBOs. Disable use of this feature on those devices. Add checks to features that use SSBOs (Hair and Subdivision Modifier).

Reviewed By: fclem, jbakker

Maniphest Tasks: T93680

Differential Revision: https://developer.blender.org/D13806
2022-01-24 18:48:16 +01:00
e2337b5342 GPU subdiv: reduce memory usage for point IBO
The point IBO should only have data for coarse vertices (or in general,
the vertices in the original mesh). As it used for displaying the
vertices for selection in edit mode, and as it indexes into the VBOs for
the positions and edit data, it is itself only indexed by coarse/
original vertex index.

For the subdivision case, this would allocate space for the final
subdivision vertex and reallocate to make room for loose geometry,
although only the first coarse vertex count amount of data would be.

Now just allocate for the required memory. Also reuse index buffer APIs
instead of doing manual work.
2022-01-24 18:42:37 +01:00
90d61600fc GPU subdiv: fix unitialized data 2022-01-24 18:27:05 +01:00
Jens Ehrhardt
e673cfc2d7 Fix T95099: Have launcher wait for Blender exit
unity launches blender in background mode to do some
file conversions, ever since the launcher got introduced
this process broke.

The root cause here is: Unity looks up the default program
to launch .blend files with, which is now the launcher, then
launches it in background mode with a script to export the data.

The launcher however was designed to exit as quickly as
possible so there would not be an extra background process
lingering. It does not wait for blender to exit and does not
pass back any error codes.

This broke unity's workflow since it assumed if the process
exits and succeeds the data *must* be ready for reading which
no longer holds true.

This change keeps the launcher design as was previously,
*except* when launching in background mode, then it
waits and passes back any error codes, thus restoring
unity's workflow.

Differential Revision: https://developer.blender.org/D13894
Reviewed by: LazyDodo, Brecht
2022-01-24 08:43:38 -07:00
25fa5792e6 Cleanup: Move the "toggle smooth brush" functionality to functions
This is so it will be easier to keep the logic to toggle on/off in sync
because they are declared close to eachother.
2022-01-24 16:00:01 +01:00
a215d7e230 Hook up invert and smooth mode to weight and vertex paint
Previously weight paint wasn't hooked up to the "Smooth" and "Invert" modes.
With this patch it is not possible to use the "Smooth" and "Invert"
modifiers for the draw keybindings.

Reviewed By: Campbell Barton

Differential Revision: http://developer.blender.org/D13857
2022-01-24 16:00:01 +01:00
0928fe8710 Fix T94651: Cycles error with pointcloud vector attribute 2022-01-24 15:58:32 +01:00
4c617c06e9 Linux/CMake: link libbbrotli*.a along with new FreeType
Add `libbrotlidec-static.a` and `libbrotlicommon-static.a` to the CMake
`$FREETYPE_LIBRARIES` variable; they'll be required when the Linux libs
for the FreeType upgrade lands (D13448).

The order of libraries is different compared to the similar lines in the
Windows and Apple CMake files, to prevent linker errors on Linux.
2022-01-24 15:44:03 +01:00
796ef560b4 Fix Image.gl_touch not loading image.
Same fix as for {rBc09f61a9157ddee0e186db52fb7ac0f4cdae09da}
2022-01-24 15:32:04 +01:00
578baf95e0 Cleanup: Remove unused enum
The `SCULPT_TRANSFORM_DISPLACEMENT_INCREMENTAL` value is not actually
being used.

Keeping it in the code only complicates its readability.
2022-01-24 10:18:34 -03:00
e774f2c901 GPUShaderCreateInfo: Add manual validation of bindpoints
Some drivers/glsl compilers will not warn about multiple resources using
the same binding, creating silent errors.

This patch checks for this case and outputs a descriptive error message if
a particular createInfo merge error is founds.

Other validation can be added later.
2022-01-24 13:28:33 +01:00
7708a848c9 Cleanup: sort cmake file lists 2022-01-24 21:23:30 +11:00
4b1f243e4d Cleanup: sort struct forward declarations 2022-01-24 21:16:06 +11:00
f9b6a257bd Cleanup: clang-format 2022-01-24 21:15:25 +11:00
95981c9876 Geometry Nodes: Extrude Mesh Node
This patch introduces an extrude node with three modes. The vertex mode
is quite simple, and just attaches new edges to the selected vertices.
The edge mode attaches new faces to the selected edges. The faces mode
extrudes patches of selected faces, or each selected face individually,
depending on the "Individual" boolean input.

The default value of the "Offset" input is the mesh's normals, which
can be scaled with the "Offset Scale" input.

**Attribute Propagation**
Attributes are transferred to the new elements with specific rules.
Attributes will never change domains for interpolations. Generally
boolean attributes are propagated with "or", meaning any connected
"true" value that is mixed in for other types will cause the new value
to be "true" as well. The `"id"` attribute does not have any special
handling currently.

Vertex Mode
 - Vertex: Copied values of selected vertices.
 - Edge: Averaged values of selected edges. For booleans, edges are
   selected if any connected edges are selected.
Edge Mode
 - Vertex: Copied values of extruded vertices.
 - Connecting edges (vertical): Average values of connected extruded
   edges. For booleans, the edges are selected if any connected
   extruded edges are selected.
 - Duplicate edges: Copied values of selected edges.
 - Face: Averaged values of all faces connected to the selected edge.
   For booleans, faces are selected if any connected original faces
   are selected.
 - Corner: Averaged values of corresponding corners in all faces
   connected to selected edges. For booleans, corners are selected
   if one of those corners are selected.
Face Mode
 - Vertex: Copied values of extruded vertices.
 - Connecting edges (vertical): Average values of connected selected
   edges, not including the edges "on top" of extruded regions.
   For booleans, edges are selected when any connected extruded edges
   were selected.
 - Duplicate edges: Copied values of extruded edges.
 - Face: Copied values of the corresponding selected faces.
 - Corner: Copied values of corresponding corners in selected faces.
Individual Face Mode
 - Vertex: Copied values of extruded vertices.
 - Connecting edges (vertical): Average values of the two neighboring
   edges on each extruded face. For booleans, edges are selected
   when at least one neighbor on the extruded face was selected.
 - Duplicate edges: Copied values of extruded edges.
 - Face: Copied values of the corresponding selected faces.
 - Corner: Copied values of corresponding corners in selected faces.

**Differences from edit mode**
In face mode (non-individual), the behavior can be different than the
extrude tools in edit mode-- this node doesn't handle keeping the back-
faces around in the cases that the edit mode tools do. The planned
"Solidify" node will handle that use case instead. Keeping this node
simpler and faster is preferable at this point, especially because that
sort of "smart" behavior is not that predictable and makes less sense
in a procedural context.

In the future, an "Even Offset" option could be added to this node
hopefully fairly simply. For now it is left out in order to keep
the patch simpler.

**Implementation**
For the implementation, the `Mesh` data structure is used directly
rather than converting to `BMesh` and back like D12224. This optimizes
for large extrusion operations rather than many sequential extrusions.
While this is potentially more verbose, it has some important benefits:
First, there is no conversion to and from `BMesh`. The code only has
to fill arrays and it can do that all at once, making each component of
the algorithm much easier to optimize. It also makes the attribute
interpolation more explicit, and likely faster. Only limited topology
maps must be created in most cases.

While there are some necessary loops and allocations with the size of
the entire mesh, I tried to keep everything I could on the order of the
size of the selection rather than the size of the mesh. In that respect,
the individual faces mode is the best, since there is no topology
information necessary, and the amount of work just depends on the size
of the selection.

Modifying an existing mesh instead of generating a new one was a bit
of a toss-up, but has a few potential benefits:
 - Avoids manually copying over attribute data for original elements.
 - Avoids some overhead of creating a new mesh.
 - Can potentially take advantage of future ammortized mesh growth.
This could be changed easily if it turns out to be the wrong choice.

Differential Revision: https://developer.blender.org/D13709
2022-01-23 22:42:49 -06:00
46475b8e11 Cleanup: Grammar: its self vs. itself 2022-01-23 22:34:56 -06:00
43e3a33082 Cleanup: spelling in comments 2022-01-24 14:35:23 +11:00
c69a581c0b Cleanup: avoid positional struct initialization
When moving to C++ field for initialization was removed.
Favor assignments to field names as it reads better and avoids bugs if
files are ever re-arranged as well as mistakes (see T94784).

Note that the generated optimized output is identical with GCC11.
2022-01-24 14:27:16 +11:00
abf30007ab Geometry Nodes: Triangulate Node - Add Selection Input
This adds a selection field input to the node, faces that are selected and
meet the minimum vertex count threshold will be triangulated.

Differential Revision: https://developer.blender.org/D13804
2022-01-23 13:27:53 -06:00
38c7378949 Geometry Nodes: Relative Handle Position Mode
Add a boolean option to have the Curve Handle Position input node return the
position of the handle relative to each point position.

Differential Revision: https://developer.blender.org/D12947
2022-01-23 12:29:37 -06:00
807c58aae4 Cleanup: separate function for Alembic edge crease reading 2022-01-23 16:35:11 +01:00
889712927f Fix Cycles crash collecting render stats 2022-01-23 16:30:57 +01:00
5c4a5fd40d Cleanup: Improvements to mesh to bmesh conversion
- Use `Array` and `Span` instead of raw pointers.
- Declare variables in smaller scope.
- Use references instead of pointers.
2022-01-22 18:09:30 -06:00
6cd977b903 Fix T94760: Crash building BMesh when opening file
A large polygon in the file from the report caused `alloca`
to exceed the maximum stack size, causing a crash.  Instead
of using `alloca`, use `blender::Array` with an inline buffer.

Based on a patch by Germano Cavalcante (@mano-wii).

Differential Revision: https://developer.blender.org/D13898
2022-01-22 13:06:15 -06:00
dde997086c LineArt: Option to keep contour when using face mark filtering.
When enabled, it will keep contour around the object instead of hide them by rule of face mark,
so the object can always have full contour while filtering out some of the feature lines inside certain regions.

Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)

Differential Revision: https://developer.blender.org/D13847
2022-01-22 16:57:25 +08:00
579e8ebe79 LineArt: Back face culling
Option to discard back faced triangles, this speeds up calculation especially for when you only want to show visible feature lines.

Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)

Differential Revision: https://developer.blender.org/D13848
2022-01-22 16:41:08 +08:00
5ae76fae90 LineArt: Noise tolerant chaining.
Instead of splitting it at each occlusion change, it tolerates short segments of "zig-zag" occlusion incoherence and doesn't split the chain at these points, thus creating a much smoother result.

Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)

Differential Revision: https://developer.blender.org/D13851
2022-01-22 16:13:44 +08:00
e88d966737 BMesh: merge normal and tessellation calculation on undo
This gives a modest speedup as calculating tessellation and face
normals at the same time can be more efficiently multi-threaded.

Also avoids calculating face normals twice,
oversight in d590e223da.
2022-01-22 18:02:12 +11:00
25c99e72cd Fix linking in debug mode
b7878a4d45 seems to have caused linking
issues building debug mode on Linux.

Using extern "C" resolves.
2022-01-22 17:59:09 +11:00
b7878a4d45 Cleanup: Move bmesh_mesh_convert.c to C++
Useful for a simpler bug fix, code clarity,
and easier possible optimizations in the future.
2022-01-21 23:53:15 -06:00
Aras Pranckevicius
9350005d8b Fix T13879 new OBJ exporter not saving files with Unicode characters.
Need to use BLI_fopen instead of fopen.
2022-01-21 20:14:01 -05:00
1f026a3db9 Cleanup: Use references, const variables 2022-01-21 18:20:07 -06:00
Laurynas Duburas
45d038181a Curves: Improve accuracy and clarity of NURBS knots calculation
This commit improves NURBS knot generation by adding proper support
for the combination of the Bezier and cyclic options. In other cases
the resulting knot doesn't change. This cyclic Bezier knot is used to
create accurate accurate "Nurbs Circle", "Nurbs Cylinder" primitives.
"Nurbs Sphere" and "Nurbs Torus" primitives are also improved by
tweaking the spin operator.

The knot vector in 3rd order NURBS curve with Bezier option turned on
(without cyclic) is changed in comparison to previous calculations,
although it doesn't change the curve shape itself.

The accuracy of the of NURBS circle is fixed, which can be checked by
comparing with mesh circle. Tessellation spacing differences in
circular NURBS is also fixed, which is observable with the NURBS
cylinder and sphere primitives. These were causing seam-like effects.

This commit contains comments from Piotr Makal (@pmakal).

Differential Revision: https://developer.blender.org/D11664
2022-01-21 16:40:49 -06:00
d590e223da Fix T94974: Invalid normals in edit mode
Normal layers currently aren't stored in the undo step
mesh storage, since they are not stored in files at all.
However, the edit mesh expects normals to be fully
calculated, and does not keep track of a dirty state.
This patch updates the normals in the BMesh created
by loading an undo step.

Another option would be calculating the normals on
the undo mesh first, which might be better if Mesh
normal calculation is faster than BMesh calculation,
but the preferred method to access vertex normals fails
in this case, because the mesh runtime mutexes are not
initialized for undo-state meshes.

Differential Revision: https://developer.blender.org/D13859
2022-01-21 16:14:00 -06:00
68aa35ae74 Fix T94967: Sculpt mode crashes with missing normals
From an error in rBcfa53e0fbeed, the vertex normals in `SculptSession`
seem to be used, but in the case when no "pbvh" is used, the value of
the pointer is never assigned.

Normals were not generally dirty before this "ensure" function with
regular sculpting operations, so this addition shouldn't have any cost.

Differential Revision: https://developer.blender.org/D13854
2022-01-21 16:12:12 -06:00
294ab84909 Fix T95097: Attribute Capture node UI inconsistency
All other nodes with data type and domain choices have the domain
below the data type. Generally that order makes sense, because it's
consistent with nodes that have no domain drop-down.
2022-01-21 16:08:21 -06:00
1c23a06706 Fix: Applying object transform can create normal layers
Because this operator is used on original objects, it's best to tag
the normals dirty instead of explicitly calculating them, to avoid
unnecessarily storing normal layers on an original object (since
they might have to be recalculated during evaluation anyway).
There may be other places this change is helpful, but being
conservative is likely better for now.

Related to T95125
2022-01-21 16:04:16 -06:00
e07b217669 Build: update macOS for FreeType library with woff2 support
Ref D13448, T93161
2022-01-21 21:36:00 +01:00
32ceb0b807 Fix std::optional value() build error on older macOS SDK
No longer happens on the buildbot, but for users building with an older
Xcode we still need to avoid using value().
2022-01-21 21:36:00 +01:00
4f9be46526 Distribute Points on Faces: Fix missing minimum value for density socket
Negative number density is not a part of this reality.
2022-01-21 15:31:51 -05:00
54d69a2fd1 Fix new OBJ exporter to handle instancing.
The new OBJ exporter did not handle object instances.
The fix is to use a dependency graph iterator, asking for instances.
Unfortunately that iterator makes a temporary copy of instance objects
that does not persist past the iteration, but we need to save all the
objects and meshes to write later, so the Object has to be copied now.

This changed some unit tests. Even though the tests don't have instancing,
the iterator also picks up some Text objects as Mesh ones (which is a good
thing), resulting in two more objects in the all_objects.obj file output.
2022-01-21 14:37:33 -05:00
9d274a609c cmake/win: Platform update for freetype 2.11.0
freetype now depends on brotli
2022-01-21 11:40:53 -07:00
58f8eb54a3 deps/win: fix typo in brotli.cmake
it was harvesting to the zstd folder which
is not where these libs ought to be.
2022-01-21 11:36:56 -07:00
RUben
5b90c046d5 Fix: Object selection delay with many objects
With object collection properties open there was a huge delay when
switching active objects in a large scene, (~10k objects, ~5m vertices).
This is due to a non-optimal function to query all the collections the object is in.

To solve this the code can be simplified by using `bpy.types.Object.users_collection`
This returns all the collections the object is in removing the need to compute this in python.
2022-01-21 13:13:04 -05:00
c20f209b1c Cmake/Deps: Freetype 2.11.0 / brotli 1.0.9
The UI team requested adding woff2 support to freetype.
this required a new dependency brotli.

This changes adds brotili to the builder and bumps
freetype to version 2.11.0

As freetype now depends on other libraries, for consistency
all use of ${FREETYPE_LIBRARY} in cmake has been updated to
use ${FREETYPE_LIBRARIES} adjustments have been made in the
windows platform file, all other platforms use cmake's
FindFreeType.cmake which already sets this variable.

reviewed by: brecht

Differential Revision: https://developer.blender.org/D13448
2022-01-21 10:26:05 -07:00
59fc95bf97 UI: Clarify Active Movie Clip tooltip
See T92299
2022-01-21 12:02:34 -05:00
d034b85f33 Geometry Nodes: new Scale Elements nodes
This node can scale individual edges and faces. When multiple selected
faces/edges share the same vertices, they are scaled together.
The center and scaling factor is averaged in this case.

For some examples see D13757.

Differential Revision: https://developer.blender.org/D13757
2022-01-21 17:34:47 +01:00
Alan Babu
c39d514a4e Geometry Nodes: Flip Faces Node
Currently there is no way to flip normals in geometry nodes. This node
makes that possible by flipping the winding order of selected faces.
The node is purposely not called "Flip Normals", because normals are
derived data, changing them is only a side effect. The real change is
that the vertex and edge indices in the face corners of every selected
polygon are reversed, and face corner attribute data is reversed.

While there are existing utilities to flip a polygon and its custom
data, this node aims to process an attribute's data together instead
of processing all attributes separately for each index.

Differential Revision: https://developer.blender.org/D13809
2022-01-21 09:26:40 -06:00
4251455dcd Geometry Nodes: Mesh Island Node - Rename Index Socket
Rename 'Index' Socket to 'Island Index' to make it more consistent with
'Island Count'

Differential Revision: https://developer.blender.org/D13893
2022-01-21 09:01:18 -06:00
87c5423c5e Geometry Nodes: New Output for Number of Mesh Islands
Adds a second output to the Mesh Islands node that shows the total
number of islands as a field.

Differential Revision: https://developer.blender.org/D13700
2022-01-21 08:30:02 -06:00
Brecht Van Lommel
d68ce0e475 Cycles: add pointcloud implementation for Metal RT
This is not currently working, with an internal compiler error. However
we are currently using BVH2 instead of Metal RT. So this has no effect for
users, it's being committed to avoid the code getting outdated.

Ref T92573, T92212

Differential Revision: https://developer.blender.org/D13632
2022-01-21 14:42:27 +01:00
5e51a5e8a4 Fix error in previous commit. 2022-01-21 14:35:27 +01:00
93065a67c6 GPU: Disable create info for 2d image overlay merge.
This shader needs to use the same interface as the OCIO shader. On Linux
and Windows this seems to be the case. On MacOS however there is a
mismatch that makes the overlay texture to be completely black when
switching to workbench in the Shader workspace.

This is just a temporarily work-around as this should be solved. Due to
the poor GPU debugging facilities on Mac we haven't been able to
pin-point the root cause.
2022-01-21 14:24:30 +01:00
f6888b530a Attributes: add operator to convert generic attributes to other types
Editing of generic attributes on the original objects in edit modes is
still very limited. However, when applying a geometry nodes modifier
that generates new attributes. These attributes will show up in the
Attributes panel.

Currently, our exporters are not capable of exporting generic attributes.
Therefore, for the time being, a work around is to apply geometry nodes
and then convert a generic attribute to a task specific attribute like a
uv map, vertex group or vertex color layer. Once more parts of Blender
support generic attributes, this will become less important.

Currently, only meshes are supported by the operator. However, it would
be relatively easy to extend it to other geometry types.

Differential Revision: https://developer.blender.org/D13838
2022-01-21 12:47:35 +01:00
36c40760a5 .obj: simplify templates in FileHandler, add comments
- Remove redundant template from `FormattingSyntax`.
- Replace one enable_if with static assert for readability
- Add comments

No functional change expected.

Reviewed by: jacqueslucke
Differential Revision: https://developer.blender.org/D13882
2022-01-21 15:28:04 +05:30
23fa5bb723 GPU: Remove unused resources in shader create info.
When adding the shader create infos some additional resources where defined
that doesn't exist in the shader itself. This commit will remove them.
2022-01-21 09:58:58 +01:00
64196a6b29 Cleanup: struct/class mismatch. 2022-01-21 07:52:10 +01:00
872dc1038c UI: exclude "Undo History" from menu search
Undo history was showing in menu search since converting undo history to
a menu from a popup, see: 0e1bb232e6.
2022-01-21 16:30:11 +11:00
53923f502d Fix T95078: Setting digits as modifier in keymap doesn't work
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).
2022-01-21 15:20:02 +11:00
20655128c9 Cleanup: event type values & defines
- 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.
2022-01-21 15:19:00 +11:00
5fca280c80 Fix: Node link drag search doesn't list shader sockets
Shader sockets were only available when dragging from inputs.
2022-01-20 16:26:43 -06:00
1ac2d2dcb6 Fix T93711: Cycles diffuse/glossy baking does not write alpha
With the change to use render passes internally the alpha channel got lost.
Add support for these render passes to output an alpha channel for baking.
2022-01-20 22:32:35 +01:00
14d261d23a Cleanup: Resolve unused variable warning, make function static 2022-01-20 15:10:56 -06:00
9ca1052226 Fix Python API docs build error
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`.
2022-01-20 15:10:28 -06:00
4369c5817a Fix T94457: random result using sky texture in light object
Still not well defined, but should not longer use uninitialized values that
gave different results between CPU/GPU and subsequent renders.
2022-01-20 21:28:41 +01:00
22a8e934e4 Fix T94698: artifacts in light passes with mixed volumes and surfaces 2022-01-20 20:55:43 +01:00
e1ae95f6b2 Fix T93520: wrong subframe motion blur with rigid body physics
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.
2022-01-20 20:40:55 +01:00
24e00c115c Fix T94712: Cycles missing colorspace transform on grayscale images 2022-01-20 20:40:55 +01:00
2559d79d2f Fix T94582: Cycles mapping shader node incorrectly skipped in Normal mode
Even if no rotation or scale is specified, we must still always normalize
the output.
2022-01-20 20:40:55 +01:00
Charlie Jolly
cc1a48e395 Geometry Nodes: Curve Primitive Arc
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
2022-01-20 19:04:09 +00:00
6baccc36a0 Fix continuous stream of thumbnail notifiers after redo
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.
2022-01-20 18:51:49 +01:00
d552b3c0c0 Fix file/asset thumbnails causing constant stream of notifiers
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.
2022-01-20 18:51:49 +01:00
902a103f80 Cleanup: Move node editor files to proper namespace
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
2022-01-20 10:36:56 -06:00
19622ffc5b Cleanup: Remove OpenCL workaround in volume_sample_channel(). 2022-01-20 17:02:20 +01:00
f6c8a78ac6 Cycles: Fix bvh2 gen on Apple Silicon and use it to speed up renders
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
2022-01-20 15:37:49 +00:00
9315215b20 Fix T94726: crash with GPU subdivision on a custom bone shape
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.
2022-01-20 15:28:08 +01:00
264fe10ddd Cleanup: Remove unused python helper function.
Branched Path has been removed with the Cycles X merge.
2022-01-20 14:34:20 +01:00
969a571e0f Revert "Sculpt: Multires Heal Brush"
This reverts commit ae349eb2d5.
2022-01-20 03:55:41 -08:00
4425e0cd64 Subdivision: add support for vertex creasing
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
2022-01-20 12:21:34 +01:00
9b4c017031 Cleanup: Remove incorrect comment 2022-01-19 23:56:27 -06:00
ae349eb2d5 Sculpt: Multires Heal Brush
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.
2022-01-19 17:28:22 -08:00
eb3ff1d6f9 Cleanup: spelling in comments 2022-01-20 11:59:20 +11:00
1d536c21dd Cleanup: clang-format 2022-01-20 11:59:20 +11:00
e3f9d9b206 Cleanup: quiet ASAN warnings for divide by zero & NULL memcpy args
No functional changes as the inf value was never used &
memcpy args were only NULL when the size to copy was zero.
2022-01-20 11:59:20 +11:00
b7fe27314b Mesh RNA API: Expose contiguous normal arrays
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
2022-01-19 18:43:05 -06:00
b47a1867e8 Cleanup doc comments for sculpt_intern.h 2022-01-19 16:21:14 -08:00
e7db1247b1 Fix: File Browser using asset indexer after Asset Browser was visible
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.
2022-01-19 20:43:31 +01:00
293aab2253 Asset Browser: Add debug option to disable asset indexing
Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
2022-01-19 20:12:53 +01:00
9a2d1cd5b7 PyAPI Docs: Prepare for Sphinx 4.5 2022-01-19 14:08:38 -05:00
cd0acba330 CMake: Support external callback in configuration
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
2022-01-20 00:15:09 +05:30
17cab47ed1 Cycles: Fix T94736: Crash when modifying strength of world environment texture
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
2022-01-19 18:17:37 +00:00
596ce11556 CMake Cleanup: use set for filepath instead of option
See https://developer.blender.org/D13830#368219
2022-01-19 23:34:25 +05:30
f179637222 Fix T95042: Rendering high-res image in Cycles crashes
Integer overflow when the final frame is handled by the Blender's
output driver.

Thanks Jesse and Thomas for investigation!
2022-01-19 16:03:28 +01:00
ecf2f5ed01 Fix error in previous commit
While doing last minute cleanup in
e49bf4019b,  missed to rename function
in one place.
2022-01-19 14:32:11 +01:00
eddad4e9a1 VSE: Support copy-pasting strips with animation
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
2022-01-19 14:15:49 +01:00
e49bf4019b Cleanup: VSE animation handling
- 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
2022-01-19 14:12:23 +01:00
1788298804 Cleanup: Strict compiler warning in Cycles
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.
2022-01-19 12:01:49 +01:00
8a23d91a50 GPUShaderCreateInfo: Rework geometry shader layout support
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)
2022-01-19 11:59:57 +01:00
952a4fa456 Fix T94987: Dragged node links are invisible.
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.
2022-01-19 11:32:34 +01:00
71386c08f1 Fix T95039,T94998: Shaders compilation errors on Mac.
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.
2022-01-19 10:28:19 +01:00
eb63646605 BMesh: add mesh debug information printing
- 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.
2022-01-19 17:16:00 +11:00
71879d665d BMesh: improve handling of custom-data flag (Mesh.cd_flag)
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.
2022-01-19 14:30:10 +11:00
ee6507f2b1 Docs: notes on thumbnail sizes
The rationale for storing thumbnails at different sizes wasn't obvious.
2022-01-19 14:05:56 +11:00
7e3b1e2c8f Fix flipped order of items in the "Undo History" menu
Error in 0e1bb232e6.
2022-01-19 13:25:10 +11:00
2e5aecf557 Fix T94202: GPUFrameBuffer: wrong refcount in the buffer passed for read_color and read_depth
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.
2022-01-18 19:23:16 -03:00
221ff895d9 Cleanup: Use references, LISTBASE_FOREACH macro 2022-01-18 13:32:36 -06:00
a5610da1d5 Fix T93413: Nodes 'Make Links' fails for multi input socket
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
2022-01-18 20:23:39 +01:00
9506dcf675 Fix T95029: Arrow gizmo always uses normal direction
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.
2022-01-18 16:21:48 -03:00
977baeaa26 Cleanup: Make node editor functions private
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.
2022-01-18 13:07:41 -06:00
09ecb089a5 Cleanup: Remove unused node editor toolbar file
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.
2022-01-18 12:31:14 -06:00
15657b7ccd Fix warning from rB9925606539. 2022-01-18 18:38:14 +03:00
b88a37a490 Geometry Nodes: new Field at Index node
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
2022-01-18 16:25:47 +01:00
4d5c08b938 Geometry Nodes: Add Signed Output to Edge Angle Node
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
2022-01-18 09:20:31 -06:00
796e9d442c Geometry Nodes: improve domain interpolation code
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
2022-01-18 16:14:00 +01:00
dfe22a53bb Fix T95003: Shader issue using voronoi noise.
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.
2022-01-18 14:32:26 +01:00
0d7b3ed39c RNA: display exact integer values without fraction if step is integer.
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
2022-01-18 16:24:54 +03:00
6952228386 UI: fix a precision issue with float field step size.
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
2022-01-18 16:24:54 +03:00
6a8ad00bcc Cleanup: Avoid possible NULL pointer error
In normal conditions, `gpf` always has a value, but better move inside the NULL checking.
2022-01-18 13:44:41 +01:00
08d008a508 GPU: Create Info for GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR.
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.
2022-01-18 13:17:04 +01:00
2486346f6f Fix T94977: muted link is not ignored in eevee
Add a preprocessing step that removes all muted links from
the localized node tree.

