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615 Commits

Author SHA1 Message Date
eecb867182 Metal: Resolve high memory pressure on EEVEE render
When EEVEE is rendering multiple samples via
eevee_draw_scene, the command submission and in-flight
memory pressure would grow until all samples completed,
due to lack of intermediate flushing of GPU work and memory.

This patch adds a command flush and memory clear for this case
which occurs with high TAA sample counts during saving, similar
to the process in EEVEE_render_draw.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#107221
2023-04-24 10:01:01 +02:00
93dac7da2c Fix #106264: Color picker broken with Wayland & AMD GPU
- Use off-screen drawing when reading from the front-buffer isn't
  supported.

- Add a capabilities flag for reading the front-buffer which is always
  disabled on WAYLAND.

- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
  an off-screen buffer - use for color-picking a single pixel.

Fix from [0] with conflicts resolved, worked around [1] not being
applied by checking if Wayland is in use via WM_ghost_backend().

[0]: 6cc2c16d06
[1]: 4e51008a82
2023-04-21 21:31:26 +10:00
0a36e78fb4 Fix #106251: "Shift to extend" doesn't work in 3D View Collections panel
Regression in [0], use shift to initialize the extend option when unset.

[0]: d7dd7403a8
2023-04-21 21:03:55 +10:00
9a5a3da2b0 Fix : Iteration for BMLayerCollection was broken
It was broken in two ways:
- bpy_bmlayercollection_iter passed PY_SSIZE_T_MIN, while
PY_SSIZE_T_MAX was needed.
- bpy_bmlayercollection_subscript_slice() contained an
off-by-one error.

Pull Request: blender/blender#107165
2023-04-21 20:56:37 +10:00
56b9df86f8 Fix buffer overflow in BLI_path_frame_strip with long extensions
The file extension was copied into a buffer without checking it's size.
While large extensions aren't typical, some callers used small fixed
size buffers so an unusually named file could crash.

Original commit was [0], applied with merge conflict fixed.

[0]: 5294758830
2023-04-21 20:43:43 +10:00
b822596142 Fix #90159: Inconsistent display of active filters for import/export file dialogs
Use `filter_glob` property to list only operator extension files.
PR includes filtering for collada, usd, alembic file formats.

Also fixed merge conflict due to da0a832f74

Old Revision: https://archive.blender.org/developer/D16739

Pull Request: blender/blender#107034
2023-04-21 15:40:03 +05:30
2b55fa2d7f Fix #106704: Resolve flashing Metal viewport
Previous fix to resolve GPU hang which could occur in the
Metal backend caused additional flickering to occur as
as side effect, due to removal of required execution
dependencies in certain places.

This patch resolves both problems by only removing the
GPU hang dependency stall when additional synchronization
primitives are used along-side the global sync primitive.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106914
2023-04-21 11:13:07 +02:00
b62b830d78 ImageEngine: Improve Performance and Quality.
Blender 3.5 has a performance regression in the image engine
that made the image engine 3-4x slower then 3.4. The cause of
this was the new way how panning was implemented.

This PR disables the new panning for now as a short term fix.
In the future the panning and improvements we did ensured
better performance when dealing with higher resolution images.
But the regression for regular images weren't acceptable.

This fix might introduce other performance regressions on
lower end systems.

In the future we still want to improve the performance to
get back to Blender 3.0 performance, but that requires more
work and has a different priority.

Pull Request: blender/blender#106803

Pull Request: blender/blender#107213
2023-04-21 11:03:46 +02:00
f6af9fad60 Fix #106998: selection of bones in grease pencil weightpaint mode fails
Caused by 2eeec49640.

Above commit would early out when falling through the specialized
greasepencil selection operator to view3d_select_exec. But in order to
select posebones in grease pencil weightpaint mode, we still have to
continue with view3d_select_exec.

Now check this special case [with convenient
`BKE_object_pose_armature_get_with_wpaint_check`] and DONT early out in
that case.

Should go into 3.3 LTS as well.

Pull Request: blender/blender#107076
2023-04-21 08:44:03 +02:00
eaf13ebc67 Fix #106977: Crash when OpenEXR IO fails
The crash can occur in the following situations:

- Attempt to open a corrupted EXR file
- Attempt to save an EXR file under a non-existing directory.

The root cause is not really clear: for some reason the OpenEXE API on
the Blender side can not catch OpenEXE exceptions by a constant
reference to a std::exception, although it can by a constant reference
to an Iex::BaseExc.

This does not seem to be an issue with the OpenEXR library itself as
the idiff tool from our SVN folder catches the exceptions correctly.
It is also not caused by the symbols_apple.map as erasing it does not
make the problem go away.

It could still be some compiler/visibility flag which we were unable
to nail down yet.

The proposed solution is to add catch-all cases, mimicking the OIIO
tools. This solves the problem with the downside is that there are
no friendly error messages in the terminal. Those messages could be
brought as part of the workaround by additionally catching the
Iex::BaseExc exception. But probably nobody relies on those error
prints anyway, so added complexity in the code is likely does not
worth it.

Pull Request: blender/blender#107184
2023-04-20 18:44:56 +02:00
4d2211e868 Fix #106771: Selection offset in timeline when NLA track is offset
The selection (box select, click select...) had an offset when selecting keys in the timeline.
That was because the function to get the NLA mapping ignored the timeline.

Pull Request: blender/blender#106904
2023-04-20 14:57:40 +02:00
3d21354240 Fix #106982: crash with muted node
The lazy function for muted nodes did request inputs
even if they were not required.
2023-04-20 14:57:35 +02:00
bd4fd1743c Fix #105450: Resolve box selection issue in Metal
Occlusion query buffers not being cleared to zero resulted in
erroneoues selection in certain situations.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#107135
2023-04-20 14:57:29 +02:00
b6b895ec9e Fix #107067: Properly clear CD_FLAG_ACTIVE/DEFAULT_COLOR flags
Runtime this information is stored in the active_color_attribute and
default_color_attribute strings on the mesh, however when saving it
is still saved in the old format with flags on the CustomData layers.
When converting from the strings to the layers not all flags were
properly cleared from the CustomData layers, leading to multiple
layers having the CD_FLAG_COLOR_ACTIVE/RENDER flag.
2023-04-20 14:57:23 +02:00
410b0503b6 Fix #107125: Entering Grease Pencil Vertex Paint mode crashes
Caused by uninitialized `ToolSettings` `GpPaint` [which was later
accessed in `BKE_gpencil_palette_ensure`].

Not 100% sure why `ToolSettings` `GpPaint` is properly initialized in a
default startup fille, but for some files, this was not the case (as in
the report)

See 22462fed00 for a similar commit.

Now initialize `ToolSettings` `GpPaint` (alongside `GpVertexPaint`) when
entering grease pencil vertex paint mode.

Should probably go into LTS releases as well.

Pull Request: blender/blender#107131
2023-04-20 14:56:42 +02:00
68537a31a6 Fix #107004: Cycles shadow caustics not working with area lights
Tested the wrong variable after a refactor for light spread.
2023-04-20 14:55:57 +02:00
91b1f5f078 Fix build error on macOS after previous commit 2023-04-20 14:55:49 +02:00
4450ec873e Fix #106293: Cycles importance sampling with multiple suns works poorly
Keep sun in importance map in this case, as we do not use special sun
importance sampling in this case.
2023-04-20 14:55:37 +02:00
aa11cc3a48 Fix #106706: fireflies with Nishita sky sun sampling at certain angles
Due to floating point differences between importance sampling and
texture evaluation, disagreeing on whether or not a ray lies within
the sun disc.

* Use the same input values for geographical_to_direction() in
  sky_radiance_nishita() and kernel_data.background.sun.
* The mathematical operations in pdf_uniform_cone() were adjusted to
  match sky_radiance_nishita().

Pull Request: blender/blender#106764
2023-04-20 14:55:31 +02:00
a81eca578f Fix #107020: crash when canceling Sky Resize with mesh symmetry
Like `t->data` use calloc to `tc->data_mirror`.

This way you make sure that all values are properly initialized.
2023-04-20 14:55:26 +02:00
94e28f0aa7 Fix #106405: Cycles multi GPU crash with vertex color baking
Avoid division by zero when one of the devices gets no work.
2023-04-20 14:55:19 +02:00
43464c7ba3 Fix: Metal null buffer initialization
Buffer wasn't actually initialized and read out of bounds.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106807
2023-04-20 14:54:45 +02:00
8268d4482f Fix: Remove unsupported data types in extrude and split edges nodes
The extrude node resizes an existing mesh, but doesn't initialize new
data for most non-generic data types like shape keys or freestyle tags,
or custom normals. The split edges node doesn't process some
similar vertex data too.