Differential Revision: https://developer.blender.org/D13864
2022-01-18 13:06:49 +01:00
9f8ae130af Fix T95006: missing modifier update after frame change
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).
2022-01-18 12:58:29 +01:00
5d7ac749c5 Fix T94197: Applying boolean with fast solver clears bevel weights
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.
2022-01-18 21:35:10 +11:00
fce0b824a7 Assets: Enabling Asset Indexing.
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.
2022-01-18 11:20:50 +01:00
Jeroen Bakker
36068487d0 AssetsBrowser: Add ID Properties to Asset Indexer
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
2022-01-18 11:18:11 +01:00
d7822981b1 Python API Docs: add non-invert Bone.convert_local_to_pose example.
This updates the example function to support assigning a subset of
bone matrices. The code was tested to work in real use by @gaiaclary.
2022-01-18 11:45:27 +03:00
542d15b1cd Allow overriding motion path settings.
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
2022-01-18 11:45:27 +03:00
1b94631975 CMake: Fix using numpy variable for the zstandard path
Copy paste error in a5917175d8.
2022-01-18 17:23:19 +11:00
6dd89afa96 Fix obj exporter tests by deduping normals and printing with less precision.
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.
2022-01-17 23:22:40 -05:00
db496a0b7d Cleanup: spelling in comments 2022-01-18 14:27:29 +11:00
20df402adc Cleanup: move docs to definition 2022-01-18 14:13:58 +11:00
7220897280 WM: batch rename support for volume & light object data
Also order items to match the "Add" menu.
2022-01-18 12:23:15 +11:00
75d84b1b64 WM: batch rename outliner support for various ID types
The outliner selection can now be used for renaming objects,
object-data & materials.
2022-01-18 12:12:05 +11:00
0fc9526178 Fix for batch rename operating on library collections & materials 2022-01-18 11:50:02 +11:00
84f6d86445 Fix batch renaming selected meta-strips 2022-01-18 11:13:05 +11:00
c11c2a4b91 WM: batch rename collections outside the outliner
Use selected objects collection instances to rename in the 3D view.
2022-01-18 10:47:12 +11:00
Red Mser
54fb1a75ee WM: batch rename collections
User must activate the operator from the outliner,
so that the selected collections can be determined.

Reviewed By: campbellbarton

Ref D13821
2022-01-18 10:26:20 +11:00
0fa36c81d9 Cleanup: quite old-style-declaration warning, strip trailing space 2022-01-18 10:26:18 +11:00
3bbb39ecc1 Cleanup: remove HWND from GHOST_Wintab constructor.
No change in behavior.
2022-01-17 14:07:08 -08:00
44ca984dc7 BLI: Add index_range method to VectorSet
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.
2022-01-17 15:10:52 -06:00
8c1ddee10c Geometry Nodes: Set Handle Type Node: Left and right by default
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.
2022-01-17 15:02:15 -06:00
b776c46d2f Fix T94715: multiple volumes using the same .vdb causes freeze
Needs more TBB task isolation, as even freeing an OpenVDB grid uses
multithreading.
2022-01-17 20:36:59 +01:00
Martijn Versteegh
449db0ab1e Baking: new method to generate margin, based on adjacent faces
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
2022-01-17 19:36:13 +01:00
8af22719d0 Cleanup: Remove now redundant performance workaround for asset previews
Not needed anymore after aa0ecd179. The removed function was identical
to `icon_draw_rect()` now.

Reverts ab7214ca2e.
2022-01-17 18:26:32 +01:00
fa1fef5081 Cleanup: Correct comments for immediate mode buffer draw functions 2022-01-17 18:26:10 +01:00
194979e929 Cleanup: Improve naming of immediate mode buffer draw functions
Followup to the previous commit. Jeroen and I agreed the old naming was
confusing.
2022-01-17 18:26:10 +01:00
aa0ecd1791 UI: Speed up icon scaling
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
2022-01-17 18:26:10 +01:00
4d10a46e63 Cleanup: refactor BVH2 in preparation of self intersection skip
Move some logic out of triangle intersection functions and into BVH
traversal, so we can share logic between primitives.

Ref D12954
2022-01-17 17:35:23 +01:00
a25cfc5db2 Texture/Vertex Paint: Add secondary color to the tool header
Before we would only display the secondary color in the N-panel.
Now we also display it in the tool header.
2022-01-17 16:50:20 +01:00
be8f10a4e2 T94828: Appending collection with instancing links nested collections
See T94828 for details.

Differential Revision: https://developer.blender.org/D13803

Reviewed by: Bastien Montagne
2022-01-17 16:32:50 +01:00
e3fd0b1d17 Fix compiler warning on Windows
The variable was `uint64_t` and needs `1ull`
2022-01-17 16:08:48 +01:00
7abdd82dfd Fix T94338: bpy.data.libraries.load does not return the right thing.
Typo in rB605cdc4346e5f82, both `eBlendfileLinkAppendForeachItemFlag`
flags had the same value, effectively preventing to filter out direct
vs. indirect appended items.
2022-01-17 15:22:22 +01:00
59fcbdd815 Cleanup: deduplicate condition in transform curve code
Checking `t->around` and `nu->pntsv` does not need to be done in 2 places.
2022-01-17 11:14:44 -03:00
0a08ac2528 Alembic: add support for reading override layers
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
2022-01-17 14:51:04 +01:00
9d3f35a0bf Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17 14:46:32 +01:00
edee5a947b Revert "GPUShaderCreateInfo for interface abstraction"
This reverts commit 8fb2ff458b.
Missing some files.
2022-01-17 14:34:28 +01:00
Jeroen Bakker
8fb2ff458b GPUShaderCreateInfo for interface abstraction
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
2022-01-17 14:32:28 +01:00
08822801ac Fix T94805: Library weak reference generates "path not found" reports.
No reason to handle those paths here, those are fully internal temp
data, user should not be exposed to it currently.
2022-01-17 14:22:59 +01:00
04feaa8bd0 Core: Library Remap test cases.
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
2022-01-17 12:45:37 +01:00
e15449623d InstallDeps: Increase 'MEX' version of llvm to 14.
llvm 13 is now default on debian testing, tried it quickly and it seems
to work fine, so raising exclusive maximum value for it to 14.
2022-01-17 10:34:34 +01:00
40c8e23d48 LineArt: Invert collection option.
Allows conveniently selecting an inverse of a collection.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D13846
2022-01-17 17:22:09 +08:00
e1e3043a51 CMake: resolve issue finding mold
The default installation path uses `libexec`, missed this as the
package for Arch replaces this with `lib`,
now both are checked.
2022-01-17 18:12:15 +11:00
Piotr Makal
a84621347d Geometry Nodes: Improve conversion from NURBS to Bezier
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
2022-01-16 22:52:18 -06:00
Alaska
34d424fd64 Fix T94526: Incorrect workspace ordering tooltip
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
2022-01-16 15:26:08 -08:00
d914cfcb7a Cleanup: simplify parameters
Use a common `userdata` for the different snap callbacks.
2022-01-16 11:25:51 -03:00
608d51c9c8 Fix T94951: Crash when snapping
Missed in {rBd9c6ceb3b88b6db87490b08e0089f9a18e6c52d6}
2022-01-16 11:25:51 -03:00
bc66cd9868 Fix T94865: GPU subdiv crash switching to texpaint area
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).
2022-01-16 08:40:38 +01:00
3574f2730d Cleanup: deduplicate GPU subdiv data extraction loops
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.
2022-01-16 07:31:26 +01:00
b87d87b1d3 macOS: fix llvm-ranlib invalid option error 2022-01-16 11:47:55 +05:30
e69020ad0f CMake: only ever enable one alternative linker for UNIX/GCC
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).
2022-01-15 16:40:24 +11:00
18c5d4ccb3 CMake: use LINKER flags instead of CFLAGS for setting the linker
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
2022-01-15 16:12:13 +11:00
9664cc91f3 Fix T94918: GPU subdivision uses viewport levels for final render
The resolution for the subdivision grid traversal was always based on
the viewport setting.
2022-01-15 01:36:18 +01:00
6a16a9e661 Geometry Nodes: Rename transfer attribute geometry input
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.
2022-01-14 16:42:04 -06:00
6e926e9b56 Fix T94852: Geometry Proximity crash when unsuccessful
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.
2022-01-14 16:10:38 -06:00
2a095d8bfe Audaspace: port bugfixes from upstream.
Windows audio backend (WASAPI) now automatically switches to
the selected audio device in windows.
2022-01-14 22:51:35 +01:00
9fe704800e Nodes: Support link-drag search with compare node outputs
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.
2022-01-14 14:38:49 -06:00
b7a27efd78 Cleanup: Remove unused subdiv functions
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
2022-01-14 14:04:24 -06:00
bba95d1901 Fix possible build error with unity build
`NodeOperationBuilder::Link` could conflict with the list base macros.
To resolve this dont use `using Link`.
2022-01-14 13:46:31 -05:00
67517c7d5c Cleanup: Outliner function names, simplify struct initialization 2022-01-14 19:26:04 +01:00
41495707d2 Fix incorrect destruction of Outliner tree-elements
`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.
2022-01-14 19:26:04 +01:00
82d5905e4b Cleanup: Use destructor to delete Outliner runtime data
Simplifies and makes things safer due to proper RAII usage.
2022-01-14 19:26:04 +01:00
ca9a749b21 Cleanup: Use smart pointers for Outliner tree display and element types
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.
2022-01-14 19:26:04 +01:00
e9a43a3b60 Cleanup: Remove Outliner C-API headers/wrappers
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.
2022-01-14 19:26:04 +01:00
9109ea0b96 Disable some failing new obj exporter tests.
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.
2022-01-14 12:34:07 -05:00
5703efab88 Fix T94784: Crop node gizmo doesn't work
Fix refactoring mistake in rBcbca71a7cff3
Not the min and max values are initialized properly.
2022-01-14 17:44:18 +01:00
d723fa3d31 blenlib Any tests: Fix unknown pragma warning on Windows.
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.
2022-01-14 22:10:28 +05:30
780633ec4b Cleanup: Unused function 2022-01-14 17:37:14 +01:00
301bb5afa5 Cleanup: Remove unused functions 2022-01-14 17:06:16 +01:00
eb33ee566e Fix T: Crash in do-version of older pre-2.80 blender files.
`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.
2022-01-14 17:02:05 +01:00
85df7036f7 Fix T94827: Group Input/Output cannot connect to custom sockets
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
2022-01-14 16:30:59 +01:00
e57365a70b Cleanup split foreach_libblock_remap_callback into smaller functions. 2022-01-14 15:50:42 +01:00
348631cffe Fix: Compilation error caused by missing target relation
bf_nodes/bf_nodes_composite depend on DNA headers
2022-01-14 07:46:00 -07:00
8ae6995e98 Tests: show more precise numbers in benchmark charts 2022-01-14 15:17:22 +01:00
c0d0e2788b Cleanup: compiler warnings with clang 2022-01-14 15:17:22 +01:00
ba48c1ee58 macOS: silence bundle identifier mismatch Xcode warning
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
2022-01-14 19:33:23 +05:30
6f51cb0ad7 Info.plist: Bump LSMinimumSystemVersion to silence warning
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
2022-01-14 19:33:06 +05:30
a5cb7c1e62 blenlib/ Any tests: fix self-assignment warning and typo
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
2022-01-14 19:32:29 +05:30
0cf746c1fa Fix T94878: LineArt crease threshold logic error.
A coding mistake allows default crease to override object crease, now fixed.
2022-01-14 21:43:52 +08:00
c0432d5edb Fix T94089: GPencil Drawing don't Update after paste in Dopesheet
When paste new frames, the datablock need to be tagged to update the drawings.
2022-01-14 13:51:30 +01:00
86b7746e3c Fix T94903: GPencil: Copying keys doesn't preserve Keyframe Type
When a new frame is created, ensure the keytype of source key is used.
2022-01-14 13:05:57 +01:00
0a3de0305c Cleanup: move attribute operators to c++ 2022-01-14 12:53:19 +01:00
c9a8975de5 Fix T94867: viewport render not updating when editing color ramp
The changed node wasn't tagged correctly.
2022-01-14 12:50:53 +01:00
261517e475 Cleanup: Fix warning when compiling without Audaspace 2022-01-14 11:56:02 +01:00
c8e536bac3 Fix T94837: curve tilt on a 2-point-curve is wrong
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
2022-01-14 11:26:21 +01:00
e0ac75cb44 Cleanup: Reduce indentation in foreach_libblock_remap_callback. 2022-01-14 09:55:35 +01:00
7c568e7d36 Python API: add "children_recursive" property to Object & Collection
This is a convenience property, already available for bones.

Simplifies D13821 which in-lined this function.
2022-01-14 12:21:56 +11:00
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
7a0cf2c72f Fix crash caused by exception in Python gizmo target get handler 2022-01-14 10:18:52 +11:00
1bd0a87384 Cleanup: Clang tidy
- modernize-deprecated-headers
- modernize-use-using
- modernize-use-nullptr
- modernize-use-bool-literals
2022-01-13 17:11:38 -06:00
8b3d798374 CMake: add WITH_LINKER_MOLD option for GCC/Clang Unix platforms
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
2022-01-14 09:44:58 +11:00
0c5ccae79d Fix: Incorrect logic in mesh validation for removing layers
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.
2022-01-13 16:36:50 -06:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
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
2022-01-13 14:38:25 -06:00
800fc17367 Fix/workaround MSVC compile error with messag-bus
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.
2022-01-13 20:40:52 +01:00
1c4a1c13e0 Cleanup: Run make format 2022-01-13 19:56:11 +01:00
5ecaa9a838 Fix compilation error caused by missing target relation
compositor depends on DNA now so that it can access offsets.
2022-01-13 11:34:41 -07:00
3537abe84b Geometry Nodes: Rename String to Curves socket
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
2022-01-13 19:17:03 +01:00
743b9c5e1d CMake: fix build issue with gcc+clang-tidy
Precompiled headers are in a compiler specific format,
when using clang-tidy it tries to read the GCC PCH file
and fails at that.

Disable PCH's for now when WITH_CLANG_TIDY is enabled since
a clean work-around doesn't seem readily available.

relevant LLVM/CMake bugs:

https://bugs.llvm.org/show_bug.cgi?id=41579
https://gitlab.kitware.com/cmake/cmake/-/issues/22081

Differential Revision: https://developer.blender.org/D13814

Reviewed by: sergey, Blendify
2022-01-13 09:47:14 -07:00
b8157f5bf1 Fix compilation error caused by missing target relation
Space clip depends on DNA now so that it can access offsets.
2022-01-13 17:25:57 +01:00
22dc865a86 Cleanup: Use nullptr in new Outliner C++ files 2022-01-13 17:01:47 +01:00
039cc32917 Outliner: Compile all Outliner files in C++
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.).
2022-01-13 17:01:47 +01:00
1a4f8ab389 Cleanup: Make message-bus utility macros callable from C++
C++ doesn't support compound literals like used here (GCC does via an
extension).
2022-01-13 17:01:47 +01:00
f173973ae4 Fix T94874: Drivers using bone custom properties don't work on modifiers 2022-01-13 15:17:32 +01:00
79e985ea54 Cleanup: fix building all geometry nodes in one translation unit
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.
2022-01-13 12:39:48 +01:00
19a6220308 Fix link errors after recent FFMPEG / link_directories changes 2022-01-13 11:12:56 +01:00
d53738396f Tests: skip some compositor tests when WITH_LIBMV=OFF 2022-01-13 10:41:34 +01:00
7bb572f208 Fix T94737: Cycles wrong normal map normal with OSL
Ensure valid reflection was moved elsewhere, should not be done in the node
anymore.
2022-01-13 10:40:41 +01:00
0cf2fafd81 Fix T94050, T94570, T94527: Cycles Bevel and AO nodes not working with Metal
Workaround what may be a compiler bug, solution found by Michael Jones.
2022-01-13 10:40:41 +01:00
a3deef6fff Fix Cycles CPU + GPU render not using CPU after recent changes
In some places the task scheduler was not initialized in time.
2022-01-13 10:40:41 +01:00
eaa4cdaa42 Fix T94758: wrong denoising albedo with BSSRDF retro reflection 2022-01-13 10:40:40 +01:00
Brecht Van Lommel
29450a2af3 Build: remove usage of link_directories
We are now always using absolute paths for libraries, as recommended by the
CMake docs.

Followup to D9177.
2022-01-13 10:40:38 +01:00
Brecht Van Lommel
75a1a578bd CMake: use FFmpeg find module on Linux
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
2022-01-13 10:27:11 +01:00
f1a488d0f2 Fix T92953: Tool Settings: Drag on Tweak fails with LMB select 2022-01-13 14:30:12 +11:00
a7c9fb59ca Cleanup: follow code-style for float suffix 2022-01-13 12:34:28 +11:00
227f0f3582 Cleanup: quiet missing braces warning 2022-01-13 12:33:34 +11:00
97c2c39916 Fix T94624: Object as font instances don't work
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
2022-01-12 13:46:13 -06:00
a311fa96aa Fix T85706: wm_window_make_drawable update DPI
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
2022-01-12 10:37:52 -08:00
e594f23a27 Revert "CMake: use FFmpeg find module on Linux"
This reverts commit 62a0de1673. Linux buildbot
is giving link errors.
2022-01-12 19:07:40 +01:00
fa8c2c7885 Fix T94071: Area Split Improvements
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
2022-01-12 09:45:19 -08:00
a0dcd0bf2c Fix warnings after bab47b60cb
It's not really clear how this part of the defaults code should be used,
I think this is fine now and solves the warnings.
2022-01-12 18:37:53 +01:00
a72a9e099c Cleanup: Correct indentation 2022-01-12 18:37:53 +01:00
Brecht Van Lommel
62a0de1673 CMake: use FFmpeg find module on Linux
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
2022-01-12 18:25:24 +01:00
Simon Lenz
bab47b60cb DNA: Add space clip editor defaults
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
2022-01-12 18:04:48 +01:00
Bastien Montagne
a909ab984c Outliner: Add way to display warning icon for items.
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
2022-01-12 18:01:50 +01:00
5f7ad4baaa BLI_math: Fix building when WITH_GMP is off 2022-01-12 17:24:57 +01:00
Nikhil Shringarpurey
e5858a3ad0 Icons: Remove absolute pathnames and deprecated gradients from SVG files
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
2022-01-12 15:03:05 +01:00
ec5560db73 DRW: Add DRW_gpu_wrapper.hh
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
2022-01-12 13:05:18 +01:00
0882069095 Cleanup: codestyle obj_exporter_tests.cc. 2022-01-12 13:02:28 +01:00
1552b86b55 Cleanup: Not needed if statement around delete. 2022-01-12 13:02:28 +01:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Nathan Rozendaal
b2ccd8546c Compositor: Add Scene Time Node, Rename Time node
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
2022-01-12 12:29:44 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:19:39 +01:00
d320f3677e Cleanup: make format 2022-01-12 11:29:18 +01:00
c453aaa0b2 Merge branch 'master' into temp-gpu-image-engine 2021-12-15 15:16:11 +01:00
d8b811cfe9 Cleanup: remove disabled code
Originally pointcache wasn't supported when the file wasn't saved.
Remove commented code as this hasn't been the case for a long time.
2021-12-15 14:37:46 +01:00
647896bc60 Cleanup: unused variable warning 2021-12-15 14:37:46 +01:00
1557fa77d0 MetaBall: optimize memory allocation for meta-ball tessellation
Double the allocation size when the limit is reached instead of
increasing by a fixed number.

Also re-allocate to the exact size once complete instead of over
allocating. This gives a minor speedup in my tests ~19% faster
tessellation for ~1million faces.
2021-12-15 14:37:46 +01:00
302fe4f3ad Fix meta-ball bound-box calculation reading past buffer bounds
This broke "test_undo.view3d_multi_mode_select" test in
"lib/tests/ui_simulate" and is likely exposed by recent changes to
bounding box calculation.

The missing check for DL_INDEX4 dates back to code from 2002 which
intended to check this but was checking for DL_INDEX3 twice
which got removed as part of a cleaned up.

This could be hidden from memory checking tools as meta-balls
over-allocate vertex arrays.
2021-12-15 14:37:46 +01:00
1b52be9893 Fix compile errors on windows. 2021-12-15 14:37:46 +01:00
26c3ded368 Cleanup: Use pixel in stead of texels in naming. 2021-12-15 14:37:46 +01:00
efa4023e0a Fix T94082: Curve to point empty evaluated NURBS crash
This is basically the same as rBee4ed99866fbb7ab04, the fix is
simply to check if the spline has evaluated points when deciding
the offsets into the result points array.
2021-12-15 14:37:46 +01:00
eeee85017e Fix T93949: Preview Image Error When No Screen
Fix an error if "File Preview Type" is "Auto" and there is no screen.

See D13574 for details.

Differential Revision: https://developer.blender.org/D13574

Reviewed by Julian Eisel
2021-12-15 14:37:45 +01:00
ef40b0f136 Fix possible use-after-free on error handling during VR view drawing
Whenever an exception happens in VR session code, we cancel the entire
session. Alongside that, we removed the "surface" item used to draw into
an offscreen context. This would mess up the iterator of the surface
draw loop.
Similar to 7afd84df40.
2021-12-15 14:37:45 +01:00
7f0f7287d2 Fix null-pointer dereference on error handling during VR view drawing 2021-12-15 14:37:45 +01:00
b72f383ad5 Fix possible use-after-free on error handling during VR view drawing
Whenever an exception happens in VR session code, we cancel the entire
session. Alongside that, we removed the "surface" item used to draw into
an offscreen context. But this may still be stored as active surface,
leading to a use-after-free when deactivating this active surface, for
example.
2021-12-15 14:37:45 +01:00
b95d1b308f Fix Cycles compilation with CUDA / Optix after recent Map Range additions. 2021-12-15 14:37:45 +01:00
Charlie Jolly
38084d7df1 Nodes: Add vector support to Map Range node
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.

Notes:
This breaks forward compatibility as this node now uses data storage.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D12760
2021-12-15 14:37:45 +01:00
2a31772198 Cleanup: Remove unused arguments 2021-12-15 14:37:45 +01:00
85d966808f Cleanup: Remove runtime uiBlock pointer from nodes
Code is simpler when the uiBlocks used during drawing are simply
stored in an array. Additionally, looping can be simpler when we use
an vector to hold a temporary copy of the tree's linked list of nodes.

This patch also slightly changes how uiBlocks are "named" in
`node_uiblocks_init`. Now it uses the node name instead of the
pointer, which is helpful so we rely less on the node's address.

Differential Revision: https://developer.blender.org/D13540
2021-12-15 14:37:45 +01:00
da9e50646c Cleanup: Simplify node group input and output socket verification
This commit refactors the way the socket lists for group nodes,
and group input/output nodes are verified to match the group's
interface.

Previously the `bNodeSocket.new_sock` pointer was used to
temporarily mark the new sockets. This made the code confusing
and more complicated than necessary.

Now the old socket list is saved, and sockets are moved directly from
the old list to a new list if they match, or a new socket is created
directly in the new list.

This change is split from D13518, which aims to remove the `new_node`
and `new_sock` pointers. In the future this code might be removed
entirely in favor of using node socket declarations.

Differential Revision: https://developer.blender.org/D13543
2021-12-15 14:37:45 +01:00
320639740d Geometry Nodes: support instance attributes when realizing instances
This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
  realized geometry. If the same attribute exists on the geometry and on an
  instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
  output points. This is necessary to make e.g. the Random Value node work
  as expected afterwards.

Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.

This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.

```
1,000,000 x mesh vertex:       530 ms -> 130 ms
1,000,000 x simple cube:      1290 ms -> 190 ms
1,000,000 x point:            1000 ms -> 150 ms
1,000,000 x curve spiral:     1740 ms -> 330 ms
1,000,000 x curve line:       1110 ms -> 210 ms
10,000 x subdivided cylinder:  170 ms ->  40 ms
10 x subdivided spiral:        180 ms -> 180 ms
```

Differential Revision: https://developer.blender.org/D13446
2021-12-15 14:37:45 +01:00
5f9a6ac183 Geometry Nodes: simplify using selection when evaluating fields
We often had to use two `FieldEvaluator` instances to first evaluate
the selection and then the remaining fields. Now both can be done
with a single `FieldEvaluator`. This results in less boilerplate code in
many cases.

Performance is not affected by this change. In a separate patch we
could improve performance by reusing evaluated sub-fields that are
used by the selection and the other fields.

Differential Revision: https://developer.blender.org/D13571
2021-12-15 14:37:45 +01:00
42ae2e4c6c Fix T93920: Wrong field inferencing state with unavailable socket
This commit ignores unavailable sockets in one more place, to fix the
case in T93920.

Differential Revision: https://developer.blender.org/D13562
2021-12-15 14:37:45 +01:00
edac72ebb9 Fix T93649: Blender freezes when saving with active VR session
Dead-lock when VR viewport drawing and depsgraph updates would fight for
the draw-manager GL lock. This didn't usually cause issues because the
depsgraph would be evaluated at this point already, except in rare
exceptions like after file writing.

Fix this by ensuring the XR surface gets its depsgraph updated after
handling notifiers, which is where regular windows also do the depsgraph
updating.
2021-12-15 14:37:45 +01:00
a48b3012d2 Cleanup: consistent naming for the blender file name 2021-12-15 14:37:45 +01:00
6d15b4465d Cleanup: remove oudated comment from early COW development
Added in 161ab6109e
2021-12-15 14:37:45 +01:00
40f35851f5 Cleanup: use typed enum for wmDrag.flags
Also use 'e' prefix for enum type name.
2021-12-15 14:37:45 +01:00
45f2800e2d Cleanup: reorganize doxygen modules
- Nest compositor pages under the compositor module
- Nest GUI, DNA/RNA & externformats modules under Blender.
- Remove modules from intern which no longer exist.
- Add intern modules (atomic, eigen, glew-mx, libc_compat, locale,
  numaapi, rigidbody, sky, utfconv).
- Use 'intern_' prefix for intern modules since some of the modules
  use generic terms such as locale & atomic.
2021-12-15 14:37:45 +01:00
1fbcb2ba85 Cleanup: resolve parameter mis-matches in doc-strings
Renamed or removed parameters which no longer exist.
2021-12-15 14:37:45 +01:00
73ab5e5b63 Documented IMB transform. 2021-12-15 10:47:20 +01:00
1a85d2762a Added documentation. 2021-12-15 08:37:01 +01:00
ef602a1ff9 Sanitized node editor backdrop matrix. 2021-12-15 08:31:23 +01:00
d8c08f3633 Fixed backdrop slipping. 2021-12-14 15:31:36 +01:00
a3a646feb9 Separate space node backdrop from region. 2021-12-14 15:03:22 +01:00
b36c6f7f32 Silenced clang-tidy warnings. 2021-12-14 12:55:38 +01:00
30290efaeb Merge branch 'master' into temp-gpu-image-engine 2021-12-14 12:52:24 +01:00
c5edefe496 Fix uvbounds calculation from the incorrect space. 2021-12-13 16:01:53 +01:00
315e51ad77 Made view override required. 2021-12-13 15:15:32 +01:00
8c71b6b9ec Fix crash when iuser isn't available. 2021-12-13 13:29:42 +01:00
08bd773383 View single channel buffers in grey scale. 2021-12-13 12:59:09 +01:00
6739b4756d Moved UVWrapping to template argument of the sampler.
This adds back wrap repeat linear sampling.
2021-12-13 12:46:37 +01:00
bc77184563 Added support for 1, 2 and 3 channel float buffers. 2021-12-13 12:11:25 +01:00
cb54fae36c Added support for 3 channel source buffers. 2021-12-13 11:05:31 +01:00
86ca5f5e94 ImBuf transform: Added Sampler.
The sampler will hide the interpolation functions and would allow us
to add interpolation functions for none 4 channel buffers.
2021-12-13 09:19:12 +01:00
a27bc7c372 Fix crash in sequencer tests. 2021-12-13 08:21:41 +01:00
a37147347d Revert "Revert recent changes to ImBuf transform"
This reverts commit 5a3d5f751f.
2021-12-13 07:45:05 +01:00
4399a01de2 Merge branch 'master' into temp-gpu-image-engine 2021-12-13 07:43:59 +01:00
a5ed6f9898 Merge branch 'master' into temp-gpu-image-engine 2021-12-10 15:39:23 +01:00
484eb6b6cb Merge branch 'master' into temp-gpu-image-engine 2021-12-10 12:41:12 +01:00
915464b697 Fix typo in cmakelists.txt 2021-12-10 11:48:19 +01:00
51f9c2fdd4 Merge branch 'master' into temp-gpu-image-engine 2021-12-10 10:41:00 +01:00
cbf56b5916 Merge branch 'master' into temp-gpu-image-engine 2021-12-10 09:31:42 +01:00
401ad85078 Cleanup CMakeList.txt. 2021-12-08 15:55:40 +01:00
230565fbf0 Remove global image locking. Buffers are locked per tile. 2021-12-08 15:33:27 +01:00
a9ef394f6e Cleanup: renamed to OneTextureMethod 2021-12-08 14:30:35 +01:00
84869b551f Cleanup: Split in more files. 2021-12-08 14:14:52 +01:00
39e4dd079b Merge branch 'master' into temp-gpu-image-engine 2021-12-08 13:04:01 +01:00
2c914197c2 Merge branch 'master' into temp-gpu-image-engine 2021-12-08 10:02:06 +01:00
6a37dd9622 Merge branch 'master' into temp-gpu-image-engine 2021-12-07 15:45:16 +01:00
fddaa022af Use instance data to solve memory leak. 2021-12-07 15:35:44 +01:00
b717d0711c Use instance data to store data. 2021-12-07 13:43:15 +01:00
1d8c7b5fec Merge branch 'master' into temp-gpu-image-engine 2021-12-07 11:40:47 +01:00
1d30d3d57e Merge branch 'master' into temp-gpu-image-engine 2021-12-07 10:51:16 +01:00
d231f4059a Added a better comment to maxUv; 2021-12-06 15:47:44 +01:00
b7328397aa Fix border for tiled images. 2021-12-06 15:39:22 +01:00
23ac11c0c7 Fix tile image drawing 2021-12-06 14:45:40 +01:00
acd8cf549e Added Border back. 2021-12-06 13:55:06 +01:00
05a60c5727 Removed missing file from cmakelists.txt 2021-12-03 16:36:59 +01:00
d3f10f768a Cleanup use Tile drawing for wrap repeat. 2021-12-03 16:07:09 +01:00
c776f91480 Tiled image drawing. 2021-12-03 16:01:07 +01:00
387dbd65ac Merge branch 'master' into temp-gpu-image-engine 2021-12-03 14:51:06 +01:00
b07a6c2067 Remove repeat code from vert shader. 2021-12-03 11:09:08 +01:00
482b8fb879 Some small cleanups before starting with repeat. 2021-12-03 10:41:16 +01:00
decdde81ff Add support for tiled images. 2021-12-03 10:14:57 +01:00
da855bfa2e Load tile buffers when performing a full update. 2021-12-01 16:05:36 +01:00
36a1694e0e Added sub shading groups. 2021-12-01 15:24:37 +01:00
160720764d Regular texture partial update. 2021-11-30 12:53:42 +01:00
d5663dfce1 Merge branch 'master' into temp-gpu-image-engine 2021-11-29 11:27:30 +01:00
cb4c62eee6 First rendered pixel with the new image engine. 2021-11-29 11:10:45 +01:00
63b96f4f0e Single full screen image. 2021-11-26 16:04:00 +01:00
496cd70b02 Merge branch 'temp-gpu-texture-partial-updates' into temp-gpu-image-engine 2021-11-26 14:50:32 +01:00
f94e3ba72f Fix issue when image user is a nullptr. 2021-11-26 14:47:57 +01:00
f11a80d83b Detected a crash. 2021-11-26 14:17:39 +01:00
8f36a19cc0 Merge branch 'temp-gpu-texture-partial-updates' into temp-gpu-image-engine 2021-11-26 13:45:47 +01:00
6cda987f59 Added API documentation. 2021-11-26 13:29:18 +01:00
b30f101fc0 Use enum class for ePartialUpdateIterResult. 2021-11-26 11:26:57 +01:00
24a5f4d6f8 Use enum class for ePartialUpdateCollectResult. 2021-11-26 11:21:12 +01:00
7ffe9d56a1 Added CPP Api. 2021-11-26 11:13:26 +01:00
aac6bf9938 Merge branch 'master' into temp-gpu-texture-partial-updates 2021-11-26 08:28:52 +01:00
664adf9e76 Merge branch 'master' into temp-gpu-texture-partial-updates 2021-11-26 08:01:32 +01:00
378db2e805 Merge branch 'master' into temp-gpu-texture-partial-updates 2021-11-26 07:46:41 +01:00
ea768ff210 ImageEngine: Added skeleton for screen space drawing mode. 2021-11-24 15:51:35 +01:00
a3e662ea91 Merge branch 'master' into temp-gpu-image-engine 2021-11-24 11:24:57 +01:00
006cf67f5c Merge branch 'master' into temp-gpu-image-engine 2021-11-24 11:03:32 +01:00
495c2302d5 Merge branch 'master' into temp-gpu-texture-partial-updates 2021-11-24 09:06:00 +01:00
f0c5df70a1 Fix CLangTidy warnings. 2021-11-19 16:09:28 +01:00
a9c7ebbef2 Small changes to comment. 2021-11-19 15:40:56 +01:00
65b66c8abe Remove out-dated comment. 2021-11-19 15:25:05 +01:00
f93f579e02 Split functions to reduce complexity. 2021-11-19 15:23:00 +01:00
732e5d98d4 Merge branch 'master' into temp-gpu-texture-partial-updates 2021-11-19 15:04:46 +01:00
d6e52462f9 Limit the tiles to the resolution of the tile buffer. 2021-11-19 14:59:16 +01:00
709b19c1b0 Fix performance issue when requesting gpu textures. 2021-11-19 14:36:34 +01:00
152ad1c208 Clearing history. 2021-11-19 14:06:41 +01:00
ed7d12e711 WIP adding tiles between chunks and images. 2021-11-19 09:54:01 +01:00
4944372320 Merge branch 'master' into temp-gpu-texture-partial-updates 2021-11-19 08:01:02 +01:00
0218dfd17d use chunk where they aren't tiles. 2021-11-17 17:25:25 +01:00
2b128ecf24 Renaming tile to chunk. (Not completed) 2021-11-17 15:29:12 +01:00
9726498525 Add struct between tiles and images. 2021-11-17 14:58:41 +01:00
3e2957ea16 Added correct API usage check. 2021-11-17 14:43:15 +01:00
022c185912 Reduces the requirements of interface. 2021-11-17 14:16:45 +01:00
5e6a37a3e4 Multiple renames. 2021-11-17 13:00:46 +01:00
36fc80f1e7 Removed unused code. 2021-11-17 13:00:46 +01:00
cb05849083 Replaced internal gputexture generation with new partial update. 2021-11-17 13:00:46 +01:00
e167140e5d WIP: partial update image.
Differential Revision: https://developer.blender.org/D13238
2021-11-17 13:00:46 +01:00
7bd6a318e3 More tests and cleanups. 2021-11-17 13:00:46 +01:00
c957c87ff0 Added mark region dirty. 2021-11-17 13:00:46 +01:00
eca92b3fb1 WIP: partial update image.
Adding a basic mechanism that should be able to register tiles and find
changes. Not possible yet to loop over the updated tiles.
Next task would be to include reference to imbuf to get the width/height
of the images.
2021-11-17 13:00:46 +01:00
d918c2c907 WIP: Parial update skeleton. 2021-11-17 13:00:46 +01:00
1140 changed files with 35943 additions and 31923 deletions

View File

@@ -273,11 +273,13 @@ endif()
if(UNIX AND NOT APPLE)
option(WITH_SYSTEM_GLEW "Use GLEW OpenGL wrapper library provided by the operating system" OFF)
option(WITH_SYSTEM_GLES "Use OpenGL ES library provided by the operating system" ON)
option(WITH_SYSTEM_GLEW "Use GLEW OpenGL wrapper library provided by the operating system" OFF)
option(WITH_SYSTEM_FREETYPE "Use the freetype library provided by the operating system" OFF)
else()
# not an option for other OS's
set(WITH_SYSTEM_GLEW OFF)
set(WITH_SYSTEM_GLES OFF)
set(WITH_SYSTEM_FREETYPE OFF)
endif()
@@ -536,12 +538,14 @@ option(WITH_OPENGL "When off limits visibility of the opengl header
option(WITH_GLEW_ES "Switches to experimental copy of GLEW that has support for OpenGL ES. (temporary option for development purposes)" OFF)
option(WITH_GL_EGL "Use the EGL OpenGL system library instead of the platform specific OpenGL system library (CGL, glX, or WGL)" OFF)
option(WITH_GL_PROFILE_ES20 "Support using OpenGL ES 2.0. (through either EGL or the AGL/WGL/XGL 'es20' profile)" OFF)
option(WITH_GPU_SHADER_BUILDER "Shader builder is a developer option enabling linting on GLSL during compilation" OFF)
mark_as_advanced(
WITH_OPENGL
WITH_GLEW_ES
WITH_GL_EGL
WITH_GL_PROFILE_ES20
WITH_GPU_SHADER_BUILDER
)
if(WIN32)
@@ -567,6 +571,10 @@ if(UNIX AND NOT APPLE)
option(WITH_LINKER_LLD "Use ld.lld linker which is usually faster than ld.gold" OFF)
mark_as_advanced(WITH_LINKER_LLD)
endif()
if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang")
option(WITH_LINKER_MOLD "Use ld.mold linker which is usually faster than ld.gold & ld.lld." OFF)
mark_as_advanced(WITH_LINKER_MOLD)
endif()
endif()
option(WITH_COMPILER_ASAN "Build and link against address sanitizer (only for Debug & RelWithDebInfo targets)." OFF)
@@ -702,9 +710,12 @@ if(UNIX AND NOT APPLE)
endif()
# Installation process.
option(POSTINSTALL_SCRIPT "Run given CMake script after installation process" OFF)
set(POSTINSTALL_SCRIPT "" CACHE FILEPATH "Run given CMake script after installation process")
mark_as_advanced(POSTINSTALL_SCRIPT)
set(POSTCONFIGURE_SCRIPT "" CACHE FILEPATH "Run given CMake script as the last step of CMake configuration")
mark_as_advanced(POSTCONFIGURE_SCRIPT)
# end option(...)
@@ -2068,3 +2079,8 @@ endif()
if(0)
print_all_vars()
endif()
# Should be the last step of configuration.
if(POSTCONFIGURE_SCRIPT)
include(${POSTCONFIGURE_SCRIPT})
endif()

View File

@@ -63,6 +63,7 @@ include(cmake/jpeg.cmake)
include(cmake/blosc.cmake)
include(cmake/pthreads.cmake)
include(cmake/openexr.cmake)
include(cmake/brotli.cmake)
include(cmake/freetype.cmake)
include(cmake/freeglut.cmake)
include(cmake/glew.cmake)

View File

@@ -25,8 +25,13 @@ else()
endif()
if(WIN32)
set(BOOST_TOOLSET toolset=msvc-14.1)
set(BOOST_COMPILER_STRING -vc141)
if(MSVC_VERSION GREATER_EQUAL 1920) # 2019
set(BOOST_TOOLSET toolset=msvc-14.2)
set(BOOST_COMPILER_STRING -vc142)
else() # 2017
set(BOOST_TOOLSET toolset=msvc-14.1)
set(BOOST_COMPILER_STRING -vc141)
endif()
set(BOOST_CONFIGURE_COMMAND bootstrap.bat)
set(BOOST_BUILD_COMMAND b2)

View File

@@ -0,0 +1,38 @@
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENSE BLOCK *****
set(BROTLI_EXTRA_ARGS
)
ExternalProject_Add(external_brotli
URL file://${PACKAGE_DIR}/${BROTLI_FILE}
DOWNLOAD_DIR ${DOWNLOAD_DIR}
URL_HASH ${BROTLI_HASH_TYPE}=${BROTLI_HASH}
PREFIX ${BUILD_DIR}/brotli
CMAKE_ARGS -DCMAKE_INSTALL_PREFIX=${LIBDIR}/brotli ${DEFAULT_CMAKE_FLAGS} ${BROTLI_EXTRA_ARGS}
INSTALL_DIR ${LIBDIR}/brotli
)
if(BUILD_MODE STREQUAL Release AND WIN32)
ExternalProject_Add_Step(external_brotli after_install
COMMAND ${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/brotli/include ${HARVEST_TARGET}/brotli/include
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/brotli/lib/brotlidec-static${LIBEXT} ${HARVEST_TARGET}/brotli/lib/brotlidec-static${LIBEXT}
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/brotli/lib/brotlicommon-static${LIBEXT} ${HARVEST_TARGET}/brotli/lib/brotlicommon-static${LIBEXT}
DEPENDEES install
)
endif()

View File

@@ -94,3 +94,4 @@ download_source(POTRACE)
download_source(HARU)
download_source(ZSTD)
download_source(FLEX)
download_source(BROTLI)

View File

@@ -23,9 +23,12 @@ set(FREETYPE_EXTRA_ARGS
-DWITH_HarfBuzz=OFF
-DFT_WITH_HARFBUZZ=OFF
-DFT_WITH_BZIP2=OFF
-DFT_WITH_BROTLI=ON
-DCMAKE_DISABLE_FIND_PACKAGE_HarfBuzz=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_BZip2=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_BrotliDec=TRUE)
-DPC_BROTLIDEC_INCLUDEDIR=${LIBDIR}/brotli/include
-DPC_BROTLIDEC_LIBDIR=${LIBDIR}/brotli/lib
)
ExternalProject_Add(external_freetype
URL file://${PACKAGE_DIR}/${FREETYPE_FILE}
@@ -36,6 +39,11 @@ ExternalProject_Add(external_freetype
INSTALL_DIR ${LIBDIR}/freetype
)
add_dependencies(
external_freetype
external_brotli
)
if(BUILD_MODE STREQUAL Release AND WIN32)
ExternalProject_Add_Step(external_freetype after_install
COMMAND ${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/freetype ${HARVEST_TARGET}/freetype

View File

@@ -79,6 +79,8 @@ endfunction()
harvest(alembic/include alembic/include "*.h")
harvest(alembic/lib/libAlembic.a alembic/lib/libAlembic.a)
harvest(alembic/bin alembic/bin "*")
harvest(brotli/include brotli/include "*.h")
harvest(brotli/lib brotli/lib "*.a")
harvest(boost/include boost/include "*")
harvest(boost/lib boost/lib "*.a")
harvest(ffmpeg/include ffmpeg/include "*.h")

View File

@@ -31,7 +31,7 @@ ExternalProject_Add(external_python_site_packages
CONFIGURE_COMMAND ${PIP_CONFIGURE_COMMAND}
BUILD_COMMAND ""
PREFIX ${BUILD_DIR}/site_packages
INSTALL_COMMAND ${PYTHON_BINARY} -m pip install ${SITE_PACKAGES_EXTRA} cython==${CYTHON_VERSION} idna==${IDNA_VERSION} charset-normalizer==${CHARSET_NORMALIZER_VERSION} urllib3==${URLLIB3_VERSION} certifi==${CERTIFI_VERSION} requests==${REQUESTS_VERSION} zstandard==${ZSTANDARD_VERSION} --no-binary :all:
INSTALL_COMMAND ${PYTHON_BINARY} -m pip install --no-cache-dir ${SITE_PACKAGES_EXTRA} cython==${CYTHON_VERSION} idna==${IDNA_VERSION} charset-normalizer==${CHARSET_NORMALIZER_VERSION} urllib3==${URLLIB3_VERSION} certifi==${CERTIFI_VERSION} requests==${REQUESTS_VERSION} zstandard==${ZSTANDARD_VERSION} --no-binary :all:
)
if(USE_PIP_NUMPY)

View File

@@ -83,9 +83,9 @@ else()
set(OPENEXR_VERSION_POSTFIX)
endif()
set(FREETYPE_VERSION 2.10.2)
set(FREETYPE_VERSION 2.11.0)
set(FREETYPE_URI http://prdownloads.sourceforge.net/freetype/freetype-${FREETYPE_VERSION}.tar.gz)
set(FREETYPE_HASH b1cb620e4c875cd4d1bfa04945400945)
set(FREETYPE_HASH cf09172322f6b50cf8f568bf8fe14bde)
set(FREETYPE_HASH_TYPE MD5)
set(FREETYPE_FILE freetype-${FREETYPE_VERSION}.tar.gz)
@@ -189,11 +189,11 @@ set(OSL_HASH 1abd7ce40481771a9fa937f19595d2f2)
set(OSL_HASH_TYPE MD5)
set(OSL_FILE OpenShadingLanguage-${OSL_VERSION}.tar.gz)
set(PYTHON_VERSION 3.9.7)
set(PYTHON_SHORT_VERSION 3.9)
set(PYTHON_SHORT_VERSION_NO_DOTS 39)
set(PYTHON_VERSION 3.10.2)
set(PYTHON_SHORT_VERSION 3.10)
set(PYTHON_SHORT_VERSION_NO_DOTS 310)
set(PYTHON_URI https://www.python.org/ftp/python/${PYTHON_VERSION}/Python-${PYTHON_VERSION}.tar.xz)
set(PYTHON_HASH fddb060b483bc01850a3f412eea1d954)
set(PYTHON_HASH 14e8c22458ed7779a1957b26cde01db9)
set(PYTHON_HASH_TYPE MD5)
set(PYTHON_FILE Python-${PYTHON_VERSION}.tar.xz)
@@ -215,18 +215,20 @@ set(NANOVDB_HASH e7b9e863ec2f3b04ead171dec2322807)
set(NANOVDB_HASH_TYPE MD5)
set(NANOVDB_FILE nano-vdb-${NANOVDB_GIT_UID}.tar.gz)
set(IDNA_VERSION 3.2)
set(CHARSET_NORMALIZER_VERSION 2.0.6)
set(URLLIB3_VERSION 1.26.7)
set(IDNA_VERSION 3.3)
set(CHARSET_NORMALIZER_VERSION 2.0.10)
set(URLLIB3_VERSION 1.26.8)
set(CERTIFI_VERSION 2021.10.8)
set(REQUESTS_VERSION 2.26.0)
set(CYTHON_VERSION 0.29.24)
set(ZSTANDARD_VERSION 0.15.2 )
set(REQUESTS_VERSION 2.27.1)
set(CYTHON_VERSION 0.29.26)
# The version of the zstd library used to build the Python package should match ZSTD_VERSION defined below.
# At this time of writing, 0.17.0 was already released, but built against zstd 1.5.1, while we use 1.5.0.
set(ZSTANDARD_VERSION 0.16.0)
set(NUMPY_VERSION 1.21.2)
set(NUMPY_SHORT_VERSION 1.21)
set(NUMPY_VERSION 1.22.0)
set(NUMPY_SHORT_VERSION 1.22)
set(NUMPY_URI https://github.com/numpy/numpy/releases/download/v${NUMPY_VERSION}/numpy-${NUMPY_VERSION}.zip)
set(NUMPY_HASH 5638d5dae3ca387be562912312db842e)
set(NUMPY_HASH 252de134862a27bd66705d29622edbfe)
set(NUMPY_HASH_TYPE MD5)
set(NUMPY_FILE numpy-${NUMPY_VERSION}.zip)
@@ -500,3 +502,9 @@ set(ZSTD_FILE zstd-${ZSTD_VERSION}.tar.gz)
set(SSE2NEON_GIT https://github.com/DLTcollab/sse2neon.git)
set(SSE2NEON_GIT_HASH fe5ff00bb8d19b327714a3c290f3e2ce81ba3525)
set(BROTLI_VERSION v1.0.9)
set(BROTLI_URI https://github.com/google/brotli/archive/refs/tags/${BROTLI_VERSION}.tar.gz)
set(BROTLI_HASH f9e8d81d0405ba66d181529af42a3354f838c939095ff99930da6aa9cdf6fe46)
set(BROTLI_HASH_TYPE SHA256)
set(BROTLI_FILE brotli-${BROTLI_VERSION}.tar.gz)

View File

@@ -379,27 +379,27 @@ USE_CXX11=true
CLANG_FORMAT_VERSION_MIN="6.0"
CLANG_FORMAT_VERSION_MEX="10.0"
PYTHON_VERSION="3.9.7"
PYTHON_VERSION_SHORT="3.9"
PYTHON_VERSION_MIN="3.7"
PYTHON_VERSION_MEX="3.11"
PYTHON_VERSION="3.10.2"
PYTHON_VERSION_SHORT="3.10"
PYTHON_VERSION_MIN="3.9"
PYTHON_VERSION_MEX="3.12"
PYTHON_VERSION_INSTALLED=$PYTHON_VERSION_SHORT
PYTHON_FORCE_BUILD=false
PYTHON_FORCE_REBUILD=false
PYTHON_SKIP=false
# Additional Python modules.
PYTHON_IDNA_VERSION="3.2"
PYTHON_IDNA_VERSION="3.3"
PYTHON_IDNA_VERSION_MIN="2.0"
PYTHON_IDNA_VERSION_MEX="4.0"
PYTHON_IDNA_NAME="idna"
PYTHON_CHARSET_NORMALIZER_VERSION="2.0.6"
PYTHON_CHARSET_NORMALIZER_VERSION="2.0.10"
PYTHON_CHARSET_NORMALIZER_VERSION_MIN="2.0.6"
PYTHON_CHARSET_NORMALIZER_VERSION_MEX="2.1.0" # requests uses `charset_normalizer~=2.0.0`
PYTHON_CHARSET_NORMALIZER_NAME="charset-normalizer"
PYTHON_URLLIB3_VERSION="1.26.7"
PYTHON_URLLIB3_VERSION="1.26.8"
PYTHON_URLLIB3_VERSION_MIN="1.0"
PYTHON_URLLIB3_VERSION_MEX="2.0"
PYTHON_URLLIB3_NAME="urllib3"
@@ -409,17 +409,17 @@ PYTHON_CERTIFI_VERSION_MIN="2021.0"
PYTHON_CERTIFI_VERSION_MEX="2023.0"
PYTHON_CERTIFI_NAME="certifi"
PYTHON_REQUESTS_VERSION="2.23.0"
PYTHON_REQUESTS_VERSION="2.27.1"
PYTHON_REQUESTS_VERSION_MIN="2.0"
PYTHON_REQUESTS_VERSION_MEX="3.0"
PYTHON_REQUESTS_NAME="requests"
PYTHON_ZSTANDARD_VERSION="0.15.2"
PYTHON_ZSTANDARD_VERSION="0.16.0"
PYTHON_ZSTANDARD_VERSION_MIN="0.15.2"
PYTHON_ZSTANDARD_VERSION_MEX="0.16.0"
PYTHON_ZSTANDARD_VERSION_MEX="0.20.0"
PYTHON_ZSTANDARD_NAME="zstandard"
PYTHON_NUMPY_VERSION="1.21.2"
PYTHON_NUMPY_VERSION="1.22.0"
PYTHON_NUMPY_VERSION_MIN="1.14"
PYTHON_NUMPY_VERSION_MEX="2.0"
PYTHON_NUMPY_NAME="numpy"
@@ -492,14 +492,14 @@ OIIO_SKIP=false
LLVM_VERSION="12.0.0"
LLVM_VERSION_SHORT="12.0"
LLVM_VERSION_MIN="11.0"
LLVM_VERSION_MEX="13.0"
LLVM_VERSION_MEX="14.0"
LLVM_VERSION_FOUND=""
LLVM_FORCE_BUILD=false
LLVM_FORCE_REBUILD=false
LLVM_SKIP=false
# OSL needs to be compiled for now!
OSL_VERSION="1.11.14.1"
OSL_VERSION="1.11.17.0"
OSL_VERSION_SHORT="1.11"
OSL_VERSION_MIN="1.11"
OSL_VERSION_MEX="2.0"
@@ -3620,8 +3620,8 @@ compile_FFmpeg() {
fi
./configure --cc="gcc -Wl,--as-needed" \
--extra-ldflags="-pthread -static-libgcc" \
--prefix=$_inst --enable-static \
--extra-ldflags="-pthread" \
--prefix=$_inst --enable-shared \
--disable-ffplay --disable-doc \
--enable-gray \
--enable-avfilter --disable-vdpau \
@@ -5721,76 +5721,6 @@ install_OTHER() {
# ----------------------------------------------------------------------------
# Printing User Info
print_info_ffmpeglink_DEB() {
dpkg -L $_packages | grep -e ".*\/lib[^\/]\+\.so" | gawk '{ printf(nlines ? "'"$_ffmpeg_list_sep"'%s" : "%s", gensub(/.*lib([^\/]+)\.so/, "\\1", "g", $0)); nlines++ }'
}
print_info_ffmpeglink_RPM() {
rpm -ql $_packages | grep -e ".*\/lib[^\/]\+\.so" | gawk '{ printf(nlines ? "'"$_ffmpeg_list_sep"'%s" : "%s", gensub(/.*lib([^\/]+)\.so/, "\\1", "g", $0)); nlines++ }'
}
print_info_ffmpeglink_ARCH() {
pacman -Ql $_packages | grep -e ".*\/lib[^\/]\+\.so$" | gawk '{ printf(nlines ? "'"$_ffmpeg_list_sep"'%s" : "%s", gensub(/.*lib([^\/]+)\.so/, "\\1", "g", $0)); nlines++ }'
}
print_info_ffmpeglink() {
# This func must only print a ';'-separated list of libs...
if [ -z "$DISTRO" ]; then
ERROR "Failed to detect distribution type"
exit 1
fi
# Create list of packages from which to get libs names...
_packages=""
if [ "$THEORA_USE" = true ]; then
_packages="$_packages $THEORA_DEV"
fi
if [ "$VORBIS_USE" = true ]; then
_packages="$_packages $VORBIS_DEV"
fi
if [ "$OGG_USE" = true ]; then
_packages="$_packages $OGG_DEV"
fi
if [ "$XVID_USE" = true ]; then
_packages="$_packages $XVID_DEV"
fi
if [ "$VPX_USE" = true ]; then
_packages="$_packages $VPX_DEV"
fi
if [ "$OPUS_USE" = true ]; then
_packages="$_packages $OPUS_DEV"
fi
if [ "$MP3LAME_USE" = true ]; then
_packages="$_packages $MP3LAME_DEV"
fi
if [ "$X264_USE" = true ]; then
_packages="$_packages $X264_DEV"
fi
if [ "$OPENJPEG_USE" = true ]; then
_packages="$_packages $OPENJPEG_DEV"
fi
if [ "$DISTRO" = "DEB" ]; then
print_info_ffmpeglink_DEB
elif [ "$DISTRO" = "RPM" ]; then
print_info_ffmpeglink_RPM
elif [ "$DISTRO" = "ARCH" ]; then
print_info_ffmpeglink_ARCH
# XXX TODO!
else
PRINT "<Could not determine additional link libraries needed for ffmpeg, replace this by valid list of libs...>"
fi
}
print_info() {
PRINT ""
PRINT ""
@@ -6002,12 +5932,10 @@ print_info() {
if [ "$FFMPEG_SKIP" = false ]; then
_1="-D WITH_CODEC_FFMPEG=ON"
_2="-D FFMPEG_LIBRARIES='avformat;avcodec;avutil;avdevice;swscale;swresample;lzma;rt;`print_info_ffmpeglink`'"
PRINT " $_1"
PRINT " $_2"
_buildargs="$_buildargs $_1 $_2"
_buildargs="$_buildargs $_1"
if [ -d $INST/ffmpeg ]; then
_1="-D FFMPEG=$INST/ffmpeg"
_1="-D FFMPEG_ROOT_DIR=$INST/ffmpeg"
PRINT " $_1"
_buildargs="$_buildargs $_1"
fi

View File

@@ -1,64 +1,39 @@
@echo off
if NOT "%1" == "" (
if "%1" == "2013" (
echo "Building for VS2013"
set VSVER=12.0
set VSVER_SHORT=12
set BuildDir=VS12
goto par2
)
if "%1" == "2015" (
echo "Building for VS2015"
set VSVER=14.0
set VSVER_SHORT=14
set BuildDir=VS14
goto par2
)
if "%1" == "2017" (
echo "Building for VS2017"
set VSVER=15.0
set VSVER_SHORT=15
set BuildDir=VS15
goto par2
)
if "%1" == "2019" (
echo "Building for VS2019"
set VSVER=15.0
set VSVER_SHORT=15
set BuildDir=VS15
goto par2
)
)
:usage
Echo Usage build_deps 2013/2015/2017 x64/x86
Echo Usage build_deps 2017/2019 x64
goto exit
:par2
if NOT "%2" == "" (
if "%2" == "x86" (
echo "Building for x86"
set HARVESTROOT=Windows_vc
set ARCH=86
if "%1" == "2013" (
set CMAKE_BUILDER=Visual Studio 12 2013
)
if "%1" == "2015" (
set CMAKE_BUILDER=Visual Studio 14 2015
)
if "%1" == "2017" (
set CMAKE_BUILDER=Visual Studio 15 2017
)
goto start
)
if "%2" == "x64" (
echo "Building for x64"
set HARVESTROOT=Win64_vc
set ARCH=64
if "%1" == "2013" (
set CMAKE_BUILDER=Visual Studio 12 2013 Win64
)
if "%1" == "2015" (
set CMAKE_BUILDER=Visual Studio 14 2015 Win64
if "%1" == "2019" (
set CMAKE_BUILDER=Visual Studio 16 2019
set CMAKE_BUILD_ARCH=-A x64
)
if "%1" == "2017" (
set CMAKE_BUILDER=Visual Studio 15 2017 Win64
set CMAKE_BUILD_ARCH=
)
goto start
)
)
@@ -120,7 +95,7 @@ set path=%BUILD_DIR%\downloads\mingw\mingw64\msys\1.0\bin\;%BUILD_DIR%\downloads
mkdir %STAGING%\%BuildDir%%ARCH%R
cd %Staging%\%BuildDir%%ARCH%R
echo %DATE% %TIME% : Start > %StatusFile%
cmake -G "%CMAKE_BUILDER%" -Thost=x64 %SOURCE_DIR% -DPACKAGE_DIR=%BUILD_DIR%/packages -DDOWNLOAD_DIR=%BUILD_DIR%/downloads -DBUILD_MODE=Release -DHARVEST_TARGET=%HARVEST_DIR%/%HARVESTROOT%%VSVER_SHORT%/
cmake -G "%CMAKE_BUILDER%" %CMAKE_BUILD_ARCH% -Thost=x64 %SOURCE_DIR% -DPACKAGE_DIR=%BUILD_DIR%/packages -DDOWNLOAD_DIR=%BUILD_DIR%/downloads -DBUILD_MODE=Release -DHARVEST_TARGET=%HARVEST_DIR%/%HARVESTROOT%%VSVER_SHORT%/
echo %DATE% %TIME% : Release Configuration done >> %StatusFile%
if "%dobuild%" == "1" (
msbuild /m "ll.vcxproj" /p:Configuration=Release /fl /flp:logfile=BlenderDeps_llvm.log;Verbosity=normal
@@ -133,7 +108,7 @@ if "%NODEBUG%" == "1" goto exit
cd %BUILD_DIR%
mkdir %STAGING%\%BuildDir%%ARCH%D
cd %Staging%\%BuildDir%%ARCH%D
cmake -G "%CMAKE_BUILDER%" -Thost=x64 %SOURCE_DIR% -DPACKAGE_DIR=%BUILD_DIR%/packages -DDOWNLOAD_DIR=%BUILD_DIR%/downloads -DCMAKE_BUILD_TYPE=Debug -DBUILD_MODE=Debug -DHARVEST_TARGET=%HARVEST_DIR%/%HARVESTROOT%%VSVER_SHORT%/ %CMAKE_DEBUG_OPTIONS%
cmake -G "%CMAKE_BUILDER%" %CMAKE_BUILD_ARCH% -Thost=x64 %SOURCE_DIR% -DPACKAGE_DIR=%BUILD_DIR%/packages -DDOWNLOAD_DIR=%BUILD_DIR%/downloads -DCMAKE_BUILD_TYPE=Debug -DBUILD_MODE=Debug -DHARVEST_TARGET=%HARVEST_DIR%/%HARVESTROOT%%VSVER_SHORT%/ %CMAKE_DEBUG_OPTIONS%
echo %DATE% %TIME% : Debug Configuration done >> %StatusFile%
if "%dobuild%" == "1" (
msbuild /m "ll.vcxproj" /p:Configuration=Debug /fl /flp:logfile=BlenderDeps_llvm.log;;Verbosity=normal