In the future this data can become generic attributes, or it can be
supported in the nodes anyway. But now the new data is un-initialized
after being allocated.

Fixes #106926
2023-04-20 14:53:54 +02:00
09be5ec547 Fix #106856: Pose library does not autokey mirrored poses
The auto-keying system was still considering the input Action, and not the
mirrored one. This is now fixed.
2023-04-20 14:23:13 +02:00
040407e26c Fix #106628: Use correct function to get active uv layer
CustomData_get_active_layer_index() was used by accident. But that
returns the CustomData layer index (in all layers) as opposed to
CustomData_get_active_layer(), which returns the active UV layer.

Pull Request: blender/blender#106644
2023-04-20 14:23:03 +02:00
b4ff6bcbba Fix #106672: MacOS/OpenGL doesn't draw anything Eevee related.
This PR reverts the breaking part of the #106535. This part doesn't seem
to be required to fix the HD4400-HD5500 issue.

Might also fix #106844.

Pull Request: blender/blender#106887
2023-04-20 14:22:40 +02:00
e4b69bf62e Fix 106278: Intel iGPU Crashes When Switching to Eevee
After investigating the crash logs it looked like the macro
unrolling wasn't working on Windows systems with these GPUs.

Macro unrolling was changed in order to cross compile to Metal and
in the future to Vulkan. The macro unrolling in OpenGL can be removed
by using a different naming scema.

This PR removes the macro unrolling by changing the generated GLSL
code:

**Before**
```
layout(std140) uniform _probe_block
{
  ProbeBlock probe_block;
};
```

**After**
```
layout(std140) uniform probe_block
{
  ProbeBlock _probe_block;
};
```

Some tweaks had to be done to the Eevee-shaders to make sure that
the macro unrolling is done correctly and could be compiled using
legacy opengl drivers.

Fix: #106278
Fix: #106555
(and others)

Pull Request: blender/blender#106535
2023-04-20 14:22:32 +02:00
e90a9f89d5 Fix #106773: resolve Metal grease pencil fill
Changes to viewport state to resolve texture paint color
selection introduced a side effect wherein the correct
attachment size of a framebuffer was reset. This size is
needed when scissor regions are disabled to return the
state to its correct default. When this default was wrong,
certain operators would have incorrect offsets.

To maintain consistency with the OpenGL backend, the
Metal backend independently tracks the raw attachment
size using default_width/height. This will also reset to zero
when attachments are all removed, unlike other state which
may be retained.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106857
2023-04-20 14:22:15 +02:00
f270203eee Fix #106745: Subdivision surface crash with more than 8 UV maps
Before 6c774feba2, the maximum number of UV maps was
enforced throughout Blender. Now it has to be enforced in the few places
that actually have the limit. In the future the limit of the subsurf
could be lifted, but that isn't done now to keep the crash fix simple.
2023-04-20 14:21:57 +02:00
492c218679 Fix #106802: Incorrect modifier deform evaluation result
Since the positions of the final mesh are modified rather than a
separate array after d20f992322, the final mesh has
to become the deformed mesh after the deform modifiers, rather
than the input mesh. The arrays can't be shared anymore, but that
performance loss will be solved by implicit sharing shortly.
2023-04-20 14:21:48 +02:00
f9b9a03926 Fix #106366: Handle exceptions in add fur operator
Give errors in a few cases:
- The mesh has no UV map
- The faces have no area
- The applied modifier has no curve data (it may have been modified)

Use errors instead of cancelling the operator completely so the
operator can still do something useful when many meshes are
selected and only some fail.

Pull Request: blender/blender#106823
2023-04-20 14:21:40 +02:00
4d51edc0a8 Fix #106722: Motion tracking data lost on recovering autosave
This is mistake in the refactor of the DNA storage which unified
the camera and object storage. The bit which was missed from the
initial logic is that the autosave does not use regular file
write.

Detect this in the do-versioning code and rely on the new data
format when it exists.

A candidate for 3.5.1 release.

Pull Request: blender/blender#106811
2023-04-20 14:21:34 +02:00
e285e1aaf0 Fix #106440: EEVEE: World lighting does not affect volumetrics
The shader was compiled without the right define, disabling the world
volume lighting.

This had nothing to do with the light path node as the lighting
was totally disabled.

Pull Request: blender/blender#106787
2023-04-20 12:24:21 +02:00
34033da971 Fix : Show 'Exit group' menu entry also for non group nodes.
The Exit Group menu entry was mistakenly only whown for nodes who are
themselves also group nodes. It should be show for any node inside a
group.

Pull Request: blender/blender#106643
2023-04-20 12:24:16 +02:00
84b4063be7 Fix #106103: Resolve texture paint selection in Metal
Issue caused by inconsistency in GPUFramebuffer viewport state
between Metal and OpenGL. The MTLFramebuffer code has been
modified such that framebuffer viewport/scissor state is retained
and only updated if attachments are modified during bind.

This is consistent with OpenGL. Previously, other updates to the
framebuffer in Metal would reset the viewport region, especially
if attachments were temporarily removed. This caused the color
picker selection to be misaligned.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106619
2023-04-20 12:24:09 +02:00
4e4d22e8ac Fix 106590: GPencil Paste stroke duplicates to the next selected
If the multiframe is not enabled, the loop must be not done or
the first selected frame is pasted too.

Now, the loop is only done in multiframe mode.
2023-04-20 12:24:03 +02:00
417d3a8a07 Fix #106394: motion triangles could have unnormalized normals 2023-04-20 12:23:56 +02:00
5c7c6311d4 Fix #106568: Overlay: Resolve motion path rendering in Metal
Resolve small indexing issue in Metal implementation
of motion path line rendering.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106595
2023-04-20 12:23:48 +02:00
9e5f1d06cb Fix: Transform geometry node doesn't translate volumes correctly
Fixes a bug introduced in b0b9e746fa.
The volume transformation matrix is multiplied in the wrong order
which means the grid scale is applied on the translation.
2023-04-20 11:50:48 +02:00
a4984b171e Fix #106467: Crash when loading files with custom node groups
Loading a blend file containing custom material node groups crashed Blender.
See #106467 for more information.

Pull Request: blender/blender#106559
2023-04-20 11:40:54 +02:00
98a999a811 Fix CUdeviceptr and hipDeviceptr_t build error on ppc64le architecture
Pull Request: blender/blender#106575
2023-04-20 11:40:24 +02:00
d5f12ab34a Fix #106478: Missing xray check in snapping
Regression caused by 98bfa8d458

The `XRAY_ENABLED(v3d)` check was lost during a modification to
`transform_snap_context_project_view3d_mixed_impl` function.

This caused vertex snapping in solid shading to jump between visible
and occluded faces.

Pull Request: blender/blender#106495
2023-04-20 11:40:18 +02:00
7a1311ed8d Fix #106396: UV stitch crash with hidden faces
This was the case with hidden faces and `Sync Selection` turned ON.

Caused by 8f543a73ab.

Since 8f543a73ab, the UV element map
respects the hidden state of geometry, but stitching [which also
respected this on its own even prior to the culprit commit in its
calculation of connectivity] did this differently [it only skipped
hidden geo when UV_SYNC_SELECTION was OFF -- even though UVs would not
be visible which is probably the real error here, I believe there is
this principle that we "dont act on stuff we dont see"].

To fix this, also skip hidden geo (even with UV_SYNC_SELECTION = ON) in
the stitch calculation of connectivity, just as
`BM_uv_element_map_create` does it.

Should go into 3.3 LTS as well.

Pull Request: blender/blender#106493
2023-04-20 11:40:10 +02:00
4f2ed42a18 Fix Snap package error on startup in older Linux version
With the new glibc requirement, the core version needs to be increased.
2023-04-20 11:40:03 +02:00
2e4a6c3b43 Fix #105325: crash calling asset_generate_preview() in backgound mode
`.asset_generate_preview()` internally calls `UI_icon_render_id` as a
job -- as opposed to `.preview_ensure()` [which internally also calls
`UI_icon_render_id`, but not as a job] leading to crashes in background
mode.

This might be due to the fact that OpenGL context is not set up
correctly (so there might be other ways to fix this), but there seems to
be other places/comments indicating that icon handling is only for main
thread (see e.g. 13beeb5892).
And while this does not fully explain why doing this with jobs works fine
from the UI, the patch certainly fixes the crashes in background mode for
now (by not using jobs).

Pull Request: blender/blender#106046
2023-04-20 11:39:56 +02:00
ce2de91510 Fix: unnecessary edge pan updates
Found together with a fix for #106043.

Edge panning (in Node Editors, Outliner and VSE) does unnecessary
updates when the view has not changed at all. This includes adding
`MOUSEMOVE` events (even if you dont move the mouse at all).

Adding `MOUSEMOVE` events results in the transform system constantly running (even if you dont move the mouse) which we certainly want to avoid.