View File

@@ -0,0 +1,83 @@
# - Find Brotli library (compression for freetype/woff2).
# This module defines
# BROTLI_INCLUDE_DIRS, where to find Brotli headers, Set when
# BROTLI_INCLUDE_DIR is found.
# BROTLI_LIBRARIES, libraries to link against to use Brotli.
# BROTLI_ROOT_DIR, The base directory to search for Brotli.
# This can also be an environment variable.
# BROTLI_FOUND, If false, do not try to use Brotli.
#
#=============================================================================
# Copyright 2022 Blender Foundation.
#
# Distributed under the OSI-approved BSD 3-Clause License,
# see accompanying file BSD-3-Clause-license.txt for details.
#=============================================================================
# If BROTLI_ROOT_DIR was defined in the environment, use it.
IF(NOT BROTLI_ROOT_DIR AND NOT $ENV{BROTLI_ROOT_DIR} STREQUAL "")
SET(BROTLI_ROOT_DIR $ENV{BROTLI_ROOT_DIR})
ENDIF()
SET(_BROTLI_SEARCH_DIRS
${BROTLI_ROOT_DIR}
)
FIND_PATH(BROTLI_INCLUDE_DIR
NAMES
brotli/decode.h
HINTS
${_BROTLI_SEARCH_DIRS}
PATH_SUFFIXES
include
DOC "Brotli header files"
)
FIND_LIBRARY(BROTLI_LIBRARY_COMMON
NAMES
# Some builds use a special `-static` postfix in their static libraries names.
brotlicommon-static
brotlicommon
HINTS
${_BROTLI_SEARCH_DIRS}
PATH_SUFFIXES
lib64 lib lib/static
DOC "Brotli static common library"
)
FIND_LIBRARY(BROTLI_LIBRARY_DEC
NAMES
# Some builds use a special `-static` postfix in their static libraries names.
brotlidec-static
brotlidec
HINTS
${_BROTLI_SEARCH_DIRS}
PATH_SUFFIXES
lib64 lib lib/static
DOC "Brotli static decode library"
)
IF(${BROTLI_LIBRARY_COMMON_NOTFOUND} or ${BROTLI_LIBRARY_DEC_NOTFOUND})
set(BROTLI_FOUND FALSE)
ELSE()
# handle the QUIETLY and REQUIRED arguments and set BROTLI_FOUND to TRUE if
# all listed variables are TRUE
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(Brotli DEFAULT_MSG BROTLI_LIBRARY_COMMON BROTLI_LIBRARY_DEC BROTLI_INCLUDE_DIR)
IF(BROTLI_FOUND)
get_filename_component(BROTLI_LIBRARY_DIR ${BROTLI_LIBRARY_COMMON} DIRECTORY)
SET(BROTLI_INCLUDE_DIRS ${BROTLI_INCLUDE_DIR})
SET(BROTLI_LIBRARIES ${BROTLI_LIBRARY_DEC} ${BROTLI_LIBRARY_COMMON})
ENDIF()
ENDIF()
MARK_AS_ADVANCED(
BROTLI_INCLUDE_DIR
BROTLI_LIBRARY_COMMON
BROTLI_LIBRARY_DEC
BROTLI_LIBRARY_DIR
)
UNSET(_BROTLI_SEARCH_DIRS)

View File

@@ -33,6 +33,8 @@ if(NOT FFMPEG_FIND_COMPONENTS)
avfilter
avformat
avutil
swscale
swresample
)
endif()
@@ -50,9 +52,9 @@ foreach(_component ${FFMPEG_FIND_COMPONENTS})
string(TOUPPER ${_component} _upper_COMPONENT)
find_library(FFMPEG_${_upper_COMPONENT}_LIBRARY
NAMES
${_upper_COMPONENT}
${_component}
HINTS
${LIBDIR}/ffmpeg
${_ffmpeg_SEARCH_DIRS}
PATH_SUFFIXES
lib64 lib
)

View File

@@ -488,7 +488,6 @@ function(blender_add_test_executable
include_directories(${includes})
include_directories(${includes_sys})
setup_libdirs()
BLENDER_SRC_GTEST_EX(
NAME ${name}
@@ -525,83 +524,6 @@ function(setup_heavy_lib_pool)
endif()
endfunction()
function(SETUP_LIBDIRS)
# NOTE: For all new libraries, use absolute library paths.
# This should eventually be phased out.
# APPLE platform uses full paths for linking libraries, and avoids link_directories.
if(NOT MSVC AND NOT APPLE)
link_directories(${JPEG_LIBPATH} ${PNG_LIBPATH} ${ZLIB_LIBPATH} ${FREETYPE_LIBPATH})
if(WITH_PYTHON) # AND NOT WITH_PYTHON_MODULE # WIN32 needs
link_directories(${PYTHON_LIBPATH})
endif()
if(WITH_SDL AND NOT WITH_SDL_DYNLOAD)
link_directories(${SDL_LIBPATH})
endif()
if(WITH_CODEC_FFMPEG)
link_directories(${FFMPEG_LIBPATH})
endif()
if(WITH_IMAGE_OPENEXR)
link_directories(${OPENEXR_LIBPATH})
endif()
if(WITH_IMAGE_TIFF)
link_directories(${TIFF_LIBPATH})
endif()
if(WITH_BOOST)
link_directories(${BOOST_LIBPATH})
endif()
if(WITH_OPENIMAGEIO)
link_directories(${OPENIMAGEIO_LIBPATH})
endif()
if(WITH_OPENIMAGEDENOISE)
link_directories(${OPENIMAGEDENOISE_LIBPATH})
endif()
if(WITH_OPENCOLORIO)
link_directories(${OPENCOLORIO_LIBPATH})
endif()
if(WITH_OPENVDB)
link_directories(${OPENVDB_LIBPATH})
endif()
if(WITH_OPENAL)
link_directories(${OPENAL_LIBPATH})
endif()
if(WITH_JACK AND NOT WITH_JACK_DYNLOAD)
link_directories(${JACK_LIBPATH})
endif()
if(WITH_PULSEAUDIO AND NOT WITH_PULSEAUDIO_DYNLOAD)
link_directories(${LIBPULSE_LIBPATH})
endif()
if(WITH_CODEC_SNDFILE)
link_directories(${LIBSNDFILE_LIBPATH})
endif()
if(WITH_FFTW3)
link_directories(${FFTW3_LIBPATH})
endif()
if(WITH_OPENCOLLADA)
link_directories(${OPENCOLLADA_LIBPATH})
# # Never set
# link_directories(${PCRE_LIBPATH})
# link_directories(${EXPAT_LIBPATH})
endif()
if(WITH_LLVM)
link_directories(${LLVM_LIBPATH})
endif()
if(WITH_ALEMBIC)
link_directories(${ALEMBIC_LIBPATH})
endif()
if(WITH_GMP)
link_directories(${GMP_LIBPATH})
endif()
if(WIN32 AND NOT UNIX)
link_directories(${PTHREADS_LIBPATH})
endif()
endif()
endfunction()
# Platform specific linker flags for targets.
function(setup_platform_linker_flags
target)

View File

@@ -128,25 +128,20 @@ if(WITH_CODEC_SNDFILE)
endif()
if(WITH_PYTHON)
# we use precompiled libraries for py 3.9 and up by default
set(PYTHON_VERSION 3.9)
# Use precompiled libraries by default.
set(PYTHON_VERSION 3.10)
if(NOT WITH_PYTHON_MODULE AND NOT WITH_PYTHON_FRAMEWORK)
# normally cached but not since we include them with blender
# Normally cached but not since we include them with blender.
set(PYTHON_INCLUDE_DIR "${LIBDIR}/python/include/python${PYTHON_VERSION}")
set(PYTHON_EXECUTABLE "${LIBDIR}/python/bin/python${PYTHON_VERSION}")
set(PYTHON_LIBRARY ${LIBDIR}/python/lib/libpython${PYTHON_VERSION}.a)
set(PYTHON_LIBPATH "${LIBDIR}/python/lib/python${PYTHON_VERSION}")
# set(PYTHON_LINKFLAGS "-u _PyMac_Error") # won't build with this enabled
else()
# module must be compiled against Python framework
# Module must be compiled against Python framework.
set(_py_framework "/Library/Frameworks/Python.framework/Versions/${PYTHON_VERSION}")
set(PYTHON_INCLUDE_DIR "${_py_framework}/include/python${PYTHON_VERSION}")
set(PYTHON_EXECUTABLE "${_py_framework}/bin/python${PYTHON_VERSION}")
set(PYTHON_LIBPATH "${_py_framework}/lib/python${PYTHON_VERSION}")
# set(PYTHON_LIBRARY python${PYTHON_VERSION})
# set(PYTHON_LINKFLAGS "-u _PyMac_Error -framework Python") # won't build with this enabled
unset(_py_framework)
endif()
@@ -166,13 +161,18 @@ if(WITH_FFTW3)
find_package(Fftw3)
endif()
# FreeType compiled with Brotli compression for woff2.
find_package(Freetype REQUIRED)
list(APPEND FREETYPE_LIBRARIES
${LIBDIR}/brotli/lib/libbrotlicommon-static.a
${LIBDIR}/brotli/lib/libbrotlidec-static.a)
if(WITH_IMAGE_OPENEXR)
find_package(OpenEXR)
endif()
if(WITH_CODEC_FFMPEG)
set(FFMPEG_ROOT_DIR ${LIBDIR}/ffmpeg)
set(FFMPEG_FIND_COMPONENTS
avcodec avdevice avformat avutil
mp3lame ogg opus swresample swscale
@@ -479,8 +479,11 @@ string(APPEND PLATFORM_LINKFLAGS " -stdlib=libc++")
# Suppress ranlib "has no symbols" warnings (workaround for T48250)
set(CMAKE_C_ARCHIVE_CREATE "<CMAKE_AR> Scr <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_CXX_ARCHIVE_CREATE "<CMAKE_AR> Scr <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_FINISH "<CMAKE_RANLIB> -no_warning_for_no_symbols -c <TARGET>")
set(CMAKE_CXX_ARCHIVE_FINISH "<CMAKE_RANLIB> -no_warning_for_no_symbols -c <TARGET>")
# llvm-ranlib doesn't support this flag. Xcode's libtool does.
if(NOT ${CMAKE_RANLIB} MATCHES ".*llvm-ranlib$")
set(CMAKE_C_ARCHIVE_FINISH "<CMAKE_RANLIB> -no_warning_for_no_symbols -c <TARGET>")
set(CMAKE_CXX_ARCHIVE_FINISH "<CMAKE_RANLIB> -no_warning_for_no_symbols -c <TARGET>")
endif()
if(WITH_COMPILER_CCACHE)
if(NOT CMAKE_GENERATOR STREQUAL "Xcode")
@@ -507,3 +510,6 @@ list(APPEND CMAKE_BUILD_RPATH "${OpenMP_LIBRARY_DIR}")
set(CMAKE_SKIP_INSTALL_RPATH FALSE)
list(APPEND CMAKE_INSTALL_RPATH "@loader_path/../Resources/${BLENDER_VERSION}/lib")
# Same as `CFBundleIdentifier` in Info.plist.
set(CMAKE_XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "org.blenderfoundation.blender")

View File

@@ -48,6 +48,9 @@ if(NOT DEFINED LIBDIR)
unset(LIBDIR_CENTOS7_ABI)
endif()
# Support restoring this value once pre-compiled libraries have been handled.
set(WITH_STATIC_LIBS_INIT ${WITH_STATIC_LIBS})
if(EXISTS ${LIBDIR})
message(STATUS "Using pre-compiled LIBDIR: ${LIBDIR}")
@@ -100,7 +103,22 @@ find_package_wrapper(JPEG REQUIRED)
find_package_wrapper(PNG REQUIRED)
find_package_wrapper(ZLIB REQUIRED)
find_package_wrapper(Zstd REQUIRED)
find_package_wrapper(Freetype REQUIRED)
if(NOT WITH_SYSTEM_FREETYPE)
# FreeType compiled with Brotli compression for woff2.
find_package_wrapper(Freetype REQUIRED)
if(EXISTS ${LIBDIR})
find_package_wrapper(Brotli REQUIRED)
# NOTE: This is done on WIN32 & APPLE but fails on some Linux systems.
# See: https://devtalk.blender.org/t/22536
# So `BROTLI_LIBRARIES` need to be added `FREETYPE_LIBRARIES`.
#
# list(APPEND FREETYPE_LIBRARIES
# ${BROTLI_LIBRARIES}
# )
endif()
endif()
if(WITH_PYTHON)
# No way to set py35, remove for now.
@@ -178,26 +196,30 @@ endif()
if(WITH_CODEC_FFMPEG)
if(EXISTS ${LIBDIR})
# For precompiled lib directory, all ffmpeg dependencies are in the same folder
file(GLOB ffmpeg_libs ${LIBDIR}/ffmpeg/lib/*.a ${LIBDIR}/sndfile/lib/*.a)
set(FFMPEG ${LIBDIR}/ffmpeg CACHE PATH "FFMPEG Directory")
set(FFMPEG_LIBRARIES ${ffmpeg_libs} ${ffmpeg_libs} CACHE STRING "FFMPEG Libraries")
else()
set(FFMPEG /usr CACHE PATH "FFMPEG Directory")
set(FFMPEG_LIBRARIES avformat avcodec avutil avdevice swscale CACHE STRING "FFMPEG Libraries")
set(FFMPEG_ROOT_DIR ${LIBDIR}/ffmpeg)
# Override FFMPEG components to also include static library dependencies
# included with precompiled libraries, and to ensure correct link order.
set(FFMPEG_FIND_COMPONENTS
avformat avcodec avdevice avutil swresample swscale
sndfile
FLAC
mp3lame
opus
theora theoradec theoraenc
vorbis vorbisenc vorbisfile ogg
vpx
x264
xvidcore)
elseif(FFMPEG)
# Old cache variable used for root dir, convert to new standard.
set(FFMPEG_ROOT_DIR ${FFMPEG})
endif()
find_package(FFmpeg)
mark_as_advanced(FFMPEG)
# lame, but until we have proper find module for ffmpeg
set(FFMPEG_INCLUDE_DIRS ${FFMPEG}/include)
if(EXISTS "${FFMPEG}/include/ffmpeg/")
list(APPEND FFMPEG_INCLUDE_DIRS "${FFMPEG}/include/ffmpeg")
if(NOT FFMPEG_FOUND)
set(WITH_CODEC_FFMPEG OFF)
message(STATUS "FFmpeg not found, disabling it")
endif()
# end lameness
mark_as_advanced(FFMPEG_LIBRARIES)
set(FFMPEG_LIBPATH ${FFMPEG}/lib)
endif()
if(WITH_FFTW3)
@@ -532,6 +554,21 @@ add_definitions(-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE
#
# Keep last, so indirectly linked libraries don't override our own pre-compiled libs.
if(EXISTS ${LIBDIR})
# Clear the prefix path as it causes the `LIBDIR` to override system locations.
unset(CMAKE_PREFIX_PATH)
# Since the pre-compiled `LIBDIR` directories have been handled, don't prefer static libraries.
set(WITH_STATIC_LIBS ${WITH_STATIC_LIBS_INIT})
endif()
if(WITH_SYSTEM_FREETYPE)
find_package_wrapper(Freetype)
if(NOT FREETYPE_FOUND)
message(FATAL_ERROR "Failed finding system FreeType version!")
endif()
endif()
if(WITH_LZO AND WITH_SYSTEM_LZO)
find_package_wrapper(LZO)
if(NOT LZO_FOUND)
@@ -644,6 +681,9 @@ endif()
# ----------------------------------------------------------------------------
# Compilers
# Only set the linker once.
set(_IS_LINKER_DEFAULT ON)
# GNU Compiler
if(CMAKE_COMPILER_IS_GNUCC)
# ffp-contract=off:
@@ -662,26 +702,89 @@ if(CMAKE_COMPILER_IS_GNUCC)
string(PREPEND CMAKE_CXX_FLAGS_RELWITHDEBINFO "${GCC_EXTRA_FLAGS_RELEASE} ")
unset(GCC_EXTRA_FLAGS_RELEASE)
if(WITH_LINKER_GOLD)
# NOTE(@campbellbarton): Eventually mold will be able to use `-fuse-ld=mold`,
# however at the moment this only works for GCC 12.1+ (unreleased at time of writing).
# So a workaround is used here "-B" which points to another path to find system commands
# such as `ld`.
if(WITH_LINKER_MOLD AND _IS_LINKER_DEFAULT)
find_program(MOLD_BIN "mold")
mark_as_advanced(MOLD_BIN)
if(NOT MOLD_BIN)
message(STATUS "The \"mold\" binary could not be found, using system linker.")
set(WITH_LINKER_MOLD OFF)
else()
# By default mold installs the binary to:
# - `{PREFIX}/bin/mold` as well as a symbolic-link in...
# - `{PREFIX}/lib/mold/ld`.
# (where `PREFIX` is typically `/usr/`).
#
# This block of code finds `{PREFIX}/lib/mold` from the `mold` binary.
# Other methods of searching for the path could also be made to work,
# we could even make our own directory and symbolic-link, however it's more
# convenient to use the one provided by mold.
#
# Use the binary path to "mold", to find the common prefix which contains "lib/mold".
# The parent directory: e.g. `/usr/bin/mold` -> `/usr/bin/`.
get_filename_component(MOLD_PREFIX "${MOLD_BIN}" DIRECTORY)
# The common prefix path: e.g. `/usr/bin/` -> `/usr/` to use as a hint.
get_filename_component(MOLD_PREFIX "${MOLD_PREFIX}" DIRECTORY)
# Find `{PREFIX}/lib/mold/ld`, store the directory component (without the `ld`).
# Then pass `-B {PREFIX}/lib/mold` to GCC so the `ld` located there overrides the default.
find_path(
MOLD_BIN_DIR "ld"
HINTS "${MOLD_PREFIX}"
# The default path is `libexec`, Arch Linux for e.g.
# replaces this with `lib` so check both.
PATH_SUFFIXES "libexec/mold" "lib/mold" "lib64/mold"
NO_DEFAULT_PATH
NO_CACHE
)
if(NOT MOLD_BIN_DIR)
message(STATUS
"The mold linker could not find the directory containing the linker command "
"(typically "
"\"${MOLD_PREFIX}/libexec/mold/ld\") or "
"\"${MOLD_PREFIX}/lib/mold/ld\") using system linker.")
set(WITH_LINKER_MOLD OFF)
endif()
unset(MOLD_PREFIX)
endif()
if(WITH_LINKER_MOLD)
# GCC will search for `ld` in this directory first.
string(APPEND CMAKE_EXE_LINKER_FLAGS " -B \"${MOLD_BIN_DIR}\"")
string(APPEND CMAKE_SHARED_LINKER_FLAGS " -B \"${MOLD_BIN_DIR}\"")
string(APPEND CMAKE_MODULE_LINKER_FLAGS " -B \"${MOLD_BIN_DIR}\"")
set(_IS_LINKER_DEFAULT OFF)
endif()
unset(MOLD_BIN)
unset(MOLD_BIN_DIR)
endif()
if(WITH_LINKER_GOLD AND _IS_LINKER_DEFAULT)
execute_process(
COMMAND ${CMAKE_C_COMPILER} -fuse-ld=gold -Wl,--version
ERROR_QUIET OUTPUT_VARIABLE LD_VERSION)
if("${LD_VERSION}" MATCHES "GNU gold")
string(APPEND CMAKE_C_FLAGS " -fuse-ld=gold")
string(APPEND CMAKE_CXX_FLAGS " -fuse-ld=gold")
string(APPEND CMAKE_EXE_LINKER_FLAGS " -fuse-ld=gold")
string(APPEND CMAKE_SHARED_LINKER_FLAGS " -fuse-ld=gold")
string(APPEND CMAKE_MODULE_LINKER_FLAGS " -fuse-ld=gold")
set(_IS_LINKER_DEFAULT OFF)
else()
message(STATUS "GNU gold linker isn't available, using the default system linker.")
endif()
unset(LD_VERSION)
endif()
if(WITH_LINKER_LLD)
if(WITH_LINKER_LLD AND _IS_LINKER_DEFAULT)
execute_process(
COMMAND ${CMAKE_C_COMPILER} -fuse-ld=lld -Wl,--version
ERROR_QUIET OUTPUT_VARIABLE LD_VERSION)
if("${LD_VERSION}" MATCHES "LLD")
string(APPEND CMAKE_C_FLAGS " -fuse-ld=lld")
string(APPEND CMAKE_CXX_FLAGS " -fuse-ld=lld")
string(APPEND CMAKE_EXE_LINKER_FLAGS " -fuse-ld=lld")
string(APPEND CMAKE_SHARED_LINKER_FLAGS " -fuse-ld=lld")
string(APPEND CMAKE_MODULE_LINKER_FLAGS " -fuse-ld=lld")
set(_IS_LINKER_DEFAULT OFF)
else()
message(STATUS "LLD linker isn't available, using the default system linker.")
endif()
@@ -691,6 +794,28 @@ if(CMAKE_COMPILER_IS_GNUCC)
# CLang is the same as GCC for now.
elseif(CMAKE_C_COMPILER_ID MATCHES "Clang")
set(PLATFORM_CFLAGS "-pipe -fPIC -funsigned-char -fno-strict-aliasing")
if(WITH_LINKER_MOLD AND _IS_LINKER_DEFAULT)
find_program(MOLD_BIN "mold")
mark_as_advanced(MOLD_BIN)
if(NOT MOLD_BIN)
message(STATUS "The \"mold\" binary could not be found, using system linker.")
set(WITH_LINKER_MOLD OFF)
else()
if(CMAKE_C_COMPILER_VERSION VERSION_GREATER_EQUAL 12.0)
string(APPEND CMAKE_EXE_LINKER_FLAGS " --ld-path=\"${MOLD_BIN}\"")
string(APPEND CMAKE_SHARED_LINKER_FLAGS " --ld-path=\"${MOLD_BIN}\"")
string(APPEND CMAKE_MODULE_LINKER_FLAGS " --ld-path=\"${MOLD_BIN}\"")
else()
string(APPEND CMAKE_EXE_LINKER_FLAGS " -fuse-ld=\"${MOLD_BIN}\"")
string(APPEND CMAKE_SHARED_LINKER_FLAGS " -fuse-ld=\"${MOLD_BIN}\"")
string(APPEND CMAKE_MODULE_LINKER_FLAGS " -fuse-ld=\"${MOLD_BIN}\"")
endif()
set(_IS_LINKER_DEFAULT OFF)
endif()
unset(MOLD_BIN)
endif()
# Intel C++ Compiler
elseif(CMAKE_C_COMPILER_ID MATCHES "Intel")
# think these next two are broken
@@ -714,6 +839,8 @@ elseif(CMAKE_C_COMPILER_ID MATCHES "Intel")
string(APPEND PLATFORM_LINKFLAGS " -static-intel")
endif()
unset(_IS_LINKER_DEFAULT)
# Avoid conflicts with Mesa llvmpipe, Luxrender, and other plug-ins that may
# use the same libraries as Blender with a different version or build options.
set(PLATFORM_LINKFLAGS

View File

@@ -55,6 +55,10 @@ if(CMAKE_C_COMPILER_ID MATCHES "Clang")
message(WARNING "stripped pdb not supported with clang, disabling..")
set(WITH_WINDOWS_STRIPPED_PDB OFF)
endif()
else()
if(CMAKE_CXX_COMPILER_VERSION VERSION_LESS 19.28.29921) # MSVC 2019 16.9.16
message(FATAL_ERROR "Compiler is unsupported, MSVC 2019 16.9.16 or newer is required for building blender.")
endif()
endif()
if(NOT WITH_PYTHON_MODULE)
@@ -265,12 +269,6 @@ if(NOT DEFINED LIBDIR)
elseif(MSVC_VERSION GREATER 1919)
message(STATUS "Visual Studio 2019 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc15)
elseif(MSVC_VERSION GREATER 1909)
message(STATUS "Visual Studio 2017 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc15)
elseif(MSVC_VERSION EQUAL 1900)
message(STATUS "Visual Studio 2015 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc15)
endif()
else()
message(STATUS "Using pre-compiled LIBDIR: ${LIBDIR}")
@@ -347,7 +345,11 @@ set(FREETYPE_INCLUDE_DIRS
${LIBDIR}/freetype/include
${LIBDIR}/freetype/include/freetype2
)
set(FREETYPE_LIBRARY ${LIBDIR}/freetype/lib/freetype2ST.lib)
set(FREETYPE_LIBRARIES
${LIBDIR}/freetype/lib/freetype2ST.lib
${LIBDIR}/brotli/lib/brotlidec-static.lib
${LIBDIR}/brotli/lib/brotlicommon-static.lib
)
windows_find_package(freetype REQUIRED)
if(WITH_FFTW3)
@@ -461,7 +463,7 @@ if(WITH_JACK)
endif()
if(WITH_PYTHON)
set(PYTHON_VERSION 3.9) # CACHE STRING)
set(PYTHON_VERSION 3.10) # CACHE STRING)
string(REPLACE "." "" _PYTHON_VERSION_NO_DOTS ${PYTHON_VERSION})
set(PYTHON_LIBRARY ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/libs/python${_PYTHON_VERSION_NO_DOTS}.lib)

View File

@@ -3,9 +3,6 @@ echo No explicit msvc version requested, autodetecting version.
call "%~dp0\detect_msvc2019.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
call "%~dp0\detect_msvc2017.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
call "%~dp0\detect_msvc2022.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete

View File

@@ -1,4 +1,3 @@
if "%BUILD_VS_YEAR%"=="2017" set BUILD_VS_LIBDIRPOST=vc15
if "%BUILD_VS_YEAR%"=="2019" set BUILD_VS_LIBDIRPOST=vc15
if "%BUILD_VS_YEAR%"=="2022" set BUILD_VS_LIBDIRPOST=vc15

View File

@@ -19,12 +19,6 @@ if "%WITH_PYDEBUG%"=="1" (
set PYDEBUG_CMAKE_ARGS=-DWINDOWS_PYTHON_DEBUG=On
)
if "%BUILD_VS_YEAR%"=="2017" (
set BUILD_GENERATOR_POST=%WINDOWS_ARCH%
) else (
set BUILD_PLATFORM_SELECT=-A %MSBUILD_PLATFORM%
)
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Visual Studio %BUILD_VS_VER% %BUILD_VS_YEAR%%BUILD_GENERATOR_POST%" %BUILD_PLATFORM_SELECT% %TESTS_CMAKE_ARGS% %CLANG_CMAKE_ARGS% %ASAN_CMAKE_ARGS% %PYDEBUG_CMAKE_ARGS%
if NOT EXIST %BUILD_DIR%\nul (

View File

@@ -37,15 +37,9 @@ set LLVM_DIR=
:DetectionComplete
set CC=%LLVM_DIR%\bin\clang-cl
set CXX=%LLVM_DIR%\bin\clang-cl
if "%BUILD_VS_YEAR%" == "2019" (
rem build and tested against 2019 16.2
set CFLAGS=-m64 -fmsc-version=1922
set CXXFLAGS=-m64 -fmsc-version=1922
) else (
rem build and tested against 2017 15.7
set CFLAGS=-m64 -fmsc-version=1914
set CXXFLAGS=-m64 -fmsc-version=1914
)
rem build and tested against 2019 16.2
set CFLAGS=-m64 -fmsc-version=1922
set CXXFLAGS=-m64 -fmsc-version=1922
)
if "%WITH_ASAN%"=="1" (

View File

@@ -1,3 +0,0 @@
set BUILD_VS_VER=15
set BUILD_VS_YEAR=2017
call "%~dp0\detect_msvc_vswhere.cmd"

View File

@@ -3,7 +3,32 @@ for %%X in (svn.exe) do (set SVN=%%~$PATH:X)
for %%X in (cmake.exe) do (set CMAKE=%%~$PATH:X)
for %%X in (ctest.exe) do (set CTEST=%%~$PATH:X)
for %%X in (git.exe) do (set GIT=%%~$PATH:X)
REM For python, default on 39 but if that does not exist also check
REM the 310,311 and 312 folders to see if those are there, it checks
REM this far ahead to ensure good lib folder compatiblity in the future.
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\39\bin\python.exe
if EXIST %PYTHON% (
goto detect_python_done
)
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\310\bin\python.exe
if EXIST %PYTHON% (
goto detect_python_done
)
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\311\bin\python.exe
if EXIST %PYTHON% (
goto detect_python_done
)
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\312\bin\python.exe
if EXIST %PYTHON% (
goto detect_python_done
)
if NOT EXIST %PYTHON% (
echo Warning: Python not found, there is likely an issue with the library folder
set PYTHON=""
)
:detect_python_done
if NOT "%verbose%" == "" (
echo svn : "%SVN%"
echo cmake : "%CMAKE%"
@@ -11,7 +36,3 @@ if NOT "%verbose%" == "" (
echo git : "%GIT%"
echo python : "%PYTHON%"
)
if "%CMAKE%" == "" (
echo Cmake not found in path, required for building, exiting...
exit /b 1
)

View File

@@ -9,17 +9,11 @@ exit /b 1
:detect_done
echo found clang-format in %CF_PATH%
if EXIST %PYTHON% (
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\39\bin\python.exe
goto detect_python_done
if NOT EXIST %PYTHON% (
echo python not found, required for this operation
exit /b 1
)
echo python not found in lib folder
exit /b 1
:detect_python_done
echo found python (%PYTHON%)
set FORMAT_PATHS=%BLENDER_DIR%\source\tools\utils_maintenance\clang_format_paths.py
REM The formatting script expects clang-format to be in the current PATH.

View File

@@ -1,18 +1,8 @@
if EXIST "%PYTHON%" (
goto detect_python_done
if NOT EXIST %PYTHON% (
echo python not found, required for this operation
exit /b 1
)
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\39\bin\python.exe
if EXIST %PYTHON% (
goto detect_python_done
)
echo python not found at %PYTHON%
exit /b 1
:detect_python_done
echo found python (%PYTHON%)
call "%~dp0\find_inkscape.cmd"
if EXIST "%INKSCAPE_BIN%" (

View File

@@ -1,18 +1,8 @@
if EXIST %PYTHON% (
goto detect_python_done
if NOT EXIST %PYTHON% (
echo python not found, required for this operation
exit /b 1
)
set PYTHON=%BLENDER_DIR%\..\lib\win64_vc15\python\39\bin\python.exe
if EXIST %PYTHON% (
goto detect_python_done
)
echo python not found at %PYTHON%
exit /b 1
:detect_python_done
echo found python (%PYTHON%)
call "%~dp0\find_blender.cmd"
if EXIST "%BLENDER_BIN%" (

View File

@@ -50,14 +50,6 @@ if NOT "%1" == "" (
goto ERR
) else if "%1" == "x64" (
set BUILD_ARCH=x64
) else if "%1" == "2017" (
set BUILD_VS_YEAR=2017
) else if "%1" == "2017pre" (
set BUILD_VS_YEAR=2017
set VSWHERE_ARGS=-prerelease
) else if "%1" == "2017b" (
set BUILD_VS_YEAR=2017
set VSWHERE_ARGS=-products Microsoft.VisualStudio.Product.BuildTools
) else if "%1" == "2019" (
set BUILD_VS_YEAR=2019
) else if "%1" == "2019pre" (

View File

@@ -24,12 +24,12 @@ echo - nobuildinfo ^(disable buildinfo^)
echo - debug ^(Build an unoptimized debuggable build^)
echo - packagename [newname] ^(override default cpack package name^)
echo - builddir [newdir] ^(override default build folder^)
echo - 2017 ^(build with visual studio 2017^)
echo - 2017pre ^(build with visual studio 2017 pre-release^)
echo - 2017b ^(build with visual studio 2017 Build Tools^)
echo - 2019 ^(build with visual studio 2019^)
echo - 2019pre ^(build with visual studio 2019 pre-release^)
echo - 2019b ^(build with visual studio 2019 Build Tools^)
echo - 2022 ^(build with visual studio 2022^)
echo - 2022pre ^(build with visual studio 2022 pre-release^)
echo - 2022b ^(build with visual studio 2022 Build Tools^)
echo.
echo Documentation Targets ^(Not associated with building^)

View File

@@ -1,4 +1,3 @@
if "%BUILD_VS_YEAR%"=="2017" set BUILD_VS_LIBDIRPOST=vc15
if "%BUILD_VS_YEAR%"=="2019" set BUILD_VS_LIBDIRPOST=vc15
if "%BUILD_VS_YEAR%"=="2022" set BUILD_VS_LIBDIRPOST=vc15

View File

@@ -1,10 +1,7 @@
if EXIST %PYTHON% (
goto detect_python_done
if NOT EXIST %PYTHON% (
echo python not found, required for this operation
exit /b 1
)
echo python not found in lib folder
exit /b 1
:detect_python_done
REM Use -B to avoid writing __pycache__ in lib directory and causing update conflicts.

View File

@@ -8,27 +8,42 @@ def set_pose_matrices(obj, matrix_map):
"Assign pose space matrices of all bones at once, ignoring constraints."
def rec(pbone, parent_matrix):
matrix = matrix_map[pbone.name]
if pbone.name in matrix_map:
matrix = matrix_map[pbone.name]
## Instead of:
# pbone.matrix = matrix
# bpy.context.view_layer.update()
## Instead of:
# pbone.matrix = matrix
# bpy.context.view_layer.update()
# Compute and assign local matrix, using the new parent matrix
if pbone.parent:
pbone.matrix_basis = pbone.bone.convert_local_to_pose(
matrix,
pbone.bone.matrix_local,
parent_matrix=parent_matrix,
parent_matrix_local=pbone.parent.bone.matrix_local,
invert=True
)
# Compute and assign local matrix, using the new parent matrix
if pbone.parent:
pbone.matrix_basis = pbone.bone.convert_local_to_pose(
matrix,
pbone.bone.matrix_local,
parent_matrix=parent_matrix,
parent_matrix_local=pbone.parent.bone.matrix_local,
invert=True
)
else:
pbone.matrix_basis = pbone.bone.convert_local_to_pose(
matrix,
pbone.bone.matrix_local,
invert=True
)
else:
pbone.matrix_basis = pbone.bone.convert_local_to_pose(
matrix,
pbone.bone.matrix_local,
invert=True
)
# Compute the updated pose matrix from local and new parent matrix
if pbone.parent:
matrix = pbone.bone.convert_local_to_pose(
pbone.matrix_basis,
pbone.bone.matrix_local,
parent_matrix=parent_matrix,
parent_matrix_local=pbone.parent.bone.matrix_local,
)
else:
matrix = pbone.bone.convert_local_to_pose(
pbone.matrix_basis,
pbone.bone.matrix_local,
)
# Recursively process children, passing the new matrix through
for child in pbone.children:

View File

@@ -743,7 +743,7 @@ will re-allocate objects data,
any references to a meshes vertices/polygons/UVs, armatures bones,
curves points, etc. cannot be accessed after switching mode.
Only the reference to the data its self can be re-accessed, the following example will crash.
Only the reference to the data itself can be re-accessed, the following example will crash.
.. code-block:: python

View File

@@ -1762,6 +1762,7 @@ except ModuleNotFoundError:
fw("html_show_sphinx = False\n")
fw("html_baseurl = 'https://docs.blender.org/api/current/'\n")
fw("html_use_opensearch = 'https://docs.blender.org/api/current'\n")
fw("html_show_search_summary = True\n")
fw("html_split_index = True\n")
fw("html_static_path = ['static']\n")
fw("html_extra_path = ['static/favicon.ico', 'static/blender_logo.svg']\n")

View File

@@ -1092,12 +1092,12 @@ if(WITH_PYTHON)
configure_file(${PYTHON_SOURCE_DIRECTORY}/setup.py.in ${CMAKE_CURRENT_BINARY_DIR}/setup.py ESCAPE_QUOTES @ONLY)
if(APPLE)
add_custom_command(OUTPUT build COMMAND MACOSX_DEPLOYMENT_TARGET=${CMAKE_OSX_DEPLOYMENT_TARGET} ${PYTHON_EXECUTABLE} setup.py build DEPENDS ${PYTHON_SRC} ${PYTHON_HDR})
add_custom_command(OUTPUT build COMMAND MACOSX_DEPLOYMENT_TARGET=${CMAKE_OSX_DEPLOYMENT_TARGET} ${PYTHON_EXECUTABLE} setup.py build DEPENDS ${PYTHON_SRC} ${PYTHON_HDR} setup.py)
elseif(WIN32)
set(ENV{VS100COMNTOOLS} $ENV{VS120COMNTOOLS})
add_custom_command(OUTPUT build COMMAND ${PYTHON_EXECUTABLE} setup.py build DEPENDS ${PYTHON_SRC} ${PYTHON_HDR})
add_custom_command(OUTPUT build COMMAND ${PYTHON_EXECUTABLE} setup.py build DEPENDS ${PYTHON_SRC} ${PYTHON_HDR} setup.py)
else()
add_custom_command(OUTPUT build COMMAND ${PYTHON_EXECUTABLE} setup.py build DEPENDS ${PYTHON_SRC} ${PYTHON_HDR})
add_custom_command(OUTPUT build COMMAND ${PYTHON_EXECUTABLE} setup.py build DEPENDS ${PYTHON_SRC} ${PYTHON_HDR} setup.py)
endif()
add_custom_target(pythonmodule ALL DEPENDS build SOURCES ${PYTHON_SOURCE_DIRECTORY}/setup.py.in ${PYTHON_SRC} ${PYTHON_HDR})
add_dependencies(pythonmodule audaspace)

View File

@@ -8,20 +8,20 @@ import numpy
from distutils.core import setup, Extension
if len(sys.argv) > 2 and sys.argv[1] == '--build-docs':
import subprocess
from distutils.core import Distribution
from distutils.command.build import build
import subprocess
from distutils.core import Distribution
from distutils.command.build import build
dist = Distribution()
cmd = build(dist)
cmd.finalize_options()
#print(cmd.build_platlib)
dist = Distribution()
cmd = build(dist)
cmd.finalize_options()
#print(cmd.build_platlib)
os.environ['PYTHONPATH'] = os.path.join(os.getcwd(), cmd.build_platlib)
os.environ['LD_LIBRARY_PATH'] = os.getcwd()
os.environ['PYTHONPATH'] = os.path.join(os.getcwd(), cmd.build_platlib)
os.environ['LD_LIBRARY_PATH'] = os.getcwd()
ret = subprocess.call(sys.argv[2:])
sys.exit(ret)
ret = subprocess.call(sys.argv[2:])
sys.exit(ret)
# the following line is not working due to https://bugs.python.org/issue9023
@@ -43,7 +43,8 @@ audaspace = Extension(
library_dirs = ['.', 'Release', 'Debug'],
language = 'c++',
extra_compile_args = extra_args,
sources = [os.path.join(source_directory, file) for file in ['PyAPI.cpp', 'PyDevice.cpp', 'PyHandle.cpp', 'PySound.cpp', 'PySequenceEntry.cpp', 'PySequence.cpp', 'PyPlaybackManager.cpp', 'PyDynamicMusic.cpp', 'PyThreadPool.cpp', 'PySource.cpp'] + (['PyImpulseResponse.cpp', 'PyHRTF.cpp'] if '@WITH_FFTW@' == 'ON' else [])]
define_macros = [('WITH_CONVOLUTION', None)] if '@WITH_FFTW@' == 'ON' else [],
sources = [os.path.join(source_directory, file) for file in ['PyAPI.cpp', 'PyDevice.cpp', 'PyHandle.cpp', 'PySound.cpp', 'PySequenceEntry.cpp', 'PySequence.cpp', 'PyPlaybackManager.cpp', 'PyDynamicMusic.cpp', 'PyThreadPool.cpp', 'PySource.cpp'] + (['PyImpulseResponse.cpp', 'PyHRTF.cpp'] if '@WITH_FFTW@' == 'ON' else [])]
)
setup(
@@ -56,6 +57,6 @@ setup(
license = 'Apache License 2.0',
long_description = codecs.open(os.path.join(source_directory, '../../README.md'), 'r', 'utf-8').read(),
ext_modules = [audaspace],
headers = [os.path.join(source_directory, file) for file in ['PyAPI.h', 'PyDevice.h', 'PyHandle.h', 'PySound.h', 'PySequenceEntry.h', 'PySequence.h', 'PyPlaybackManager.h', 'PyDynamicMusic.h', 'PyThreadPool.h', 'PySource.h'] + (['PyImpulseResponse.h', 'PyHRTF.h'] if '@WITH_FFTW@' == 'ON' else [])] + ['Audaspace.h']
headers = [os.path.join(source_directory, file) for file in ['PyAPI.h', 'PyDevice.h', 'PyHandle.h', 'PySound.h', 'PySequenceEntry.h', 'PySequence.h', 'PyPlaybackManager.h', 'PyDynamicMusic.h', 'PyThreadPool.h', 'PySource.h'] + (['PyImpulseResponse.h', 'PyHRTF.h'] if '@WITH_FFTW@' == 'ON' else [])] + ['Audaspace.h']
)

View File

@@ -95,6 +95,13 @@ void WASAPIDevice::runMixingThread()
sleep_duration = std::chrono::milliseconds(buffer_size * 1000 / int(m_specs.rate) / 2);
}
if(m_default_device_changed)
{
m_default_device_changed = false;
result = AUDCLNT_E_DEVICE_INVALIDATED;
goto stop_thread;
}
if(FAILED(result = m_audio_client->GetCurrentPadding(&padding)))
goto stop_thread;
@@ -296,13 +303,78 @@ bool WASAPIDevice::setupDevice(DeviceSpecs &specs)
return true;
}
ULONG WASAPIDevice::AddRef()
{
return InterlockedIncrement(&m_reference_count);
}
ULONG WASAPIDevice::Release()
{
ULONG reference_count = InterlockedDecrement(&m_reference_count);
if(0 == reference_count)
delete this;
return reference_count;
}
HRESULT WASAPIDevice::QueryInterface(REFIID riid, void **ppvObject)
{
if(riid == __uuidof(IMMNotificationClient))
{
*ppvObject = reinterpret_cast<IMMNotificationClient*>(this);
AddRef();
}
else if(riid == IID_IUnknown)
{
*ppvObject = reinterpret_cast<IUnknown*>(this);
AddRef();
}
else
{
*ppvObject = nullptr;
return E_NOINTERFACE;
}
return S_OK;
}
HRESULT WASAPIDevice::OnDeviceStateChanged(LPCWSTR pwstrDeviceId, DWORD dwNewState)
{
return S_OK;
}
HRESULT WASAPIDevice::OnDeviceAdded(LPCWSTR pwstrDeviceId)
{
return S_OK;
}
HRESULT WASAPIDevice::OnDeviceRemoved(LPCWSTR pwstrDeviceId)
{
return S_OK;
}
HRESULT WASAPIDevice::OnDefaultDeviceChanged(EDataFlow flow, ERole role, LPCWSTR pwstrDeviceId)
{
if(flow != EDataFlow::eCapture)
m_default_device_changed = true;
return S_OK;
}
HRESULT WASAPIDevice::OnPropertyValueChanged(LPCWSTR pwstrDeviceId, const PROPERTYKEY key)
{
return S_OK;
}
WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
m_buffersize(buffersize),
m_imm_device_enumerator(nullptr),
m_imm_device(nullptr),
m_audio_client(nullptr),
m_wave_format_extensible({})
m_wave_format_extensible({}),
m_default_device_changed(false),
m_reference_count(1)
{
// initialize COM if it hasn't happened yet
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
@@ -327,6 +399,8 @@ WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
create();
m_imm_device_enumerator->RegisterEndpointNotificationCallback(this);
return;
error:
@@ -340,6 +414,8 @@ WASAPIDevice::~WASAPIDevice()
{
stopMixingThread();
m_imm_device_enumerator->UnregisterEndpointNotificationCallback(this);
SafeRelease(&m_audio_client);
SafeRelease(&m_imm_device);
SafeRelease(&m_imm_device_enumerator);

View File

@@ -40,7 +40,7 @@ AUD_NAMESPACE_BEGIN
/**
* This device plays back through WASAPI, the Windows audio API.
*/
class AUD_PLUGIN_API WASAPIDevice : public ThreadedDevice
class AUD_PLUGIN_API WASAPIDevice : IMMNotificationClient, public ThreadedDevice
{
private:
int m_buffersize;
@@ -48,6 +48,8 @@ private:
IMMDevice* m_imm_device;
IAudioClient* m_audio_client;
WAVEFORMATEXTENSIBLE m_wave_format_extensible;
bool m_default_device_changed;
LONG m_reference_count;
AUD_LOCAL HRESULT setupRenderClient(IAudioRenderClient*& render_client, UINT32& buffer_size);
@@ -58,6 +60,17 @@ private:
AUD_LOCAL bool setupDevice(DeviceSpecs& specs);
// IUnknown implementation
ULONG STDMETHODCALLTYPE AddRef();
ULONG STDMETHODCALLTYPE Release();
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObject);
// IMMNotificationClient implementation
HRESULT STDMETHODCALLTYPE OnDeviceStateChanged(LPCWSTR pwstrDeviceId, DWORD dwNewState);
HRESULT STDMETHODCALLTYPE OnDeviceAdded(LPCWSTR pwstrDeviceId);
HRESULT STDMETHODCALLTYPE OnDeviceRemoved(LPCWSTR pwstrDeviceId);
HRESULT STDMETHODCALLTYPE OnDefaultDeviceChanged(EDataFlow flow, ERole role, LPCWSTR pwstrDeviceId);
HRESULT STDMETHODCALLTYPE OnPropertyValueChanged(LPCWSTR pwstrDeviceId, const PROPERTYKEY key);
// delete copy constructor and operator=
WASAPIDevice(const WASAPIDevice&) = delete;
WASAPIDevice& operator=(const WASAPIDevice&) = delete;

View File

@@ -51,8 +51,6 @@ list(APPEND LIBRARIES ${CYCLES_GL_LIBRARIES})
# Common configuration.
cycles_link_directories()
add_definitions(${GL_DEFINITIONS})
include_directories(${INC})

View File

@@ -667,6 +667,11 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Use special type BVH optimized for hair (uses more ram but renders faster)",
default=True,
)
debug_use_compact_bvh: BoolProperty(
name="Use Compact BVH",
description="Use compact BVH structure (uses less ram but renders slower)",
default=True,
)
debug_bvh_time_steps: IntProperty(
name="BVH Time Steps",
description="Split BVH primitives by this number of time steps to speed up render time in cost of memory",
@@ -1447,6 +1452,19 @@ class CyclesPreferences(bpy.types.AddonPreferences):
num += 1
return num
def has_multi_device(self):
import _cycles
compute_device_type = self.get_compute_device_type()
device_list = _cycles.available_devices(compute_device_type)
for device in device_list:
if device[1] == compute_device_type:
continue
for dev in self.devices:
if dev.use and dev.id == device[2]:
return True
return False
def has_active_device(self):
return self.get_num_gpu_devices() > 0

View File

@@ -118,11 +118,11 @@ def use_optix(context):
return (get_device_type(context) == 'OPTIX' and cscene.device == 'GPU')
def use_sample_all_lights(context):
def use_multi_device(context):
cscene = context.scene.cycles
return cscene.sample_all_lights_direct or cscene.sample_all_lights_indirect
if cscene.device != 'GPU':
return False
return context.preferences.addons[__package__].preferences.has_multi_device()
def show_device_active(context):
@@ -667,6 +667,10 @@ class CYCLES_RENDER_PT_performance_acceleration_structure(CyclesButtonsPanel, Pa
bl_label = "Acceleration Structure"
bl_parent_id = "CYCLES_RENDER_PT_performance"
@classmethod
def poll(cls, context):
return not use_optix(context) or has_multi_device(context)
def draw(self, context):
import _cycles
@@ -679,21 +683,33 @@ class CYCLES_RENDER_PT_performance_acceleration_structure(CyclesButtonsPanel, Pa
col = layout.column()
use_embree = False
use_embree = _cycles.with_embree
if use_cpu(context):
use_embree = _cycles.with_embree
if not use_embree:
col.prop(cscene, "debug_use_spatial_splits")
if use_embree:
col.prop(cscene, "debug_use_compact_bvh")
else:
sub = col.column()
sub.active = not cscene.debug_use_spatial_splits
sub.prop(cscene, "debug_bvh_time_steps")
col.prop(cscene, "debug_use_hair_bvh")
sub = col.column(align=True)
sub.label(text="Cycles built without Embree support")
sub.label(text="CPU raytracing performance will be poor")
else:
col.prop(cscene, "debug_use_spatial_splits")
sub = col.column()
sub.active = not cscene.debug_use_spatial_splits
sub.prop(cscene, "debug_bvh_time_steps")
col.prop(cscene, "debug_use_spatial_splits")
sub = col.column()
sub.active = not use_embree
sub.prop(cscene, "debug_use_hair_bvh")
sub = col.column()
sub.active = not cscene.debug_use_spatial_splits and not use_embree
sub.prop(cscene, "debug_bvh_time_steps")
col.prop(cscene, "debug_use_hair_bvh")
# CPU is used in addition to a GPU
if use_multi_device(context) and use_embree:
col.prop(cscene, "debug_use_compact_bvh")
class CYCLES_RENDER_PT_performance_final_render(CyclesButtonsPanel, Panel):
@@ -1803,18 +1819,45 @@ class CYCLES_RENDER_PT_bake_output(CyclesButtonsPanel, Panel):
rd = scene.render
if rd.use_bake_multires:
layout.prop(rd, "bake_margin")
layout.prop(rd, "use_bake_clear", text="Clear Image")
if rd.bake_type == 'DISPLACEMENT':
layout.prop(rd, "use_bake_lores_mesh")
else:
layout.prop(cbk, "target")
if cbk.target == 'IMAGE_TEXTURES':
layout.prop(cbk, "margin")
layout.prop(cbk, "use_clear", text="Clear Image")
class CYCLES_RENDER_PT_bake_output_margin(CyclesButtonsPanel, Panel):
bl_label = "Margin"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_bake_output"
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
scene = context.scene
cbk = scene.render.bake
return cbk.target == 'IMAGE_TEXTURES'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
rd = scene.render
if rd.use_bake_multires:
layout.prop(rd, "bake_margin_type", text="Type")
layout.prop(rd, "bake_margin", text="Size")
else:
if cbk.target == 'IMAGE_TEXTURES':
layout.prop(cbk, "margin_type", text="Type")
layout.prop(cbk, "margin", text="Size")
class CYCLES_RENDER_PT_debug(CyclesDebugButtonsPanel, Panel):
bl_label = "Debug"
@@ -2183,6 +2226,7 @@ classes = (
CYCLES_RENDER_PT_bake_influence,
CYCLES_RENDER_PT_bake_selected_to_active,
CYCLES_RENDER_PT_bake_output,
CYCLES_RENDER_PT_bake_output_margin,
CYCLES_RENDER_PT_debug,
node_panel(CYCLES_MATERIAL_PT_settings),
node_panel(CYCLES_MATERIAL_PT_settings_surface),

View File

@@ -1071,7 +1071,15 @@ static void create_subd_mesh(Scene *scene,
for (BL::MeshEdge &e : b_mesh.edges) {
if (e.crease() != 0.0f) {
mesh->add_crease(e.vertices()[0], e.vertices()[1], e.crease());
mesh->add_edge_crease(e.vertices()[0], e.vertices()[1], e.crease());
}
}
for (BL::MeshVertexCreaseLayer &c : b_mesh.vertex_creases) {
for (int i = 0; i < c.data.length(); ++i) {
if (c.data[i].value() != 0.0f) {
mesh->add_vertex_crease(i, c.data[i].value());
}
}
}

View File

@@ -529,6 +529,17 @@ void BlenderSync::sync_procedural(BL::Object &b_ob,
string absolute_path = blender_absolute_path(b_data, b_ob, b_mesh_cache.cache_file().filepath());
procedural->set_filepath(ustring(absolute_path));
array<ustring> layers;
for (BL::CacheFileLayer &layer : cache_file.layers) {
if (layer.hide_layer()) {
continue;
}
absolute_path = blender_absolute_path(b_data, b_ob, layer.filepath());
layers.push_back_slow(ustring(absolute_path));
}
procedural->set_layers(layers);
procedural->set_scale(cache_file.scale());
procedural->set_use_prefetch(cache_file.use_prefetch());

View File

@@ -51,8 +51,6 @@ bool BlenderOutputDriver::read_render_tile(const Tile &tile)
BL::RenderLayer b_rlay = *b_single_rlay;
vector<float> pixels(tile.size.x * tile.size.y * 4);
/* Copy each pass.
* TODO:copy only the required ones for better performance? */
for (BL::RenderPass &b_pass : b_rlay.passes) {
@@ -109,7 +107,7 @@ void BlenderOutputDriver::write_render_tile(const Tile &tile)
BL::RenderLayer b_rlay = *b_single_rlay;
vector<float> pixels(tile.size.x * tile.size.y * 4);
vector<float> pixels(static_cast<size_t>(tile.size.x) * tile.size.y * 4);
/* Copy each pass. */
for (BL::RenderPass &b_pass : b_rlay.passes) {

View File

@@ -689,6 +689,9 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
node = graph->create_node<HairInfoNode>();
}
else if (b_node.is_a(&RNA_ShaderNodePointInfo)) {
node = graph->create_node<PointInfoNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeVolumeInfo)) {
node = graph->create_node<VolumeInfoNode>();
}

View File

@@ -787,6 +787,7 @@ SceneParams BlenderSync::get_scene_params(BL::Scene &b_scene, bool background)
params.bvh_type = BVH_TYPE_DYNAMIC;
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_compact_structure = RNA_boolean_get(&cscene, "debug_use_compact_bvh");
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");

View File

@@ -935,7 +935,7 @@ BVHNode *BVHBuild::create_object_leaf_nodes(const BVHReference *ref, int start,
BVHNode *BVHBuild::create_leaf_node(const BVHRange &range, const vector<BVHReference> &references)
{
/* This is a bit overallocating here (considering leaf size into account),
/* This is a bit over-allocating here (considering leaf size into account),
* but chunk-based re-allocation in vector makes it difficult to use small
* size of stack storage here. Some tweaks are possible tho.
*

View File

@@ -61,6 +61,26 @@ static_assert(Object::MAX_MOTION_STEPS == Geometry::MAX_MOTION_STEPS,
# define IS_HAIR(x) (x & 1)
/* This gets called by Embree at every valid ray/object intersection.
* Things like recording subsurface or shadow hits for later evaluation
* as well as filtering for volume objects happen here.
* Cycles' own BVH does that directly inside the traversal calls.
*/
static void rtc_filter_intersection_func(const RTCFilterFunctionNArguments *args)
{
/* Current implementation in Cycles assumes only single-ray intersection queries. */
assert(args->N == 1);
RTCHit *hit = (RTCHit *)args->hit;
CCLIntersectContext *ctx = ((IntersectContext *)args->context)->userRayExt;
const KernelGlobalsCPU *kg = ctx->kg;
const Ray *cray = ctx->ray;
if (kernel_embree_is_self_intersection(kg, hit, cray)) {
*args->valid = 0;
}
}
/* This gets called by Embree at every valid ray/object intersection.
* Things like recording subsurface or shadow hits for later evaluation
* as well as filtering for volume objects happen here.
@@ -75,12 +95,16 @@ static void rtc_filter_occluded_func(const RTCFilterFunctionNArguments *args)
RTCHit *hit = (RTCHit *)args->hit;
CCLIntersectContext *ctx = ((IntersectContext *)args->context)->userRayExt;
const KernelGlobalsCPU *kg = ctx->kg;
const Ray *cray = ctx->ray;
switch (ctx->type) {
case CCLIntersectContext::RAY_SHADOW_ALL: {
Intersection current_isect;
kernel_embree_convert_hit(kg, ray, hit, &current_isect);
if (intersection_skip_self_shadow(cray->self, current_isect.object, current_isect.prim)) {
*args->valid = 0;
return;
}
/* If no transparent shadows or max number of hits exceeded, all light is blocked. */
const int flags = intersection_get_shader_flags(kg, current_isect.prim, current_isect.type);
if (!(flags & (SD_HAS_TRANSPARENT_SHADOW)) || ctx->num_hits >= ctx->max_hits) {
@@ -160,6 +184,10 @@ static void rtc_filter_occluded_func(const RTCFilterFunctionNArguments *args)
break;
}
}
if (intersection_skip_self_local(cray->self, current_isect.prim)) {
*args->valid = 0;
return;
}
/* No intersection information requested, just return a hit. */
if (ctx->max_hits == 0) {
@@ -225,6 +253,11 @@ static void rtc_filter_occluded_func(const RTCFilterFunctionNArguments *args)
if (ctx->num_hits < ctx->max_hits) {
Intersection current_isect;
kernel_embree_convert_hit(kg, ray, hit, &current_isect);
if (intersection_skip_self(cray->self, current_isect.object, current_isect.prim)) {
*args->valid = 0;
return;
}
Intersection *isect = &ctx->isect_s[ctx->num_hits];
++ctx->num_hits;
*isect = current_isect;
@@ -236,12 +269,15 @@ static void rtc_filter_occluded_func(const RTCFilterFunctionNArguments *args)
}
/* This tells Embree to continue tracing. */
*args->valid = 0;
break;
}
break;
}
case CCLIntersectContext::RAY_REGULAR:
default:
/* Nothing to do here. */
if (kernel_embree_is_self_intersection(kg, hit, cray)) {
*args->valid = 0;
return;
}
break;
}
}
@@ -257,6 +293,14 @@ static void rtc_filter_func_backface_cull(const RTCFilterFunctionNArguments *arg
*args->valid = 0;
return;
}
CCLIntersectContext *ctx = ((IntersectContext *)args->context)->userRayExt;
const KernelGlobalsCPU *kg = ctx->kg;
const Ray *cray = ctx->ray;
if (kernel_embree_is_self_intersection(kg, hit, cray)) {
*args->valid = 0;
}
}
static void rtc_filter_occluded_func_backface_cull(const RTCFilterFunctionNArguments *args)
@@ -355,10 +399,12 @@ void BVHEmbree::build(Progress &progress, Stats *stats, RTCDevice rtc_device_)
}
const bool dynamic = params.bvh_type == BVH_TYPE_DYNAMIC;
const bool compact = params.use_compact_structure;
scene = rtcNewScene(rtc_device);
const RTCSceneFlags scene_flags = (dynamic ? RTC_SCENE_FLAG_DYNAMIC : RTC_SCENE_FLAG_NONE) |
RTC_SCENE_FLAG_COMPACT | RTC_SCENE_FLAG_ROBUST;
(compact ? RTC_SCENE_FLAG_COMPACT : RTC_SCENE_FLAG_NONE) |
RTC_SCENE_FLAG_ROBUST;
rtcSetSceneFlags(scene, scene_flags);
build_quality = dynamic ? RTC_BUILD_QUALITY_LOW :
(params.use_spatial_split ? RTC_BUILD_QUALITY_HIGH :
@@ -503,6 +549,7 @@ void BVHEmbree::add_triangles(const Object *ob, const Mesh *mesh, int i)
rtcSetGeometryUserData(geom_id, (void *)prim_offset);
rtcSetGeometryOccludedFilterFunction(geom_id, rtc_filter_occluded_func);
rtcSetGeometryIntersectFilterFunction(geom_id, rtc_filter_intersection_func);
rtcSetGeometryMask(geom_id, ob->visibility_for_tracing());
rtcCommitGeometry(geom_id);
@@ -765,6 +812,7 @@ void BVHEmbree::add_curves(const Object *ob, const Hair *hair, int i)
rtcSetGeometryUserData(geom_id, (void *)prim_offset);
if (hair->curve_shape == CURVE_RIBBON) {
rtcSetGeometryIntersectFilterFunction(geom_id, rtc_filter_intersection_func);
rtcSetGeometryOccludedFilterFunction(geom_id, rtc_filter_occluded_func);
}
else {