Rectify this by only calling these updates when the view changes.

Pull Request: blender/blender#106301
2023-04-20 10:49:07 +02:00
dfe879c170 Fix #106043: Moving frame node jittering while cursor is still
The fix for #105363 (6d3ce8273a) made the transform system respect
(Frame) nodes `offsetx`/`offsety`.

Now Node Editors run the transform system even if the mouse is still (due to edge panning -- unnecessarily, see PR #106301 for fixing this). And due to the way `frame_node_prepare_for_draw` recalculates these offsets (based on
on updated positions and `node.runtime->totr` [which in turn gets rounded in `node_update_basis` -- so subpixel precision is lost there, see [1]]), this can lead to slight imprecisions/noise/jitter during transform (if we use float offsets, see the PR for more info).

So to counter this, use rounded offsets now [which will keep the whole circle stable].

NOTE: PR #106301 would fix this already for having the cursor still, but this patch still improves slight jitter when moving, so will commit separately.

[1] comment from `node_update_basis`
> /* Round the node origin because text contents are always pixel-aligned. */

Pull Request: blender/blender#106096
2023-04-20 10:48:59 +02:00
415d923e24 Fix #106094: Snap curves to surface operator does not update geometry
Snapping changes positions, but these were not tagged for update.

Pull Request: blender/blender#106104
2023-04-20 10:48:37 +02:00
5cc6023a16 Fix #105912: Texture paint removes evaluated mesh attributes
When retrieving the evaluated mesh to paint on, it can be reevalauted,
where a smaller set of attributes are requested than for regular
evaluated meshes. That reevaluation should be completely removed
(see #106186), but a simple fix in the meantime is to manually
request that data.
2023-04-20 10:48:18 +02:00
8e6e737ec8 Fix #107113: VSE channel buttons invisible in Light theme
Also fix inconsistency in Movie Clip and Status Bar headers.
2023-04-19 12:18:36 +02:00
268d826a76 Fix #106431: Resolve Metal workload dependency
Splitting workload dependency chains such that they
only exist within the context of a single frame.
Dependencies are required to ensure sequential
command buffer submissions execute in order,
but the additional dependencies between frames
could incur GPU timeouts, if a signal was delayed.

This could be triggered by both CPU/GPU cycles
texture updates and Viewport Compositor operations.

Should also resolve #106401

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106443
2023-04-13 17:44:19 +02:00
85c7cc898d Add support for OpenPGL 0.5.0
Some functions changed slightly for this non beta release.
No functional changes though as we didn't use what was removed.

Pull Request: blender/blender#106861
2023-04-13 11:59:02 +02:00
1bd46a46d1 PyAPI DocS: Fix source code link markup
FIxes blender/blender#106212#
2023-04-05 22:25:44 -04:00
8f3faae18b Fix missing assets in the source archive
The assets are required to build proper Blender release, so they can not be
skipped from packing.

The packing ignores the `working` directory as it seems to be big and sounds
that it is not needed for the release.

The assets are bundled under the `release/datafiles/assets` folder in the
blender sources. This is where they will reside after switch to the Git LFS.

Pull Request: blender/blender#106536
2023-04-05 09:29:58 +02:00
78985426b6 Fix #106430: Index the right UVmap in BMesh
When accessing UVmaps from python in BMesh, the UVmap name/index was ignored
and the active UVmap always used. This fixes this by passing the layer index
to the underlying CustomData function.

Pull Request: blender/blender#106537
2023-04-04 20:21:27 +02:00
dd3aaa3dd0 Fix source_archive ignoring addons
Caused by the changes in the submodules configuration.

Can no longer rely on the `git submodule` command to
show list of external references to be packed.

Needs to be backported to 3.5.1.

Pull Request: blender/blender#106502
2023-04-04 09:20:00 +02:00
6fa464d189 Fix #106315: Use after free mirror modifier custom normals handling
A typo resulted in retrieving the sharp_edge attribute from the wrong
mesh. This was already fixed in 3.6, that didn't make it to 3.5.
2023-03-31 09:59:01 -04:00
9cb6f9f6b3 Fix OBJ tests using release folder
This change aimed to solve the following issues:

- Possible threading issue of two tests writing to the same
  file, depending on how the ctest is invoked

- Test using the release directory, and potentially leaving
  temp file behind on test failure, breaking code sign on
  macOS.