View File

@@ -97,6 +97,9 @@ class BVHParams {
*/
bool use_unaligned_nodes;
/* Use compact acceleration structure (Embree)*/
bool use_compact_structure;
/* Split time range to this number of steps and create leaf node for each
* of this time steps.
*

View File

@@ -84,39 +84,6 @@ macro(cycles_add_library target library_deps)
cycles_set_solution_folder(${target})
endmacro()
# Cycles library dependencies common to all executables
function(cycles_link_directories)
if(APPLE)
# APPLE platform uses full paths for linking libraries, and avoids link_directories.
return()
endif()
if(WITH_OPENCOLORIO)
link_directories(${OPENCOLORIO_LIBPATH})
endif()
if(WITH_OPENVDB)
link_directories(${OPENVDB_LIBPATH} ${BLOSC_LIBPATH})
endif()
if(WITH_OPENSUBDIV)
link_directories(${OPENSUBDIV_LIBPATH})
endif()
if(WITH_OPENIMAGEDENOISE)
link_directories(${OPENIMAGEDENOISE_LIBPATH})
endif()
link_directories(
${OPENIMAGEIO_LIBPATH}
${BOOST_LIBPATH}
${PNG_LIBPATH}
${JPEG_LIBPATH}
${ZLIB_LIBPATH}
${TIFF_LIBPATH}
${OPENEXR_LIBPATH}
${OPENJPEG_LIBPATH}
)
endfunction()
macro(cycles_target_link_libraries target)
if(WITH_CYCLES_LOGGING)
target_link_libraries(${target} ${GLOG_LIBRARIES} ${GFLAGS_LIBRARIES})

View File

@@ -72,7 +72,7 @@ CPUDevice::CPUDevice(const DeviceInfo &info_, Stats &stats_, Profiler &profiler_
<< " CPU kernels.";
if (info.cpu_threads == 0) {
info.cpu_threads = TaskScheduler::num_threads();
info.cpu_threads = TaskScheduler::max_concurrency();
}
#ifdef WITH_OSL

View File

@@ -334,7 +334,7 @@ DeviceInfo Device::get_multi_device(const vector<DeviceInfo> &subdevices,
/* Ensure CPU device does not slow down GPU. */
if (device.type == DEVICE_CPU && subdevices.size() > 1) {
if (background) {
int orig_cpu_threads = (threads) ? threads : TaskScheduler::num_threads();
int orig_cpu_threads = (threads) ? threads : TaskScheduler::max_concurrency();
int cpu_threads = max(orig_cpu_threads - (subdevices.size() - 1), 0);
VLOG(1) << "CPU render threads reduced from " << orig_cpu_threads << " to " << cpu_threads

View File

@@ -58,6 +58,11 @@ class BVHMetal : public BVH {
id<MTLCommandQueue> queue,
Geometry *const geom,
bool refit);
bool build_BLAS_pointcloud(Progress &progress,
id<MTLDevice> device,
id<MTLCommandQueue> queue,
Geometry *const geom,
bool refit);
bool build_TLAS(Progress &progress, id<MTLDevice> device, id<MTLCommandQueue> queue, bool refit);
};

View File

@@ -19,6 +19,7 @@
# include "scene/hair.h"
# include "scene/mesh.h"
# include "scene/object.h"
# include "scene/pointcloud.h"
# include "util/progress.h"
@@ -475,6 +476,220 @@ bool BVHMetal::build_BLAS_hair(Progress &progress,
return false;
}
bool BVHMetal::build_BLAS_pointcloud(Progress &progress,
id<MTLDevice> device,
id<MTLCommandQueue> queue,
Geometry *const geom,
bool refit)
{
if (@available(macos 12.0, *)) {
/* Build BLAS for point cloud */
PointCloud *pointcloud = static_cast<PointCloud *>(geom);
if (pointcloud->num_points() == 0) {
return false;
}
/*------------------------------------------------*/
BVH_status("Building pointcloud BLAS | %7d points | %s",
(int)pointcloud->num_points(),
geom->name.c_str());
/*------------------------------------------------*/
const size_t num_points = pointcloud->get_points().size();
const float3 *points = pointcloud->get_points().data();
const float *radius = pointcloud->get_radius().data();
const bool use_fast_trace_bvh = (params.bvh_type == BVH_TYPE_STATIC);
size_t num_motion_steps = 1;
Attribute *motion_keys = pointcloud->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (motion_blur && pointcloud->get_use_motion_blur() && motion_keys) {
num_motion_steps = pointcloud->get_motion_steps();
}
const size_t num_aabbs = num_motion_steps;
MTLResourceOptions storage_mode;
if (device.hasUnifiedMemory) {
storage_mode = MTLResourceStorageModeShared;
}
else {
storage_mode = MTLResourceStorageModeManaged;
}
/* Allocate a GPU buffer for the AABB data and populate it */
id<MTLBuffer> aabbBuf = [device
newBufferWithLength:num_aabbs * sizeof(MTLAxisAlignedBoundingBox)
options:storage_mode];
MTLAxisAlignedBoundingBox *aabb_data = (MTLAxisAlignedBoundingBox *)[aabbBuf contents];
/* Get AABBs for each motion step */
size_t center_step = (num_motion_steps - 1) / 2;
for (size_t step = 0; step < num_motion_steps; ++step) {
/* The center step for motion vertices is not stored in the attribute */
if (step != center_step) {
size_t attr_offset = (step > center_step) ? step - 1 : step;
points = motion_keys->data_float3() + attr_offset * num_points;
}
for (size_t j = 0; j < num_points; ++j) {
const PointCloud::Point point = pointcloud->get_point(j);
BoundBox bounds = BoundBox::empty;
point.bounds_grow(points, radius, bounds);
const size_t index = step * num_points + j;
aabb_data[index].min = (MTLPackedFloat3 &)bounds.min;
aabb_data[index].max = (MTLPackedFloat3 &)bounds.max;
}
}
if (storage_mode == MTLResourceStorageModeManaged) {
[aabbBuf didModifyRange:NSMakeRange(0, aabbBuf.length)];
}
# if 0
for (size_t i=0; i<num_aabbs && i < 400; i++) {
MTLAxisAlignedBoundingBox& bb = aabb_data[i];
printf(" %d: %.1f,%.1f,%.1f -- %.1f,%.1f,%.1f\n", int(i), bb.min.x, bb.min.y, bb.min.z, bb.max.x, bb.max.y, bb.max.z);
}
# endif
MTLAccelerationStructureGeometryDescriptor *geomDesc;
if (motion_blur) {
std::vector<MTLMotionKeyframeData *> aabb_ptrs;
aabb_ptrs.reserve(num_motion_steps);
for (size_t step = 0; step < num_motion_steps; ++step) {
MTLMotionKeyframeData *k = [MTLMotionKeyframeData data];
k.buffer = aabbBuf;
k.offset = step * num_points * sizeof(MTLAxisAlignedBoundingBox);
aabb_ptrs.push_back(k);
}
MTLAccelerationStructureMotionBoundingBoxGeometryDescriptor *geomDescMotion =
[MTLAccelerationStructureMotionBoundingBoxGeometryDescriptor descriptor];
geomDescMotion.boundingBoxBuffers = [NSArray arrayWithObjects:aabb_ptrs.data()
count:aabb_ptrs.size()];
geomDescMotion.boundingBoxCount = num_points;
geomDescMotion.boundingBoxStride = sizeof(aabb_data[0]);
geomDescMotion.intersectionFunctionTableOffset = 2;
/* Force a single any-hit call, so shadow record-all behavior works correctly */
/* (Match optix behavior: unsigned int build_flags =
* OPTIX_GEOMETRY_FLAG_REQUIRE_SINGLE_ANYHIT_CALL;) */
geomDescMotion.allowDuplicateIntersectionFunctionInvocation = false;
geomDescMotion.opaque = true;
geomDesc = geomDescMotion;
}
else {
MTLAccelerationStructureBoundingBoxGeometryDescriptor *geomDescNoMotion =
[MTLAccelerationStructureBoundingBoxGeometryDescriptor descriptor];
geomDescNoMotion.boundingBoxBuffer = aabbBuf;
geomDescNoMotion.boundingBoxBufferOffset = 0;
geomDescNoMotion.boundingBoxCount = int(num_aabbs);
geomDescNoMotion.boundingBoxStride = sizeof(aabb_data[0]);
geomDescNoMotion.intersectionFunctionTableOffset = 2;
/* Force a single any-hit call, so shadow record-all behavior works correctly */
/* (Match optix behavior: unsigned int build_flags =
* OPTIX_GEOMETRY_FLAG_REQUIRE_SINGLE_ANYHIT_CALL;) */
geomDescNoMotion.allowDuplicateIntersectionFunctionInvocation = false;
geomDescNoMotion.opaque = true;
geomDesc = geomDescNoMotion;
}
MTLPrimitiveAccelerationStructureDescriptor *accelDesc =
[MTLPrimitiveAccelerationStructureDescriptor descriptor];
accelDesc.geometryDescriptors = @[ geomDesc ];
if (motion_blur) {
accelDesc.motionStartTime = 0.0f;
accelDesc.motionEndTime = 1.0f;
accelDesc.motionStartBorderMode = MTLMotionBorderModeVanish;
accelDesc.motionEndBorderMode = MTLMotionBorderModeVanish;
accelDesc.motionKeyframeCount = num_motion_steps;
}
if (!use_fast_trace_bvh) {
accelDesc.usage |= (MTLAccelerationStructureUsageRefit |
MTLAccelerationStructureUsagePreferFastBuild);
}
MTLAccelerationStructureSizes accelSizes = [device
accelerationStructureSizesWithDescriptor:accelDesc];
id<MTLAccelerationStructure> accel_uncompressed = [device
newAccelerationStructureWithSize:accelSizes.accelerationStructureSize];
id<MTLBuffer> scratchBuf = [device newBufferWithLength:accelSizes.buildScratchBufferSize
options:MTLResourceStorageModePrivate];
id<MTLBuffer> sizeBuf = [device newBufferWithLength:8 options:MTLResourceStorageModeShared];
id<MTLCommandBuffer> accelCommands = [queue commandBuffer];
id<MTLAccelerationStructureCommandEncoder> accelEnc =
[accelCommands accelerationStructureCommandEncoder];
if (refit) {
[accelEnc refitAccelerationStructure:accel_struct
descriptor:accelDesc
destination:accel_uncompressed
scratchBuffer:scratchBuf
scratchBufferOffset:0];
}
else {
[accelEnc buildAccelerationStructure:accel_uncompressed
descriptor:accelDesc
scratchBuffer:scratchBuf
scratchBufferOffset:0];
}
if (use_fast_trace_bvh) {
[accelEnc writeCompactedAccelerationStructureSize:accel_uncompressed
toBuffer:sizeBuf
offset:0
sizeDataType:MTLDataTypeULong];
}
[accelEnc endEncoding];
[accelCommands addCompletedHandler:^(id<MTLCommandBuffer> command_buffer) {
/* free temp resources */
[scratchBuf release];
[aabbBuf release];
if (use_fast_trace_bvh) {
/* Compact the accel structure */
uint64_t compressed_size = *(uint64_t *)sizeBuf.contents;
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
id<MTLCommandBuffer> accelCommands = [queue commandBuffer];
id<MTLAccelerationStructureCommandEncoder> accelEnc =
[accelCommands accelerationStructureCommandEncoder];
id<MTLAccelerationStructure> accel = [device
newAccelerationStructureWithSize:compressed_size];
[accelEnc copyAndCompactAccelerationStructure:accel_uncompressed
toAccelerationStructure:accel];
[accelEnc endEncoding];
[accelCommands addCompletedHandler:^(id<MTLCommandBuffer> command_buffer) {
uint64_t allocated_size = [accel allocatedSize];
stats.mem_alloc(allocated_size);
accel_struct = accel;
[accel_uncompressed release];
accel_struct_building = false;
}];
[accelCommands commit];
});
}
else {
/* set our acceleration structure to the uncompressed structure */
accel_struct = accel_uncompressed;
uint64_t allocated_size = [accel_struct allocatedSize];
stats.mem_alloc(allocated_size);
accel_struct_building = false;
}
[sizeBuf release];
}];
accel_struct_building = true;
[accelCommands commit];
return true;
}
return false;
}
bool BVHMetal::build_BLAS(Progress &progress,
id<MTLDevice> device,
id<MTLCommandQueue> queue,
@@ -491,6 +706,8 @@ bool BVHMetal::build_BLAS(Progress &progress,
return build_BLAS_mesh(progress, device, queue, geom, refit);
case Geometry::HAIR:
return build_BLAS_hair(progress, device, queue, geom, refit);
case Geometry::POINTCLOUD:
return build_BLAS_pointcloud(progress, device, queue, geom, refit);
default:
return false;
}

View File

@@ -115,6 +115,8 @@ class MetalDevice : public Device {
void load_texture_info();
void erase_allocation(device_memory &mem);
virtual bool should_use_graphics_interop() override;
virtual unique_ptr<DeviceQueue> gpu_queue_create() override;

View File

@@ -87,17 +87,14 @@ MetalDevice::MetalDevice(const DeviceInfo &info, Stats &stats, Profiler &profile
default:
break;
case METAL_GPU_INTEL: {
use_metalrt = false;
max_threads_per_threadgroup = 64;
break;
}
case METAL_GPU_AMD: {
use_metalrt = false;
max_threads_per_threadgroup = 128;
break;
}
case METAL_GPU_APPLE: {
use_metalrt = true;
max_threads_per_threadgroup = 512;
break;
}
@@ -432,6 +429,25 @@ void MetalDevice::load_texture_info()
}
}
void MetalDevice::erase_allocation(device_memory &mem)
{
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
auto it = metal_mem_map.find(&mem);
if (it != metal_mem_map.end()) {
MetalMem *mmem = it->second.get();
/* blank out reference to MetalMem* in the launch params (fixes crash T94736) */
if (mmem->pointer_index >= 0) {
device_ptr *pointers = (device_ptr *)&launch_params;
pointers[mmem->pointer_index] = 0;
}
metal_mem_map.erase(it);
}
}
MetalDevice::MetalMem *MetalDevice::generic_alloc(device_memory &mem)
{
size_t size = mem.memory_size();
@@ -561,11 +577,7 @@ void MetalDevice::generic_free(device_memory &mem)
mmem.mtlBuffer = nil;
}
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
metal_mem_map.erase(&mem);
erase_allocation(mem);
}
}
@@ -954,10 +966,7 @@ void MetalDevice::tex_free(device_texture &mem)
delayed_free_list.push_back(mmem.mtlTexture);
mmem.mtlTexture = nil;
}
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
metal_mem_map.erase(&mem);
erase_allocation(mem);
}
}

View File

@@ -36,6 +36,8 @@ enum {
METALRT_FUNC_CURVE_RIBBON_SHADOW,
METALRT_FUNC_CURVE_ALL,
METALRT_FUNC_CURVE_ALL_SHADOW,
METALRT_FUNC_POINT,
METALRT_FUNC_POINT_SHADOW,
METALRT_FUNC_NUM
};

View File

@@ -358,6 +358,8 @@ bool MetalDeviceKernels::load(MetalDevice *device, int kernel_type)
"__intersection__curve_ribbon_shadow",
"__intersection__curve_all",
"__intersection__curve_all_shadow",
"__intersection__point",
"__intersection__point_shadow",
};
assert(sizeof(function_names) / sizeof(function_names[0]) == METALRT_FUNC_NUM);
@@ -400,36 +402,50 @@ bool MetalDeviceKernels::load(MetalDevice *device, int kernel_type)
NSArray *function_list = nil;
if (device->use_metalrt) {
id<MTLFunction> box_intersect_default = nil;
id<MTLFunction> box_intersect_shadow = nil;
id<MTLFunction> curve_intersect_default = nil;
id<MTLFunction> curve_intersect_shadow = nil;
id<MTLFunction> point_intersect_default = nil;
id<MTLFunction> point_intersect_shadow = nil;
if (device->kernel_features & KERNEL_FEATURE_HAIR) {
/* Add curve intersection programs. */
if (device->kernel_features & KERNEL_FEATURE_HAIR_THICK) {
/* Slower programs for thick hair since that also slows down ribbons.
* Ideally this should not be needed. */
box_intersect_default = rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_ALL];
box_intersect_shadow = rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_ALL_SHADOW];
curve_intersect_default = rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_ALL];
curve_intersect_shadow =
rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_ALL_SHADOW];
}
else {
box_intersect_default = rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_RIBBON];
box_intersect_shadow =
curve_intersect_default = rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_RIBBON];
curve_intersect_shadow =
rt_intersection_funcs[kernel_type][METALRT_FUNC_CURVE_RIBBON_SHADOW];
}
}
if (device->kernel_features & KERNEL_FEATURE_POINTCLOUD) {
point_intersect_default = rt_intersection_funcs[kernel_type][METALRT_FUNC_POINT];
point_intersect_shadow = rt_intersection_funcs[kernel_type][METALRT_FUNC_POINT_SHADOW];
}
table_functions[METALRT_TABLE_DEFAULT] = [NSArray
arrayWithObjects:rt_intersection_funcs[kernel_type][METALRT_FUNC_DEFAULT_TRI],
box_intersect_default ?
box_intersect_default :
curve_intersect_default ?
curve_intersect_default :
rt_intersection_funcs[kernel_type][METALRT_FUNC_DEFAULT_BOX],
point_intersect_default ?
point_intersect_default :
rt_intersection_funcs[kernel_type][METALRT_FUNC_DEFAULT_BOX],
nil];
table_functions[METALRT_TABLE_SHADOW] = [NSArray
arrayWithObjects:rt_intersection_funcs[kernel_type][METALRT_FUNC_SHADOW_TRI],
box_intersect_shadow ?
box_intersect_shadow :
curve_intersect_shadow ?
curve_intersect_shadow :
rt_intersection_funcs[kernel_type][METALRT_FUNC_SHADOW_BOX],
point_intersect_shadow ?
point_intersect_shadow :
rt_intersection_funcs[kernel_type][METALRT_FUNC_SHADOW_BOX],
nil];
table_functions[METALRT_TABLE_LOCAL] = [NSArray
arrayWithObjects:rt_intersection_funcs[kernel_type][METALRT_FUNC_LOCAL_TRI],
rt_intersection_funcs[kernel_type][METALRT_FUNC_LOCAL_BOX],
rt_intersection_funcs[kernel_type][METALRT_FUNC_LOCAL_BOX],
nil];

View File

@@ -226,7 +226,7 @@ bool OptiXDevice::load_kernels(const uint kernel_features)
pipeline_options.usesMotionBlur = false;
pipeline_options.traversableGraphFlags =
OPTIX_TRAVERSABLE_GRAPH_FLAG_ALLOW_SINGLE_LEVEL_INSTANCING;
pipeline_options.numPayloadValues = 6;
pipeline_options.numPayloadValues = 8;
pipeline_options.numAttributeValues = 2; /* u, v */
pipeline_options.exceptionFlags = OPTIX_EXCEPTION_FLAG_NONE;
pipeline_options.pipelineLaunchParamsVariableName = "__params"; /* See globals.h */

View File

@@ -141,6 +141,7 @@ bool PassAccessor::get_render_tile_pixels(const RenderBuffers *render_buffers,
const PassType type = pass_access_info_.type;
const PassMode mode = pass_access_info_.mode;
const PassInfo pass_info = Pass::get_info(type, pass_access_info_.include_albedo);
int num_written_components = pass_info.num_components;
if (pass_info.num_components == 1) {
/* Single channel passes. */
@@ -188,8 +189,10 @@ bool PassAccessor::get_render_tile_pixels(const RenderBuffers *render_buffers,
else if ((pass_info.divide_type != PASS_NONE || pass_info.direct_type != PASS_NONE ||
pass_info.indirect_type != PASS_NONE) &&
mode != PassMode::DENOISED) {
/* RGB lighting passes that need to divide out color and/or sum direct and indirect. */
/* RGB lighting passes that need to divide out color and/or sum direct and indirect.
* These can also optionally write alpha like the combined pass. */
get_pass_light_path(render_buffers, buffer_params, destination);
num_written_components = 4;
}
else {
/* Passes that need no special computation, or denoised passes that already
@@ -215,7 +218,7 @@ bool PassAccessor::get_render_tile_pixels(const RenderBuffers *render_buffers,
}
}
pad_pixels(buffer_params, destination, pass_info.num_components);
pad_pixels(buffer_params, destination, num_written_components);
return true;
}

View File

@@ -820,8 +820,15 @@ void PathTrace::tile_buffer_read()
return;
}
/* Read buffers back from device. */
tbb::parallel_for_each(path_trace_works_, [&](unique_ptr<PathTraceWork> &path_trace_work) {
path_trace_work->copy_render_buffers_from_device();
});
/* Read (subset of) passes from output driver. */
PathTraceTile tile(*this);
if (output_driver_->read_render_tile(tile)) {
/* Copy buffers to device again. */
tbb::parallel_for_each(path_trace_works_, [](unique_ptr<PathTraceWork> &path_trace_work) {
path_trace_work->copy_render_buffers_to_device();
});

View File

@@ -173,15 +173,16 @@ ccl_device_intersect bool scene_intersect(KernelGlobals kg,
uint p3 = 0;
uint p4 = visibility;
uint p5 = PRIMITIVE_NONE;
uint p6 = ((uint64_t)ray) & 0xFFFFFFFF;
uint p7 = (((uint64_t)ray) >> 32) & 0xFFFFFFFF;
uint ray_mask = visibility & 0xFF;
uint ray_flags = OPTIX_RAY_FLAG_NONE;
uint ray_flags = OPTIX_RAY_FLAG_ENFORCE_ANYHIT;
if (0 == ray_mask && (visibility & ~0xFF) != 0) {
ray_mask = 0xFF;
ray_flags = OPTIX_RAY_FLAG_ENFORCE_ANYHIT;
}
else if (visibility & PATH_RAY_SHADOW_OPAQUE) {
ray_flags = OPTIX_RAY_FLAG_TERMINATE_ON_FIRST_HIT;
ray_flags |= OPTIX_RAY_FLAG_TERMINATE_ON_FIRST_HIT;
}
optixTrace(scene_intersect_valid(ray) ? kernel_data.bvh.scene : 0,
@@ -200,7 +201,9 @@ ccl_device_intersect bool scene_intersect(KernelGlobals kg,
p2,
p3,
p4,
p5);
p5,
p6,
p7);
isect->t = __uint_as_float(p0);
isect->u = __uint_as_float(p1);
@@ -242,6 +245,7 @@ ccl_device_intersect bool scene_intersect(KernelGlobals kg,
}
MetalRTIntersectionPayload payload;
payload.self = ray->self;
payload.u = 0.0f;
payload.v = 0.0f;
payload.visibility = visibility;
@@ -309,6 +313,7 @@ ccl_device_intersect bool scene_intersect(KernelGlobals kg,
CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_REGULAR);
IntersectContext rtc_ctx(&ctx);
RTCRayHit ray_hit;
ctx.ray = ray;
kernel_embree_setup_rayhit(*ray, ray_hit, visibility);
rtcIntersect1(kernel_data.bvh.scene, &rtc_ctx.context, &ray_hit);
if (ray_hit.hit.geomID != RTC_INVALID_GEOMETRY_ID &&
@@ -356,6 +361,9 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals kg,
uint p2 = pointer_pack_to_uint_0(local_isect);
uint p3 = pointer_pack_to_uint_1(local_isect);
uint p4 = local_object;
uint p6 = ((uint64_t)ray) & 0xFFFFFFFF;
uint p7 = (((uint64_t)ray) >> 32) & 0xFFFFFFFF;
/* Is set to zero on miss or if ray is aborted, so can be used as return value. */
uint p5 = max_hits;
@@ -379,7 +387,9 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals kg,
p2,
p3,
p4,
p5);
p5,
p6,
p7);
return p5;
# elif defined(__METALRT__)
@@ -417,6 +427,7 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals kg,
}
MetalRTIntersectionLocalPayload payload;
payload.self = ray->self;
payload.local_object = local_object;
payload.max_hits = max_hits;
payload.local_isect.num_hits = 0;
@@ -460,6 +471,7 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals kg,
kg, has_bvh ? CCLIntersectContext::RAY_SSS : CCLIntersectContext::RAY_LOCAL);
ctx.lcg_state = lcg_state;
ctx.max_hits = max_hits;
ctx.ray = ray;
ctx.local_isect = local_isect;
if (local_isect) {
local_isect->num_hits = 0;
@@ -532,6 +544,8 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals kg,
uint p3 = max_hits;
uint p4 = visibility;
uint p5 = false;
uint p6 = ((uint64_t)ray) & 0xFFFFFFFF;
uint p7 = (((uint64_t)ray) >> 32) & 0xFFFFFFFF;
uint ray_mask = visibility & 0xFF;
if (0 == ray_mask && (visibility & ~0xFF) != 0) {
@@ -555,7 +569,9 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals kg,
p2,
p3,
p4,
p5);
p5,
p6,
p7);
*num_recorded_hits = uint16_unpack_from_uint_0(p2);
*throughput = __uint_as_float(p1);
@@ -588,6 +604,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals kg,
}
MetalRTIntersectionShadowPayload payload;
payload.self = ray->self;
payload.visibility = visibility;
payload.max_hits = max_hits;
payload.num_hits = 0;
@@ -634,6 +651,7 @@ ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals kg,
Intersection *isect_array = (Intersection *)state->shadow_isect;
ctx.isect_s = isect_array;
ctx.max_hits = max_hits;
ctx.ray = ray;
IntersectContext rtc_ctx(&ctx);
RTCRay rtc_ray;
kernel_embree_setup_ray(*ray, rtc_ray, visibility);
@@ -685,6 +703,8 @@ ccl_device_intersect bool scene_intersect_volume(KernelGlobals kg,
uint p3 = 0;
uint p4 = visibility;
uint p5 = PRIMITIVE_NONE;
uint p6 = ((uint64_t)ray) & 0xFFFFFFFF;
uint p7 = (((uint64_t)ray) >> 32) & 0xFFFFFFFF;
uint ray_mask = visibility & 0xFF;
if (0 == ray_mask && (visibility & ~0xFF) != 0) {
@@ -708,7 +728,9 @@ ccl_device_intersect bool scene_intersect_volume(KernelGlobals kg,
p2,
p3,
p4,
p5);
p5,
p6,
p7);
isect->t = __uint_as_float(p0);
isect->u = __uint_as_float(p1);
@@ -744,6 +766,7 @@ ccl_device_intersect bool scene_intersect_volume(KernelGlobals kg,
}
MetalRTIntersectionPayload payload;
payload.self = ray->self;
payload.visibility = visibility;
typename metalrt_intersector_type::result_type intersection;
@@ -820,6 +843,7 @@ ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals kg,
ctx.isect_s = isect;
ctx.max_hits = max_hits;
ctx.num_hits = 0;
ctx.ray = ray;
IntersectContext rtc_ctx(&ctx);
RTCRay rtc_ray;
kernel_embree_setup_ray(*ray, rtc_ray, visibility);

View File

@@ -22,6 +22,8 @@
#include "kernel/device/cpu/compat.h"
#include "kernel/device/cpu/globals.h"
#include "kernel/bvh/util.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
@@ -38,6 +40,9 @@ struct CCLIntersectContext {
KernelGlobals kg;
RayType type;
/* For avoiding self intersections */
const Ray *ray;
/* for shadow rays */
Intersection *isect_s;
uint max_hits;
@@ -56,6 +61,7 @@ struct CCLIntersectContext {
{
kg = kg_;
type = type_;
ray = NULL;
max_hits = 1;
num_hits = 0;
num_recorded_hits = 0;
@@ -102,7 +108,34 @@ ccl_device_inline void kernel_embree_setup_rayhit(const Ray &ray,
{
kernel_embree_setup_ray(ray, rayhit.ray, visibility);
rayhit.hit.geomID = RTC_INVALID_GEOMETRY_ID;
rayhit.hit.primID = RTC_INVALID_GEOMETRY_ID;
rayhit.hit.instID[0] = RTC_INVALID_GEOMETRY_ID;
}
ccl_device_inline bool kernel_embree_is_self_intersection(const KernelGlobals kg,
const RTCHit *hit,
const Ray *ray)
{
bool status = false;
if (hit->instID[0] != RTC_INVALID_GEOMETRY_ID) {
const int oID = hit->instID[0] / 2;
if ((ray->self.object == oID) || (ray->self.light_object == oID)) {
RTCScene inst_scene = (RTCScene)rtcGetGeometryUserData(
rtcGetGeometry(kernel_data.bvh.scene, hit->instID[0]));
const int pID = hit->primID +
(intptr_t)rtcGetGeometryUserData(rtcGetGeometry(inst_scene, hit->geomID));
status = intersection_skip_self_shadow(ray->self, oID, pID);
}
}
else {
const int oID = hit->geomID / 2;
if ((ray->self.object == oID) || (ray->self.light_object == oID)) {
const int pID = hit->primID + (intptr_t)rtcGetGeometryUserData(
rtcGetGeometry(kernel_data.bvh.scene, hit->geomID));
status = intersection_skip_self_shadow(ray->self, oID, pID);
}
}
return status;
}
ccl_device_inline void kernel_embree_convert_hit(KernelGlobals kg,

View File

@@ -148,12 +148,27 @@ ccl_device_inline
/* intersect ray against primitive */
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
/* Only intersect with matching object, for instanced objects we
* already know we are only intersecting the right object. */
if (object == OBJECT_NONE) {
if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
continue;
}
}
/* Skip self intersection. */
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self_local(ray->self, prim)) {
continue;
}
if (triangle_intersect_local(kg,
local_isect,
P,
dir,
object,
local_object,
prim,
prim_addr,
isect_t,
lcg_state,
@@ -168,13 +183,28 @@ ccl_device_inline
/* intersect ray against primitive */
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
/* Only intersect with matching object, for instanced objects we
* already know we are only intersecting the right object. */
if (object == OBJECT_NONE) {
if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
continue;
}
}
/* Skip self intersection. */
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self_local(ray->self, prim)) {
continue;
}
if (motion_triangle_intersect_local(kg,
local_isect,
P,
dir,
ray->time,
object,
local_object,
prim,
prim_addr,
isect_t,
lcg_state,

View File

@@ -15,6 +15,7 @@
*/
struct MetalRTIntersectionPayload {
RaySelfPrimitives self;
uint visibility;
float u, v;
int prim;
@@ -25,6 +26,7 @@ struct MetalRTIntersectionPayload {
};
struct MetalRTIntersectionLocalPayload {
RaySelfPrimitives self;
uint local_object;
uint lcg_state;
short max_hits;
@@ -34,6 +36,7 @@ struct MetalRTIntersectionLocalPayload {
};
struct MetalRTIntersectionShadowPayload {
RaySelfPrimitives self;
uint visibility;
#if defined(__METALRT_MOTION__)
float time;

View File

@@ -146,7 +146,7 @@ ccl_device_inline
--stack_ptr;
/* primitive intersection */
while (prim_addr < prim_addr2) {
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) ==
(type & PRIMITIVE_ALL));
bool hit;
@@ -156,16 +156,32 @@ ccl_device_inline
* might give a few % performance improvement */
Intersection isect ccl_optional_struct_init;
const int prim_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self_shadow(ray->self, prim_object, prim)) {
continue;
}
switch (type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
hit = triangle_intersect(
kg, &isect, P, dir, t_max_current, visibility, object, prim_addr);
kg, &isect, P, dir, t_max_current, visibility, prim_object, prim, prim_addr);
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(
kg, &isect, P, dir, t_max_current, ray->time, visibility, object, prim_addr);
hit = motion_triangle_intersect(kg,
&isect,
P,
dir,
t_max_current,
ray->time,
visibility,
prim_object,
prim,
prim_addr);
break;
}
#endif
@@ -182,20 +198,9 @@ ccl_device_inline
}
}
const int curve_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int curve_type = kernel_tex_fetch(__prim_type, prim_addr);
const int curve_prim = kernel_tex_fetch(__prim_index, prim_addr);
hit = curve_intersect(kg,
&isect,
P,
dir,
t_max_current,
curve_object,
curve_prim,
ray->time,
curve_type);
hit = curve_intersect(
kg, &isect, P, dir, t_max_current, prim_object, prim, ray->time, curve_type);
break;
}
@@ -211,20 +216,9 @@ ccl_device_inline
}
}
const int point_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int point_prim = kernel_tex_fetch(__prim_index, prim_addr);
const int point_type = kernel_tex_fetch(__prim_type, prim_addr);
hit = point_intersect(kg,
&isect,
P,
dir,
t_max_current,
point_object,
point_prim,
ray->time,
point_type);
hit = point_intersect(
kg, &isect, P, dir, t_max_current, prim_object, prim, ray->time, point_type);
break;
}
#endif /* BVH_FEATURE(BVH_POINTCLOUD) */
@@ -301,8 +295,6 @@ ccl_device_inline
integrator_state_write_shadow_isect(state, &isect, record_index);
}
}
prim_addr++;
}
}
else {

View File

@@ -133,89 +133,91 @@ ccl_device_noinline bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals kg,
--stack_ptr;
/* primitive intersection */
switch (type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
const int prim_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self_shadow(ray->self, prim_object, prim)) {
continue;
}
switch (type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
if (triangle_intersect(
kg, isect, P, dir, isect->t, visibility, object, prim_addr)) {
kg, isect, P, dir, isect->t, visibility, prim_object, prim, prim_addr)) {
/* shadow ray early termination */
if (visibility & PATH_RAY_SHADOW_OPAQUE)
return true;
}
break;
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
if (motion_triangle_intersect(
kg, isect, P, dir, isect->t, ray->time, visibility, object, prim_addr)) {
case PRIMITIVE_MOTION_TRIANGLE: {
if (motion_triangle_intersect(kg,
isect,
P,
dir,
isect->t,
ray->time,
visibility,
prim_object,
prim,
prim_addr)) {
/* shadow ray early termination */
if (visibility & PATH_RAY_SHADOW_OPAQUE)
return true;
}
break;
}
break;
}
#endif /* BVH_FEATURE(BVH_MOTION) */
#if BVH_FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE_THICK:
case PRIMITIVE_MOTION_CURVE_THICK:
case PRIMITIVE_CURVE_RIBBON:
case PRIMITIVE_MOTION_CURVE_RIBBON: {
for (; prim_addr < prim_addr2; prim_addr++) {
case PRIMITIVE_CURVE_THICK:
case PRIMITIVE_MOTION_CURVE_THICK:
case PRIMITIVE_CURVE_RIBBON:
case PRIMITIVE_MOTION_CURVE_RIBBON: {
if ((type & PRIMITIVE_MOTION) && kernel_data.bvh.use_bvh_steps) {
const float2 prim_time = kernel_tex_fetch(__prim_time, prim_addr);
if (ray->time < prim_time.x || ray->time > prim_time.y) {
continue;
break;
}
}
const int curve_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int curve_prim = kernel_tex_fetch(__prim_index, prim_addr);
const int curve_type = kernel_tex_fetch(__prim_type, prim_addr);
const bool hit = curve_intersect(
kg, isect, P, dir, isect->t, curve_object, curve_prim, ray->time, curve_type);
kg, isect, P, dir, isect->t, prim_object, prim, ray->time, curve_type);
if (hit) {
/* shadow ray early termination */
if (visibility & PATH_RAY_SHADOW_OPAQUE)
return true;
}
break;
}
break;
}
#endif /* BVH_FEATURE(BVH_HAIR) */
#if BVH_FEATURE(BVH_POINTCLOUD)
case PRIMITIVE_POINT:
case PRIMITIVE_MOTION_POINT: {
for (; prim_addr < prim_addr2; prim_addr++) {
case PRIMITIVE_POINT:
case PRIMITIVE_MOTION_POINT: {
if ((type & PRIMITIVE_MOTION) && kernel_data.bvh.use_bvh_steps) {
const float2 prim_time = kernel_tex_fetch(__prim_time, prim_addr);
if (ray->time < prim_time.x || ray->time > prim_time.y) {
continue;
break;
}
}
const int point_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int point_prim = kernel_tex_fetch(__prim_index, prim_addr);
const int point_type = kernel_tex_fetch(__prim_type, prim_addr);
const bool hit = point_intersect(
kg, isect, P, dir, isect->t, point_object, point_prim, ray->time, point_type);
kg, isect, P, dir, isect->t, prim_object, prim, ray->time, point_type);
if (hit) {
/* shadow ray early termination */
if (visibility & PATH_RAY_SHADOW_OPAQUE)
return true;
}
break;
}
break;
}
#endif /* BVH_FEATURE(BVH_POINTCLOUD) */
}
}
}
else {

View File

@@ -21,54 +21,22 @@ CCL_NAMESPACE_BEGIN
/* Ray offset to avoid self intersection.
*
* This function should be used to compute a modified ray start position for
* rays leaving from a surface. */
* rays leaving from a surface. This is from "A Fast and Robust Method for Avoiding
* Self-Intersection" see https://research.nvidia.com/publication/2019-03_A-Fast-and
*/
ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
{
#ifdef __INTERSECTION_REFINE__
const float epsilon_f = 1e-5f;
/* ideally this should match epsilon_f, but instancing and motion blur
* precision makes it problematic */
const float epsilon_test = 1.0f;
const int epsilon_i = 32;
const float int_scale = 256.0f;
int3 of_i = make_int3((int)(int_scale * Ng.x), (int)(int_scale * Ng.y), (int)(int_scale * Ng.z));
float3 res;
/* x component */
if (fabsf(P.x) < epsilon_test) {
res.x = P.x + Ng.x * epsilon_f;
}
else {
uint ix = __float_as_uint(P.x);
ix += ((ix ^ __float_as_uint(Ng.x)) >> 31) ? -epsilon_i : epsilon_i;
res.x = __uint_as_float(ix);
}
/* y component */
if (fabsf(P.y) < epsilon_test) {
res.y = P.y + Ng.y * epsilon_f;
}
else {
uint iy = __float_as_uint(P.y);
iy += ((iy ^ __float_as_uint(Ng.y)) >> 31) ? -epsilon_i : epsilon_i;
res.y = __uint_as_float(iy);
}
/* z component */
if (fabsf(P.z) < epsilon_test) {
res.z = P.z + Ng.z * epsilon_f;
}
else {
uint iz = __float_as_uint(P.z);
iz += ((iz ^ __float_as_uint(Ng.z)) >> 31) ? -epsilon_i : epsilon_i;
res.z = __uint_as_float(iz);
}
return res;
#else
const float epsilon_f = 1e-4f;
return P + epsilon_f * Ng;
#endif
float3 p_i = make_float3(__int_as_float(__float_as_int(P.x) + ((P.x < 0) ? -of_i.x : of_i.x)),
__int_as_float(__float_as_int(P.y) + ((P.y < 0) ? -of_i.y : of_i.y)),
__int_as_float(__float_as_int(P.z) + ((P.z < 0) ? -of_i.z : of_i.z)));
const float origin = 1.0f / 32.0f;
const float float_scale = 1.0f / 65536.0f;
return make_float3(fabsf(P.x) < origin ? P.x + float_scale * Ng.x : p_i.x,
fabsf(P.y) < origin ? P.y + float_scale * Ng.y : p_i.y,
fabsf(P.z) < origin ? P.z + float_scale * Ng.z : p_i.z);
}
#if defined(__KERNEL_CPU__)
@@ -227,4 +195,25 @@ ccl_device_inline float intersection_curve_shadow_transparency(KernelGlobals kg,
return (1.0f - u) * f0 + u * f1;
}
ccl_device_inline bool intersection_skip_self(ccl_private const RaySelfPrimitives &self,
const int object,
const int prim)
{
return (self.prim == prim) && (self.object == object);
}
ccl_device_inline bool intersection_skip_self_shadow(ccl_private const RaySelfPrimitives &self,
const int object,
const int prim)
{
return ((self.prim == prim) && (self.object == object)) ||
((self.light_prim == prim) && (self.light_object == object));
}
ccl_device_inline bool intersection_skip_self_local(ccl_private const RaySelfPrimitives &self,
const int prim)
{
return (self.prim == prim);
}
CCL_NAMESPACE_END

View File

@@ -140,14 +140,20 @@ ccl_device_inline
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
const int prim_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self(ray->self, prim_object, prim)) {
continue;
}
int object_flag = kernel_tex_fetch(__object_flag, prim_object);
if ((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
triangle_intersect(kg, isect, P, dir, isect->t, visibility, object, prim_addr);
triangle_intersect(
kg, isect, P, dir, isect->t, visibility, prim_object, prim, prim_addr);
}
break;
}
@@ -157,15 +163,27 @@ ccl_device_inline
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
const int prim_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self(ray->self, prim_object, prim)) {
continue;
}
int object_flag = kernel_tex_fetch(__object_flag, prim_object);
if ((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
motion_triangle_intersect(
kg, isect, P, dir, isect->t, ray->time, visibility, object, prim_addr);
motion_triangle_intersect(kg,
isect,
P,
dir,
isect->t,
ray->time,
visibility,
prim_object,
prim,
prim_addr);
}
break;
}

View File

@@ -143,15 +143,19 @@ ccl_device_inline
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
const int prim_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self(ray->self, prim_object, prim)) {
continue;
}
int object_flag = kernel_tex_fetch(__object_flag, prim_object);
if ((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
hit = triangle_intersect(
kg, isect_array, P, dir, isect_t, visibility, object, prim_addr);
kg, isect_array, P, dir, isect_t, visibility, prim_object, prim, prim_addr);
if (hit) {
/* Move on to next entry in intersections array. */
isect_array++;
@@ -183,15 +187,27 @@ ccl_device_inline
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
const int prim_object = (object == OBJECT_NONE) ?
kernel_tex_fetch(__prim_object, prim_addr) :
object;
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
if (intersection_skip_self(ray->self, prim_object, prim)) {
continue;
}
int object_flag = kernel_tex_fetch(__object_flag, prim_object);
if ((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
hit = motion_triangle_intersect(
kg, isect_array, P, dir, isect_t, ray->time, visibility, object, prim_addr);
hit = motion_triangle_intersect(kg,
isect_array,
P,
dir,
isect_t,
ray->time,
visibility,
prim_object,
prim,
prim_addr);
if (hit) {
/* Move on to next entry in intersections array. */
isect_array++;

View File

@@ -199,22 +199,18 @@ ccl_device int volume_sample_channel(float3 albedo,
* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
float3 weights = fabs(throughput * albedo);
float sum_weights = weights.x + weights.y + weights.z;
float3 weights_pdf;
if (sum_weights > 0.0f) {
weights_pdf = weights / sum_weights;
*pdf = weights / sum_weights;
}
else {
weights_pdf = make_float3(1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f);
*pdf = make_float3(1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f);
}
*pdf = weights_pdf;
/* OpenCL does not support -> on float3, so don't use pdf->x. */
if (rand < weights_pdf.x) {
if (rand < pdf->x) {
return 0;
}
else if (rand < weights_pdf.x + weights_pdf.y) {
else if (rand < pdf->x + pdf->y) {
return 1;
}
else {

View File

@@ -243,6 +243,10 @@ ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
}
}
#ifdef __KERNEL_METAL__
constant int __dummy_constant [[function_constant(0)]];
#endif
ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
ccl_gpu_kernel_signature(integrator_shade_surface_raytrace,
ccl_global const int *path_index_array,
@@ -253,7 +257,16 @@ ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
if (global_index < work_size) {
const int state = (path_index_array) ? path_index_array[global_index] : global_index;
#ifdef __KERNEL_METAL__
KernelGlobals kg = NULL;
/* Workaround Ambient Occlusion and Bevel nodes not working with Metal.
* Dummy offset should not affect result, but somehow fixes bug! */
kg += __dummy_constant;
ccl_gpu_kernel_call(integrator_shade_surface_raytrace(kg, state, render_buffer));
#else
ccl_gpu_kernel_call(integrator_shade_surface_raytrace(NULL, state, render_buffer));
#endif
}
}

View File

@@ -40,6 +40,27 @@ struct TriangleIntersectionResult
enum { METALRT_HIT_TRIANGLE, METALRT_HIT_BOUNDING_BOX };
ccl_device_inline bool intersection_skip_self(ray_data const RaySelfPrimitives& self,
const int object,
const int prim)
{
return (self.prim == prim) && (self.object == object);
}
ccl_device_inline bool intersection_skip_self_shadow(ray_data const RaySelfPrimitives& self,
const int object,
const int prim)
{
return ((self.prim == prim) && (self.object == object)) ||
((self.light_prim == prim) && (self.light_object == object));
}
ccl_device_inline bool intersection_skip_self_local(ray_data const RaySelfPrimitives& self,
const int prim)
{
return (self.prim == prim);
}
template<typename TReturn, uint intersection_type>
TReturn metalrt_local_hit(constant KernelParamsMetal &launch_params_metal,
ray_data MetalKernelContext::MetalRTIntersectionLocalPayload &payload,
@@ -53,8 +74,8 @@ TReturn metalrt_local_hit(constant KernelParamsMetal &launch_params_metal,
#ifdef __BVH_LOCAL__
uint prim = primitive_id + kernel_tex_fetch(__object_prim_offset, object);
if (object != payload.local_object) {
/* Only intersect with matching object */
if ((object != payload.local_object) || intersection_skip_self_local(payload.self, prim)) {
/* Only intersect with matching object and skip self-intersecton. */
result.accept = false;
result.continue_search = true;
return result;
@@ -166,6 +187,11 @@ bool metalrt_shadow_all_hit(constant KernelParamsMetal &launch_params_metal,
}
# endif
if (intersection_skip_self_shadow(payload.self, object, prim)) {
/* continue search */
return true;
}
float u = 0.0f, v = 0.0f;
int type = 0;
if (intersection_type == METALRT_HIT_TRIANGLE) {
@@ -322,21 +348,35 @@ inline TReturnType metalrt_visibility_test(constant KernelParamsMetal &launch_pa
}
# endif
# ifdef __VISIBILITY_FLAG__
uint visibility = payload.visibility;
# ifdef __VISIBILITY_FLAG__
if ((kernel_tex_fetch(__objects, object).visibility & visibility) == 0) {
result.accept = false;
result.continue_search = true;
return result;
}
# endif
/* Shadow ray early termination. */
if (visibility & PATH_RAY_SHADOW_OPAQUE) {
result.accept = true;
result.continue_search = false;
return result;
if (intersection_skip_self_shadow(payload.self, object, prim)) {
result.accept = false;
result.continue_search = true;
return result;
}
else {
result.accept = true;
result.continue_search = false;
return result;
}
}
else {
if (intersection_skip_self(payload.self, object, prim)) {
result.accept = false;
result.continue_search = true;
return result;
}
}
# endif
result.accept = true;
result.continue_search = true;
@@ -576,6 +616,150 @@ __intersection__curve_all_shadow(constant KernelParamsMetal &launch_params_metal
return result;
}
#endif /* __HAIR__ */
#ifdef __POINTCLOUD__
ccl_device_inline
void metalrt_intersection_point(constant KernelParamsMetal &launch_params_metal,
ray_data MetalKernelContext::MetalRTIntersectionPayload &payload,
const uint object,
const uint prim,
const uint type,
const float3 ray_origin,
const float3 ray_direction,
float time,
const float ray_tmax,
thread BoundingBoxIntersectionResult &result)
{
# ifdef __VISIBILITY_FLAG__
const uint visibility = payload.visibility;
if ((kernel_tex_fetch(__objects, object).visibility & visibility) == 0) {
return;
}
# endif
float3 P = ray_origin;
float3 dir = ray_direction;
/* The direction is not normalized by default, but the point intersection routine expects that */
float len;
dir = normalize_len(dir, &len);
Intersection isect;
isect.t = ray_tmax;
/* Transform maximum distance into object space. */
if (isect.t != FLT_MAX)
isect.t *= len;
MetalKernelContext context(launch_params_metal);
if (context.point_intersect(NULL, &isect, P, dir, isect.t, object, prim, time, type)) {
result = metalrt_visibility_test<BoundingBoxIntersectionResult, METALRT_HIT_BOUNDING_BOX>(
launch_params_metal, payload, object, prim, isect.u);
if (result.accept) {
result.distance = isect.t / len;
payload.u = isect.u;
payload.v = isect.v;
payload.prim = prim;
payload.type = type;
}
}
}
ccl_device_inline
void metalrt_intersection_point_shadow(constant KernelParamsMetal &launch_params_metal,
ray_data MetalKernelContext::MetalRTIntersectionShadowPayload &payload,
const uint object,
const uint prim,
const uint type,
const float3 ray_origin,
const float3 ray_direction,
float time,
const float ray_tmax,
thread BoundingBoxIntersectionResult &result)
{
const uint visibility = payload.visibility;
float3 P = ray_origin;
float3 dir = ray_direction;
/* The direction is not normalized by default, but the point intersection routine expects that */
float len;
dir = normalize_len(dir, &len);
Intersection isect;
isect.t = ray_tmax;
/* Transform maximum distance into object space */
if (isect.t != FLT_MAX)
isect.t *= len;
MetalKernelContext context(launch_params_metal);
if (context.point_intersect(NULL, &isect, P, dir, isect.t, object, prim, time, type)) {
result.continue_search = metalrt_shadow_all_hit<METALRT_HIT_BOUNDING_BOX>(
launch_params_metal, payload, object, prim, float2(isect.u, isect.v), ray_tmax);
result.accept = !result.continue_search;
if (result.accept) {
result.distance = isect.t / len;
}
}
}
[[intersection(bounding_box, triangle_data, METALRT_TAGS)]]
BoundingBoxIntersectionResult
__intersection__point(constant KernelParamsMetal &launch_params_metal [[buffer(1)]],
ray_data MetalKernelContext::MetalRTIntersectionPayload &payload [[payload]],
const uint object [[user_instance_id]],
const uint primitive_id [[primitive_id]],
const float3 ray_origin [[origin]],
const float3 ray_direction [[direction]],
const float ray_tmax [[max_distance]])
{
const uint prim = primitive_id + kernel_tex_fetch(__object_prim_offset, object);
const int type = kernel_tex_fetch(__objects, object).primitive_type;
BoundingBoxIntersectionResult result;
result.accept = false;
result.continue_search = true;
result.distance = ray_tmax;
metalrt_intersection_point(launch_params_metal, payload, object, prim, type, ray_origin, ray_direction,
# if defined(__METALRT_MOTION__)
payload.time,
# else
0.0f,
# endif
ray_tmax, result);
return result;
}
[[intersection(bounding_box, triangle_data, METALRT_TAGS)]]
BoundingBoxIntersectionResult
__intersection__point_shadow(constant KernelParamsMetal &launch_params_metal [[buffer(1)]],
ray_data MetalKernelContext::MetalRTIntersectionShadowPayload &payload [[payload]],
const uint object [[user_instance_id]],
const uint primitive_id [[primitive_id]],
const float3 ray_origin [[origin]],
const float3 ray_direction [[direction]],
const float ray_tmax [[max_distance]])
{
const uint prim = primitive_id + kernel_tex_fetch(__object_prim_offset, object);
const int type = kernel_tex_fetch(__objects, object).primitive_type;
BoundingBoxIntersectionResult result;
result.accept = false;
result.continue_search = true;
result.distance = ray_tmax;
metalrt_intersection_point_shadow(launch_params_metal, payload, object, prim, type, ray_origin, ray_direction,
# if defined(__METALRT_MOTION__)
payload.time,
# else
0.0f,
# endif
ray_tmax, result);
return result;
}
#endif /* __POINTCLOUD__ */
#endif /* __METALRT__ */

View File

@@ -45,6 +45,11 @@ template<typename T> ccl_device_forceinline T *get_payload_ptr_2()
return pointer_unpack_from_uint<T>(optixGetPayload_2(), optixGetPayload_3());
}
template<typename T> ccl_device_forceinline T *get_payload_ptr_6()
{
return (T *)(((uint64_t)optixGetPayload_7() << 32) | optixGetPayload_6());
}
ccl_device_forceinline int get_object_id()
{
#ifdef __OBJECT_MOTION__
@@ -111,6 +116,12 @@ extern "C" __global__ void __anyhit__kernel_optix_local_hit()
return optixIgnoreIntersection();
}
const int prim = optixGetPrimitiveIndex();
ccl_private Ray *const ray = get_payload_ptr_6<Ray>();
if (intersection_skip_self_local(ray->self, prim)) {
return optixIgnoreIntersection();
}
const uint max_hits = optixGetPayload_5();
if (max_hits == 0) {
/* Special case for when no hit information is requested, just report that something was hit */
@@ -149,8 +160,6 @@ extern "C" __global__ void __anyhit__kernel_optix_local_hit()
local_isect->num_hits = 1;
}
const int prim = optixGetPrimitiveIndex();
Intersection *isect = &local_isect->hits[hit];
isect->t = optixGetRayTmax();
isect->prim = prim;
@@ -185,6 +194,11 @@ extern "C" __global__ void __anyhit__kernel_optix_shadow_all_hit()
}
# endif
ccl_private Ray *const ray = get_payload_ptr_6<Ray>();
if (intersection_skip_self_shadow(ray->self, object, prim)) {
return optixIgnoreIntersection();
}
float u = 0.0f, v = 0.0f;
int type = 0;
if (optixIsTriangleHit()) {
@@ -314,6 +328,12 @@ extern "C" __global__ void __anyhit__kernel_optix_volume_test()
if ((kernel_tex_fetch(__object_flag, object) & SD_OBJECT_HAS_VOLUME) == 0) {
return optixIgnoreIntersection();
}
const int prim = optixGetPrimitiveIndex();
ccl_private Ray *const ray = get_payload_ptr_6<Ray>();
if (intersection_skip_self(ray->self, object, prim)) {
return optixIgnoreIntersection();
}
}
extern "C" __global__ void __anyhit__kernel_optix_visibility_test()
@@ -330,18 +350,31 @@ extern "C" __global__ void __anyhit__kernel_optix_visibility_test()
# endif
#endif
#ifdef __VISIBILITY_FLAG__
const uint object = get_object_id();
const uint visibility = optixGetPayload_4();
#ifdef __VISIBILITY_FLAG__
if ((kernel_tex_fetch(__objects, object).visibility & visibility) == 0) {
return optixIgnoreIntersection();
}
/* Shadow ray early termination. */
if (visibility & PATH_RAY_SHADOW_OPAQUE) {
return optixTerminateRay();
}
#endif
const int prim = optixGetPrimitiveIndex();
ccl_private Ray *const ray = get_payload_ptr_6<Ray>();
if (visibility & PATH_RAY_SHADOW_OPAQUE) {
if (intersection_skip_self_shadow(ray->self, object, prim)) {
return optixIgnoreIntersection();
}
else {
/* Shadow ray early termination. */
return optixTerminateRay();
}
}
else {
if (intersection_skip_self(ray->self, object, prim)) {
return optixIgnoreIntersection();
}
}
}
extern "C" __global__ void __closesthit__kernel_optix_hit()

View File

@@ -92,6 +92,14 @@ ccl_device_forceinline void kernel_write_denoising_features_surface(
else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) {
closure_albedo *= bsdf_principled_hair_albedo(sc);
}
else if (sc->type == CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID) {
/* BSSRDF already accounts for weight, retro-reflection would double up. */
ccl_private const PrincipledDiffuseBsdf *bsdf = (ccl_private const PrincipledDiffuseBsdf *)
sc;
if (bsdf->components == PRINCIPLED_DIFFUSE_RETRO_REFLECTION) {
continue;
}
}
if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) {
diffuse_albedo += closure_albedo;

View File

@@ -214,6 +214,21 @@ ccl_device_inline void film_get_pass_pixel_light_path(
pixel[0] = f.x;
pixel[1] = f.y;
pixel[2] = f.z;
/* Optional alpha channel. */
if (kfilm_convert->num_components >= 4) {
if (kfilm_convert->pass_combined != PASS_UNUSED) {
float scale, scale_exposure;
film_get_scale_and_scale_exposure(kfilm_convert, buffer, &scale, &scale_exposure);
ccl_global const float *in_combined = buffer + kfilm_convert->pass_combined;
const float alpha = in_combined[3] * scale;
pixel[3] = film_transparency_to_alpha(alpha);
}
else {
pixel[3] = 1.0f;
}
}
}
ccl_device_inline void film_get_pass_pixel_float3(ccl_global const KernelFilmConvert *ccl_restrict