Pull Request: blender/blender#106311
2023-03-30 19:59:30 +02:00
00778f7c42 Fix Cycles Metal failing when run in parallel, always run serial
The command buffer fails to execute, the cause is unknown. It does not
appear to be related to the binary archive cache as disabling that does
not prevent the issue.

Pull Request: blender/blender#106328
2023-03-30 19:53:08 +02:00
513b357441 Release Cycle: bump to Blender 3.5.1 release candidate
It has not been decided yet that there will be a 3.5.1 release, however due
to buildbot parallel test changes we need to backport some fixes now.
2023-03-30 19:52:51 +02:00
1be25cfff1 Release Cycle: Blender 3.5 Bcon5 2023-03-28 22:56:16 -04:00
7d0251ed9a Fix #105855: Crash with node add menu assets and keyboard navigation
The UI needs persistent pointers to catalog paths that it can pass
around via context. It was trying to manage this in own storage, but
this didn't work. Not entirely sure why - the menus get redrawn
continuously while assets load, and the root menu rebuilds the mentioned
storage every time. Maybe the submenus redraw a bit later, or the
keyboard navigation handling still accessed data from a previous redraw
somehow.

Either way, instead of managing own catalog path storage, point into the
asset system, which already has persistent storage for the catalog
paths.

Pull Request: blender/blender#106237
2023-03-28 22:36:30 -04:00
6e51f8d202 Fix Python Module build on Windows
Don't install libraries in blender.shared and don't generate manifest
as it's not working and not important to have a clean directory here.

Always detect MSVC_REDIST_DIR as it is used by oneAPI. The way
InstallRequiredSystemLibraries is called it already only sets some
variables and doesn't install anything by itself.

Pull Request: blender/blender#105999
2023-03-28 16:32:25 +02:00
Sebastian Herholz
ac0ed09735 Fix #104329 viewport render with path guiding crashes
This is a workaround fix for Open PGL 0.4.1 when the first volume
samples are collected in a later training iteration.

The problem is fixed in Open PGL > 0.5.0 and the workaround
can be removed after upgrading Open PGL.
2023-03-28 14:45:35 +02:00
45c16f43ad Fix #105953: division by zero in quadriflow leads to crash
The bug was found by ASAN when running the file from #105953. It's not
entirely clear what the root issue for the division by zero is, but
at least now the result is more predictable.

Pull Request: blender/blender#106165
2023-03-28 14:25:19 +02:00
aa7293f555 Update license doc for OIIO lib update. 2023-03-28 13:40:39 +02:00
3d49d738b7 Fix references to some nodegroups from new essentials staying around.
Previous fix/hack a60f651502  made it so that all 'Fake User' linked
IDs are considered as directly linked, so that some IDs (like linked
Text) references are not lost on file save becaus they are not
effectively used.

However, this created unwanted references to all linked assets data,
because an asset always has its fake user set. This ended up keeping
lots of references to sub-assets when appending from the new Essentials
node groups.

NOTE: This is adding another hack to the collection, the whole handling
of 'which unused linked data reference to keep on file save' needs to be
reworked for Blender 3.6.
2023-03-28 13:29:03 +02:00
57712d7b18 Fix #106177: modal operator does not work from Node menu
This was an issue with the `operator_context`. It's a bit confusing because it
looks like every `uiLayout` has its own, but in `uiLayoutSetOperatorContext`
you can see that the `operator_context` is always set on the root layout for
some reason.

The fix is to set `INVOKE_REGION_WIN` as the operator context after it has been
set to something else (I found this to be the default by printing the operator
context before it was changed).

Pull Request: blender/blender#106213
2023-03-28 13:13:30 +02:00
ba4442ef41 Fix #105965: Add fur modifier properties missing UI data
Currently assigning values to IDProperties clears their UI data.
That is fixed by #106161, but that is too risky for 3.5. Instead,
work around the issue by triggering `MOD_nodes_update_interface`
function which recreates the UI data of the modifier properties.

Pull Request: blender/blender#106190
2023-03-27 20:51:35 +02:00
3ea5006416 Updated from SVN trunk (r6409). 2023-03-27 18:49:00 +02:00
14efe70004 Fix #106128: OBJ exporter crash when a mesh only has loose vertices
UV attribute refactor in 6c774feb has changed the logic from "UV data does not exist" to "there's no active UV layer". The repro mesh has a UV layer, but not UV data due to the mesh being only a point cloud.

Pull Request: blender/blender#106185
2023-03-27 18:31:53 +02:00
1bd4a3c9f3 Fix #106141: crash when duplicating a node
Regression introduced at 19b63b932d

The crash happened in `gizmogroup_xform_find` because
`t->region->gizmo_map` was `nullptr`.

The `T_NO_GIZMO` flag was supposed to prevent the
`gizmogroup_xform_find` function from being called, but it was being
removed with `t->flag = t->flag & ~T_PROP_EDIT_ALL;`.

This is because 19b63b932d missed updating the maximum enum value in
`ENUM_OPERATORS`.

The fix is simply to set the correct maximum value in `ENUM_OPERATORS`.
But for more safety, `gizmogroup_xform_find` now returns early when the
region does not have `gizmo_map`.

Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request: blender/blender#106174
2023-03-27 14:51:40 +02:00
6b67b81de4 Fix #106131: invalid selection after select random curves operator
The order of the arguments to `VArray::ForSingle` was reversed.

Pull Request: blender/blender#106172
2023-03-27 13:38:33 +02:00
16cb13b8a0 Fix: Vertex paint filter operators broken undo
Vertex paint's filter operators were not properly going through the SculptSession API.
Undo didn't work; sometimes the operators would do nothing or produce corrupted colors.

The `transform_active_color` helper function now handles all of this.  It ensures a valid
SculptSession exists and executes an undo push.

Reviewed By: Hans Goudey
Pull Request: blender/blender#106136
2023-03-25 22:10:10 +01:00
d5d8246441 Fix #106095: FCurves not drawn when Extrapolation is disabled
Bug introduced by c2c6707919
Fixing it by undoing the changes to the if statements
at the start of the FCurve drawing functions.

This keeps the intended behavior of the previous path, while fixing the drawing

Pull Request: blender/blender#106100
2023-03-24 14:18:00 +01:00
d78550634a Fix: Crash when trying to get FCurve segments of baked curve
When using the slider operators in the Graph Editor
the code would try to access `FCurve.bezt` without checking that exists.
When the curve is baked that is a null pointer.

Pull Request: blender/blender#106102
2023-03-24 13:52:54 +01:00
22a3eb47ec Fix #106097: Don't offset child nodes when pasting
Nodes inside of frames where pasted with an offset from the cursor.
Since the location of nodes is in parent space, child nodes don't need
to be offset separately.

Pull Request: blender/blender#106099
2023-03-24 12:47:54 +01:00
cb4f7cac24 Fix #106040: pasting long text fails in Gnome-Shell/Wayland
Workaround gnome-shell including uninitialized memory when pasting
from the clipboard. Where `read` would not write data into the range
return by the length.

Reading from the pipe into a power-of-two buffer
works around the problem.

It's not clear why this only impacts gnome-shell - as there is no
significant down-side to changing the buffer size, apply a workaround.

Ref !106091.
2023-03-24 22:25:26 +11:00
6caccf6b9f Update RNA to User manual mappings 2023-03-23 21:57:56 -04:00
9c6b0daad5 Python: Limit BGL deprecation messages.
This PR change the number of displayed BGL deprecation messages
from 100 to 10.

Fix: #105997
Pull Request: blender/blender#106032
2023-03-23 12:38:36 +01:00
dcd000b354 Release cycle: Blender 3.5 goes Bcon4. 2023-03-22 23:18:54 +01:00
689b0ed1c2 Fix macOS x86_64 clean deps build cmake errors with numpy
We no longer need to get numpy from pip, the current numpy version no
longer uses the buggy Accelerate framework by default.
2023-03-22 18:11:48 +01:00
8b2d959344 Cleanup: Remove references to Blender 3.7.
Blender 3.7 is skipped. Update references to this release
to Blender 4.0.

Pull Request: blender/blender#106003
2023-03-22 16:24:26 +01:00
6cf19b2f79 Update freedesktop file for Blender 3.5. 2023-03-22 15:53:57 +01:00
4f10800094 Mesh: optimize edit-mesh undo with selection (address #105205)
BLI_array_store still performed poorly for boolean arrays or any arrays
where many memory chunks had identical contents since the temporary hash
had many collisions, making lookups slow.

Resolve by ensuring duplicate chunks aren't added to the hash table.

Also increase the memory chunk size for edit-mesh undo to 64kb
which performs well with high poly meshes as it reduces the overhead of
having to manage many small memory chunks.