View File

@@ -226,6 +226,18 @@ ccl_device float curve_thickness(KernelGlobals kg, ccl_private const ShaderData
return r * 2.0f;
}
/* Curve random */
ccl_device float curve_random(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_CURVE) {
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_CURVE_RANDOM);
return (desc.offset != ATTR_STD_NOT_FOUND) ? curve_attribute_float(kg, sd, desc, NULL, NULL) :
0.0f;
}
return 0.0f;
}
/* Curve location for motion pass, linear interpolation between keys and
* ignoring radius because we do the same for the motion keys */

View File

@@ -29,46 +29,19 @@
CCL_NAMESPACE_BEGIN
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from
* a closer distance.
/**
* Use the barycentric coordinates to get the intersection location
*/
ccl_device_inline float3 motion_triangle_refine(KernelGlobals kg,
ccl_private ShaderData *sd,
float3 P,
float3 D,
float t,
const int isect_object,
const int isect_prim,
float3 verts[3])
ccl_device_inline float3 motion_triangle_point_from_uv(KernelGlobals kg,
ccl_private ShaderData *sd,
const int isect_object,
const int isect_prim,
const float u,
const float v,
float3 verts[3])
{
#ifdef __INTERSECTION_REFINE__
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
if (UNLIKELY(t == 0.0f)) {
return P;
}
const Transform tfm = object_get_inverse_transform(kg, sd);
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D * t);
D = normalize_len(D, &t);
}
P = P + D * t;
/* Compute refined intersection distance. */
const float3 e1 = verts[0] - verts[2];
const float3 e2 = verts[1] - verts[2];
const float3 s1 = cross(D, e2);
const float invdivisor = 1.0f / dot(s1, e1);
const float3 d = P - verts[2];
const float3 s2 = cross(d, e1);
float rt = dot(e2, s2) * invdivisor;
/* Compute refined position. */
P = P + D * rt;
float w = 1.0f - u - v;
float3 P = u * verts[0] + v * verts[1] + w * verts[2];
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);
@@ -76,71 +49,8 @@ ccl_device_inline float3 motion_triangle_refine(KernelGlobals kg,
}
return P;
#else
return P + D * t;
#endif
}
/* Same as above, except that t is assumed to be in object space
* for instancing.
*/
#ifdef __BVH_LOCAL__
# if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86))
ccl_device_noinline
# else
ccl_device_inline
# endif
float3
motion_triangle_refine_local(KernelGlobals kg,
ccl_private ShaderData *sd,
float3 P,
float3 D,
float t,
const int isect_object,
const int isect_prim,
float3 verts[3])
{
# if defined(__KERNEL_GPU_RAYTRACING__)
/* t is always in world space with OptiX and MetalRT. */
return motion_triangle_refine(kg, sd, P, D, t, isect_object, isect_prim, verts);
# else
# ifdef __INTERSECTION_REFINE__
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_inverse_transform(kg, sd);
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D);
D = normalize(D);
}
P = P + D * t;
/* compute refined intersection distance */
const float3 e1 = verts[0] - verts[2];
const float3 e2 = verts[1] - verts[2];
const float3 s1 = cross(D, e2);
const float invdivisor = 1.0f / dot(s1, e1);
const float3 d = P - verts[2];
const float3 s2 = cross(d, e1);
float rt = dot(e2, s2) * invdivisor;
P = P + D * rt;
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);
P = transform_point(&tfm, P);
}
return P;
# else /* __INTERSECTION_REFINE__ */
return P + D * t;
# endif /* __INTERSECTION_REFINE__ */
# endif
}
#endif /* __BVH_LOCAL__ */
/* Ray intersection. We simply compute the vertex positions at the given ray
* time and do a ray intersection with the resulting triangle.
*/
@@ -153,14 +63,12 @@ ccl_device_inline bool motion_triangle_intersect(KernelGlobals kg,
float time,
uint visibility,
int object,
int prim,
int prim_addr)
{
/* Primitive index for vertex location lookup. */
int prim = kernel_tex_fetch(__prim_index, prim_addr);
int fobject = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, prim_addr) : object;
/* Get vertex locations for intersection. */
float3 verts[3];
motion_triangle_vertices(kg, fobject, prim, time, verts);
motion_triangle_vertices(kg, object, prim, time, verts);
/* Ray-triangle intersection, unoptimized. */
float t, u, v;
if (ray_triangle_intersect(P, dir, tmax, verts[0], verts[1], verts[2], &u, &v, &t)) {
@@ -175,8 +83,7 @@ ccl_device_inline bool motion_triangle_intersect(KernelGlobals kg,
isect->u = u;
isect->v = v;
isect->prim = prim;
isect->object = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, prim_addr) :
object;
isect->object = object;
isect->type = PRIMITIVE_MOTION_TRIANGLE;
return true;
}
@@ -196,25 +103,15 @@ ccl_device_inline bool motion_triangle_intersect_local(KernelGlobals kg,
float3 dir,
float time,
int object,
int local_object,
int prim,
int prim_addr,
float tmax,
ccl_private uint *lcg_state,
int max_hits)
{
/* Only intersect with matching object, for instanced objects we
* already know we are only intersecting the right object. */
if (object == OBJECT_NONE) {
if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
return false;
}
}
/* Primitive index for vertex location lookup. */
int prim = kernel_tex_fetch(__prim_index, prim_addr);
/* Get vertex locations for intersection. */
float3 verts[3];
motion_triangle_vertices(kg, local_object, prim, time, verts);
motion_triangle_vertices(kg, object, prim, time, verts);
/* Ray-triangle intersection, unoptimized. */
float t, u, v;
if (!ray_triangle_intersect(P, dir, tmax, verts[0], verts[1], verts[2], &u, &v, &t)) {
@@ -266,7 +163,7 @@ ccl_device_inline bool motion_triangle_intersect_local(KernelGlobals kg,
isect->u = u;
isect->v = v;
isect->prim = prim;
isect->object = local_object;
isect->object = object;
isect->type = PRIMITIVE_MOTION_TRIANGLE;
/* Record geometric normal. */

View File

@@ -68,15 +68,7 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg,
verts[1] = (1.0f - t) * verts[1] + t * next_verts[1];
verts[2] = (1.0f - t) * verts[2] + t * next_verts[2];
/* Compute refined position. */
#ifdef __BVH_LOCAL__
if (is_local) {
sd->P = motion_triangle_refine_local(kg, sd, P, D, ray_t, isect_object, isect_prim, verts);
}
else
#endif /* __BVH_LOCAL__*/
{
sd->P = motion_triangle_refine(kg, sd, P, D, ray_t, isect_object, isect_prim, verts);
}
sd->P = motion_triangle_point_from_uv(kg, sd, isect_object, isect_prim, sd->u, sd->v, verts);
/* Compute face normal. */
float3 Ng;
if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {

View File

@@ -81,7 +81,7 @@ ccl_device float3 point_attribute_float3(KernelGlobals kg,
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return float4_to_float3(kernel_tex_fetch(__attributes_float4, desc.offset + sd->prim));
return kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim);
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
@@ -109,17 +109,59 @@ ccl_device float4 point_attribute_float4(KernelGlobals kg,
}
}
/* Point position */
ccl_device float3 point_position(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_POINT) {
/* World space center. */
float3 P = (sd->type & PRIMITIVE_MOTION) ?
float4_to_float3(motion_point(kg, sd->object, sd->prim, sd->time)) :
float4_to_float3(kernel_tex_fetch(__points, sd->prim));
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &P);
}
return P;
}
return zero_float3();
}
/* Point radius */
ccl_device float point_radius(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_POINT) {
return kernel_tex_fetch(__points, sd->prim).w;
/* World space radius. */
const float r = kernel_tex_fetch(__points, sd->prim).w;
if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
return r;
}
else {
float3 dir = make_float3(r, r, r);
object_dir_transform(kg, sd, &dir);
return average(dir);
}
}
return 0.0f;
}
/* Point random */
ccl_device float point_random(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_POINT) {
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POINT_RANDOM);
return (desc.offset != ATTR_STD_NOT_FOUND) ? point_attribute_float(kg, sd, desc, NULL, NULL) :
0.0f;
}
return 0.0f;
}
/* Point location for motion pass, linear interpolation between keys and
* ignoring radius because we do the same for the motion keys */

View File

@@ -89,7 +89,7 @@ ccl_device_inline void shader_setup_from_ray(KernelGlobals kg,
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* vectors */
sd->P = triangle_refine(kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim);
sd->P = triangle_point_from_uv(kg, sd, isect->object, isect->prim, isect->u, isect->v);
sd->Ng = Ng;
sd->N = Ng;

View File

@@ -33,9 +33,9 @@ ccl_device_inline bool triangle_intersect(KernelGlobals kg,
float tmax,
uint visibility,
int object,
int prim,
int prim_addr)
{
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, prim).w;
const float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
@@ -49,8 +49,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals kg,
if (kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
#endif
{
isect->object = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, prim_addr) :
object;
isect->object = object;
isect->prim = prim;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
@@ -74,21 +73,12 @@ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
float3 P,
float3 dir,
int object,
int local_object,
int prim,
int prim_addr,
float tmax,
ccl_private uint *lcg_state,
int max_hits)
{
/* Only intersect with matching object, for instanced objects we
* already know we are only intersecting the right object. */
if (object == OBJECT_NONE) {
if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
return false;
}
}
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, prim).w;
const float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
@@ -139,7 +129,7 @@ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
/* Record intersection. */
ccl_private Intersection *isect = &local_isect->hits[hit];
isect->prim = prim;
isect->object = local_object;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
isect->v = v;
@@ -152,58 +142,23 @@ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
}
#endif /* __BVH_LOCAL__ */
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from
* a closer distance. */
/* Reintersections uses the paper:
*
* Tomas Moeller
* Fast, minimum storage ray/triangle intersection
* http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
/**
* Use the barycentric coordinates to get the intersection location
*/
ccl_device_inline float3 triangle_refine(KernelGlobals kg,
ccl_private ShaderData *sd,
float3 P,
float3 D,
float t,
const int isect_object,
const int isect_prim)
ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg,
ccl_private ShaderData *sd,
const int isect_object,
const int isect_prim,
const float u,
const float v)
{
#ifdef __INTERSECTION_REFINE__
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
if (UNLIKELY(t == 0.0f)) {
return P;
}
const Transform tfm = object_get_inverse_transform(kg, sd);
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D * t);
D = normalize_len(D, &t);
}
P = P + D * t;
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, isect_prim).w;
const packed_float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2);
float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
float3 qvec = cross(tvec, edge1);
float3 pvec = cross(D, edge2);
float det = dot(edge1, pvec);
if (det != 0.0f) {
/* If determinant is zero it means ray lies in the plane of
* the triangle. It is possible in theory due to watertight
* nature of triangle intersection. For such cases we simply
* don't refine intersection hoping it'll go all fine.
*/
float rt = dot(edge2, qvec) / det;
P = P + D * rt;
}
float w = 1.0f - u - v;
float3 P = u * tri_a + v * tri_b + w * tri_c;
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);
@@ -211,65 +166,6 @@ ccl_device_inline float3 triangle_refine(KernelGlobals kg,
}
return P;
#else
return P + D * t;
#endif
}
/* Same as above, except that t is assumed to be in object space for
* instancing.
*/
ccl_device_inline float3 triangle_refine_local(KernelGlobals kg,
ccl_private ShaderData *sd,
float3 P,
float3 D,
float t,
const int isect_object,
const int isect_prim)
{
#if defined(__KERNEL_GPU_RAYTRACING__)
/* t is always in world space with OptiX and MetalRT. */
return triangle_refine(kg, sd, P, D, t, isect_object, isect_prim);
#else
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_inverse_transform(kg, sd);
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D);
D = normalize(D);
}
P = P + D * t;
# ifdef __INTERSECTION_REFINE__
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, isect_prim).w;
const packed_float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2);
float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
float3 qvec = cross(tvec, edge1);
float3 pvec = cross(D, edge2);
float det = dot(edge1, pvec);
if (det != 0.0f) {
/* If determinant is zero it means ray lies in the plane of
* the triangle. It is possible in theory due to watertight
* nature of triangle intersection. For such cases we simply
* don't refine intersection hoping it'll go all fine.
*/
float rt = dot(edge2, qvec) / det;
P = P + D * rt;
}
# endif /* __INTERSECTION_REFINE__ */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);
P = transform_point(&tfm, P);
}
return P;
#endif
}
CCL_NAMESPACE_END

View File

@@ -328,6 +328,12 @@ ccl_device void integrator_intersect_closest(KernelGlobals kg,
/* Scene Intersection. */
Intersection isect ccl_optional_struct_init;
isect.object = OBJECT_NONE;
isect.prim = PRIM_NONE;
ray.self.object = last_isect_object;
ray.self.prim = last_isect_prim;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
bool hit = scene_intersect(kg, &ray, visibility, &isect);
/* TODO: remove this and do it in the various intersection functions instead. */

View File

@@ -156,7 +156,10 @@ ccl_device void integrator_intersect_shadow(KernelGlobals kg, IntegratorShadowSt
/* Read ray from integrator state into local memory. */
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(kg, state, &ray);
ray.self.object = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 0, object);
ray.self.prim = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 0, prim);
ray.self.light_object = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 1, object);
ray.self.light_prim = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 1, prim);
/* Compute visibility. */
const uint visibility = integrate_intersect_shadow_visibility(kg, state);

View File

@@ -38,7 +38,10 @@ ccl_device void integrator_volume_stack_update_for_subsurface(KernelGlobals kg,
Ray volume_ray ccl_optional_struct_init;
volume_ray.P = from_P;
volume_ray.D = normalize_len(to_P - from_P, &volume_ray.t);
volume_ray.self.object = INTEGRATOR_STATE(state, isect, object);
volume_ray.self.prim = INTEGRATOR_STATE(state, isect, prim);
volume_ray.self.light_object = OBJECT_NONE;
volume_ray.self.light_prim = PRIM_NONE;
/* Store to avoid global fetches on every intersection step. */
const uint volume_stack_size = kernel_data.volume_stack_size;
@@ -68,7 +71,7 @@ ccl_device void integrator_volume_stack_update_for_subsurface(KernelGlobals kg,
volume_stack_enter_exit(kg, state, stack_sd);
/* Move ray forward. */
volume_ray.P = ray_offset(stack_sd->P, -stack_sd->Ng);
volume_ray.P = stack_sd->P;
if (volume_ray.t != FLT_MAX) {
volume_ray.D = normalize_len(to_P - volume_ray.P, &volume_ray.t);
}
@@ -91,6 +94,10 @@ ccl_device void integrator_volume_stack_init(KernelGlobals kg, IntegratorState s
* fewest hits. */
volume_ray.D = make_float3(0.0f, 0.0f, 1.0f);
volume_ray.t = FLT_MAX;
volume_ray.self.object = OBJECT_NONE;
volume_ray.self.prim = PRIM_NONE;
volume_ray.self.light_object = OBJECT_NONE;
volume_ray.self.light_prim = PRIM_NONE;
int stack_index = 0, enclosed_index = 0;
@@ -203,7 +210,7 @@ ccl_device void integrator_volume_stack_init(KernelGlobals kg, IntegratorState s
}
/* Move ray forward. */
volume_ray.P = ray_offset(stack_sd->P, -stack_sd->Ng);
volume_ray.P = stack_sd->P;
++step;
}
#endif

View File

@@ -37,8 +37,9 @@ ccl_device_inline void integrate_light(KernelGlobals kg,
/* Advance ray beyond light. */
/* TODO: can we make this more numerically robust to avoid reintersecting the
* same light in some cases? */
const float3 new_ray_P = ray_offset(ray_P + ray_D * isect.t, ray_D);
* same light in some cases? Ray should not intersect surface anymore as the
* object and prim ids will prevent self intersection. */
const float3 new_ray_P = ray_P + ray_D * isect.t;
INTEGRATOR_STATE_WRITE(state, ray, P) = new_ray_P;
INTEGRATOR_STATE_WRITE(state, ray, t) -= isect.t;
@@ -46,7 +47,7 @@ ccl_device_inline void integrate_light(KernelGlobals kg,
const float mis_ray_t = INTEGRATOR_STATE(state, path, mis_ray_t);
ray_P -= ray_D * mis_ray_t;
isect.t += mis_ray_t;
INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = mis_ray_t + isect.t;
INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = isect.t;
LightSample ls ccl_optional_struct_init;
const bool use_light_sample = light_sample_from_intersection(kg, &isect, ray_P, ray_D, &ls);

View File

@@ -83,7 +83,10 @@ ccl_device_inline void integrate_transparent_volume_shadow(KernelGlobals kg,
/* Setup shader data. */
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(kg, state, &ray);
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
/* Modify ray position and length to match current segment. */
const float start_t = (hit == 0) ? 0.0f :
INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit - 1, t);
@@ -149,7 +152,7 @@ ccl_device_inline bool integrate_transparent_shadow(KernelGlobals kg,
const float last_hit_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, num_recorded_hits - 1, t);
const float3 ray_P = INTEGRATOR_STATE(state, shadow_ray, P);
const float3 ray_D = INTEGRATOR_STATE(state, shadow_ray, D);
INTEGRATOR_STATE_WRITE(state, shadow_ray, P) = ray_offset(ray_P + last_hit_t * ray_D, ray_D);
INTEGRATOR_STATE_WRITE(state, shadow_ray, P) = ray_P + last_hit_t * ray_D;
INTEGRATOR_STATE_WRITE(state, shadow_ray, t) -= last_hit_t;
}

View File

@@ -182,13 +182,18 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
/* Write shadow ray and associated state to global memory. */
integrator_state_write_shadow_ray(kg, shadow_state, &ray);
// Save memory by storing the light and object indices in the shadow_isect
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim;
/* Copy state from main path to shadow path. */
const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
shadow_flag |= PATH_RAY_SURFACE_PASS;
shadow_flag |= (shadow_flag & PATH_RAY_ANY_PASS) ? 0 : PATH_RAY_SURFACE_PASS;
const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
@@ -266,13 +271,11 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
}
/* Setup ray. Note that clipping works through transparent bounces. */
INTEGRATOR_STATE_WRITE(state, ray, P) = ray_offset(sd->P,
(label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng);
INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P;
INTEGRATOR_STATE_WRITE(state, ray, D) = normalize(bsdf_omega_in);
INTEGRATOR_STATE_WRITE(state, ray, t) = (label & LABEL_TRANSPARENT) ?
INTEGRATOR_STATE(state, ray, t) - sd->ray_length :
FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP);
INTEGRATOR_STATE_WRITE(state, ray, dD) = differential_make_compact(bsdf_domega_in);
@@ -316,7 +319,7 @@ ccl_device_forceinline bool integrate_surface_volume_only_bounce(IntegratorState
}
/* Setup ray position, direction stays unchanged. */
INTEGRATOR_STATE_WRITE(state, ray, P) = ray_offset(sd->P, -sd->Ng);
INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P;
/* Clipping works through transparent. */
INTEGRATOR_STATE_WRITE(state, ray, t) -= sd->ray_length;
@@ -360,10 +363,14 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
}
Ray ray ccl_optional_struct_init;
ray.P = ray_offset(sd->P, sd->Ng);
ray.P = sd->P;
ray.D = ao_D;
ray.t = kernel_data.integrator.ao_bounces_distance;
ray.time = sd->time;
ray.self.object = sd->object;
ray.self.prim = sd->prim;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
@@ -375,6 +382,10 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
/* Write shadow ray and associated state to global memory. */
integrator_state_write_shadow_ray(kg, shadow_state, &ray);
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim;
/* Copy state from main path to shadow path. */
const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);

View File

@@ -791,13 +791,17 @@ ccl_device_forceinline void integrate_volume_direct_light(
/* Write shadow ray and associated state to global memory. */
integrator_state_write_shadow_ray(kg, shadow_state, &ray);
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim;
/* Copy state from main path to shadow path. */
const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
shadow_flag |= PATH_RAY_VOLUME_PASS;
shadow_flag |= (shadow_flag & PATH_RAY_ANY_PASS) ? 0 : PATH_RAY_VOLUME_PASS;
const float3 throughput_phase = throughput * bsdf_eval_sum(&phase_eval);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
@@ -873,11 +877,13 @@ ccl_device_forceinline bool integrate_volume_phase_scatter(
INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P;
INTEGRATOR_STATE_WRITE(state, ray, D) = normalize(phase_omega_in);
INTEGRATOR_STATE_WRITE(state, ray, t) = FLT_MAX;
# ifdef __RAY_DIFFERENTIALS__
INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP);
INTEGRATOR_STATE_WRITE(state, ray, dD) = differential_make_compact(phase_domega_in);
# endif
// Save memory by storing last hit prim and object in isect
INTEGRATOR_STATE_WRITE(state, isect, prim) = sd->prim;
INTEGRATOR_STATE_WRITE(state, isect, object) = sd->object;
/* Update throughput. */
const float3 throughput = INTEGRATOR_STATE(state, path, throughput);

View File

@@ -61,6 +61,7 @@ KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, D, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, float, t, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, float, time, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, int, object, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(shadow_ray)
/*********************** Shadow Intersection result **************************/

View File

@@ -57,7 +57,6 @@ ccl_device int subsurface_bounce(KernelGlobals kg,
/* Pass along object info, reusing isect to save memory. */
INTEGRATOR_STATE_WRITE(state, subsurface, Ng) = sd->Ng;
INTEGRATOR_STATE_WRITE(state, isect, object) = sd->object;
uint32_t path_flag = (INTEGRATOR_STATE(state, path, flag) & ~PATH_RAY_CAMERA) |
((sc->type == CLOSURE_BSSRDF_BURLEY_ID) ? PATH_RAY_SUBSURFACE_DISK :
@@ -165,10 +164,8 @@ ccl_device_inline bool subsurface_scatter(KernelGlobals kg, IntegratorState stat
if (object_flag & SD_OBJECT_INTERSECTS_VOLUME) {
float3 P = INTEGRATOR_STATE(state, ray, P);
const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng);
const float3 offset_P = ray_offset(P, -Ng);
integrator_volume_stack_update_for_subsurface(kg, state, offset_P, ray.P);
integrator_volume_stack_update_for_subsurface(kg, state, P, ray.P);
}
}
# endif /* __VOLUME__ */

View File

@@ -99,6 +99,10 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
ray.dP = ray_dP;
ray.dD = differential_zero_compact();
ray.time = time;
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = OBJECT_NONE;
/* Intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits. */

View File

@@ -195,6 +195,7 @@ ccl_device_inline bool subsurface_random_walk(KernelGlobals kg,
const float time = INTEGRATOR_STATE(state, ray, time);
const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng);
const int object = INTEGRATOR_STATE(state, isect, object);
const int prim = INTEGRATOR_STATE(state, isect, prim);
/* Sample diffuse surface scatter into the object. */
float3 D;
@@ -205,12 +206,16 @@ ccl_device_inline bool subsurface_random_walk(KernelGlobals kg,
}
/* Setup ray. */
ray.P = ray_offset(P, -Ng);
ray.P = P;
ray.D = D;
ray.t = FLT_MAX;
ray.time = time;
ray.dP = ray_dP;
ray.dD = differential_zero_compact();
ray.self.object = object;
ray.self.prim = prim;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
#ifndef __KERNEL_GPU_RAYTRACING__
/* Compute or fetch object transforms. */
@@ -377,7 +382,15 @@ ccl_device_inline bool subsurface_random_walk(KernelGlobals kg,
* If yes, we will later use backwards guided sampling in order to have a decent
* chance of connecting to it.
* TODO: Maybe use less than 10 times the mean free path? */
ray.t = (bounce == 0) ? max(t, 10.0f / (min3(sigma_t))) : t;
if (bounce == 0) {
ray.t = max(t, 10.0f / (min3(sigma_t)));
}
else {
ray.t = t;
/* After the first bounce the object can intersect the same surface again */
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
}
scene_intersect_local(kg, &ray, &ss_isect, object, NULL, 1);
hit = (ss_isect.num_hits > 0);
@@ -408,13 +421,6 @@ ccl_device_inline bool subsurface_random_walk(KernelGlobals kg,
if (hit) {
t = ray.t;
}
else if (bounce == 0) {
/* Restore original position if nothing was hit after the first bounce,
* without the ray_offset() that was added to avoid self-intersection.
* Otherwise if that offset is relatively large compared to the scattering
* radius, we never go back up high enough to exit the surface. */
ray.P = P;
}
/* Advance to new scatter location. */
ray.P += t * ray.D;

View File

@@ -418,8 +418,8 @@ ccl_device bool light_sample_from_intersection(KernelGlobals kg,
LightType type = (LightType)klight->type;
ls->type = type;
ls->shader = klight->shader_id;
ls->object = PRIM_NONE;
ls->prim = PRIM_NONE;
ls->object = isect->object;
ls->prim = isect->prim;
ls->lamp = lamp;
/* todo: missing texture coordinates */
ls->t = isect->t;

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@@ -198,7 +198,7 @@ ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg,
float NL = dot(sd->N, L);
bool transmit = (NL < 0.0f);
float3 Ng = (transmit ? -sd->Ng : sd->Ng);
float3 P = ray_offset(sd->P, Ng);
float3 P = sd->P;
if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
@@ -243,7 +243,7 @@ ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restri
}
else {
/* other lights, avoid self-intersection */
ray->D = ray_offset(ls->P, ls->Ng) - P;
ray->D = ls->P - P;
ray->D = normalize_len(ray->D, &ray->t);
}
}
@@ -257,6 +257,12 @@ ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restri
ray->dP = differential_make_compact(sd->dP);
ray->dD = differential_zero_compact();
ray->time = sd->time;
/* Fill in intersection surface and light details. */
ray->self.prim = sd->prim;
ray->self.object = sd->object;
ray->self.light_prim = ls->prim;
ray->self.light_object = ls->object;
}
/* Create shadow ray towards light sample. */

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@@ -116,6 +116,8 @@ ustring OSLRenderServices::u_curve_tangent_normal("geom:curve_tangent_normal");
ustring OSLRenderServices::u_curve_random("geom:curve_random");
ustring OSLRenderServices::u_is_point("geom:is_point");
ustring OSLRenderServices::u_point_radius("geom:point_radius");
ustring OSLRenderServices::u_point_position("geom:point_position");
ustring OSLRenderServices::u_point_random("geom:point_random");
ustring OSLRenderServices::u_normal_map_normal("geom:normal_map_normal");
ustring OSLRenderServices::u_path_ray_length("path:ray_length");
ustring OSLRenderServices::u_path_ray_depth("path:ray_depth");
@@ -999,6 +1001,10 @@ bool OSLRenderServices::get_object_standard_attribute(const KernelGlobalsCPU *kg
float3 f = curve_tangent_normal(kg, sd);
return set_attribute_float3(f, type, derivatives, val);
}
else if (name == u_curve_random) {
float f = curve_random(kg, sd);
return set_attribute_float(f, type, derivatives, val);
}
/* point attributes */
else if (name == u_is_point) {
float f = (sd->type & PRIMITIVE_POINT) != 0;
@@ -1008,6 +1014,14 @@ bool OSLRenderServices::get_object_standard_attribute(const KernelGlobalsCPU *kg
float f = point_radius(kg, sd);
return set_attribute_float(f, type, derivatives, val);
}
else if (name == u_point_position) {
float3 f = point_position(kg, sd);
return set_attribute_float3(f, type, derivatives, val);
}
else if (name == u_point_random) {
float f = point_random(kg, sd);
return set_attribute_float(f, type, derivatives, val);
}
else if (name == u_normal_map_normal) {
if (sd->type & PRIMITIVE_TRIANGLE) {
float3 f = triangle_smooth_normal_unnormalized(kg, sd, sd->Ng, sd->prim, sd->u, sd->v);

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@@ -298,7 +298,9 @@ class OSLRenderServices : public OSL::RendererServices {
static ustring u_curve_tangent_normal;
static ustring u_curve_random;
static ustring u_is_point;
static ustring u_point_position;
static ustring u_point_radius;
static ustring u_point_random;
static ustring u_normal_map_normal;
static ustring u_path_ray_length;
static ustring u_path_ray_depth;

View File

@@ -49,6 +49,7 @@ set(SRC_OSL
node_glossy_bsdf.osl
node_gradient_texture.osl
node_hair_info.osl
node_point_info.osl
node_scatter_volume.osl
node_absorption_volume.osl
node_principled_volume.osl

View File

@@ -85,6 +85,4 @@ shader node_normal_map(normal NormalIn = N,
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
Normal = ensure_valid_reflection(Ng, I, Normal);
}

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@@ -0,0 +1,26 @@
/*
* Copyright 2011-2022 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdcycles.h"
shader node_point_info(output point Position = point(0.0, 0.0, 0.0),
output float Radius = 0.0,
output float Random = 0.0)
{
getattribute("geom:point_position", Position);
getattribute("geom:point_radius", Radius);
getattribute("geom:point_random", Random);
}

View File

@@ -70,10 +70,14 @@ ccl_device float svm_ao(
/* Create ray. */
Ray ray;
ray.P = ray_offset(sd->P, N);
ray.P = sd->P;
ray.D = D.x * T + D.y * B + D.z * N;
ray.t = max_dist;
ray.time = sd->time;
ray.self.object = sd->object;
ray.self.prim = sd->prim;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();

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