Notes:

- Before this change performance was quite bad (10-20x worse than v3.3).
- Performance from the test in #105046 is roughly the same as before.
- Performance of #105205 compared with v3.3 is close, even faster at
  times but varies much more (likely caused by threading).
2023-03-23 01:09:35 +11:00
0e6cc4f86a Build: changes needed to build on FreeBSD
* Fix SDL not finding Xlib.h
* Link to clangSupport library for newer LLVM versions
* Add FreeBSD essential symbols to symbols_unix.map

Pull Request: blender/blender#105892
2023-03-22 14:15:46 +01:00
c21b534680 Build: skip installing .gitea files, deduplicate code
* With the move to gitea, .gitea doesn't need to be copied into installs.
* Add .github and .gitignore in more places for future proofing.
* Deduplicate ìnstall_dir macro.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: blender/blender#105980
2023-03-22 12:29:26 +01:00
caaf97ed95 Build: upgrade OpenImageIO to 2.4.9.0
Fix #105955: Cycles crash loading multiple PNG, TIFF and other image textures
concurrently. This OpenImageIO version includes a fix for this problem.

Ref #99618

Pull Request: blender/blender#105958
2023-03-22 10:53:48 +01:00
f73d1ddce4 Fix #104266: Metal AMD refractions
Workaround for compiler issue on AMD
platforms resulting in the erroneous
discarding of valid rays in fragment
raytracing.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105967
2023-03-22 09:57:30 +01:00
466cad8bfb Python API: Add deprecation warning to MeshUVLoop
Add ui_text to the MeshUVLoop python struct definition containing a
deprecation warning.

Pull Request: blender/blender#105970
2023-03-22 09:11:44 +01:00
cf82e5fe57 Fix incorrect cursor size on Wayland with the RIVER compositor
Use XCURSOR_THEME & XCURSOR_SIZE environment variables for Wayland.
While this isn't an official part of the spec, many Wayland compositors
& applications use these variables.
2023-03-22 11:17:24 +11:00
dd0d572935 Update license doc for Blender 3.5. 2023-03-21 16:19:13 +01:00
5332537fc5 Cleanup: add struct comments for GHOST/Wayland 2023-03-21 12:54:19 +11:00
98272e5bb2 Fix #104272: Inverted (natural) option ignored on Wayland
Detect axis inversion, depends on the upcoming Wayland v1.22 release
which will need Linux libs to be upgraded too.
2023-03-21 11:47:10 +11:00
e9db83a7b0 USD import fix: set active mesh color.
Fixed a bug where the active color wasn't being set
on imported meshes, resulting in no colors displaying
in the viewport.

This bug has been in the code for a long time. However,
the colors have been displaying correctly until recently,
so this issue wasn't previously apparent.

Also, changed custom color data name from "displayColors"
to "displayColor", to match the actual USD primvar name.
(This was a typo in the original code.)

Note that pull request

blender/blender#104542

addresses other issues in the color import code (e.g.,
converting all color primvars and not just "displayColor",
avoiding hard-coding of attribute names, handling all
iterpolation types, etc.).

However, the current commit is meant as a short term fix
to a regression, where the "displayColor" attribute does
not render in the viewport at all, until the above pull
can be merged.
2023-03-20 16:50:59 +01:00
a60f651502 Address #105786: How to handle linked data with 'fake user' set.
133dde41bb changed how 'fake user' flag is handled with linked data.

Previous behavior was a bug/inconsistency, in that the 'directly linked'
tag would be 'over-set' and never cleared, forcing saving references to
a lot of unused linked data.
Note that ideally, 'Fake user' flag should be ignored, and the only way
to decide whether to keep or not a linked ID should be whether it's
actually used by some local data.

However, #103867 and #105687 show that this is causing issues in some cases,
where users wrongly relied on the linked data's pre-defined 'Fake user' flag
to keep their linked data in their production files, even if said data had no
real user.

While not ideal, for now we should consider 'fake user' flag for linked data
as a real usage case. A better handling of this edge-case is related to
wider designs aboud handling of 'non used' data on file save, whether
linked IDs should keep track of being explicitly or implicitly linked by
the user, etc.
2023-03-20 15:29:24 +01:00
3f88ffb770 Fix #100574: Failure to key Quaternions in NLA's full stack tweak mode
The NLA's behaviour of always forcing a full set of keys (XYZW) is now
done in both 'Combine' and 'Replace' mode (previously only the former).

This fixes the bug where quaternions could not be properly keyed in 'full
stack tweak mode' under certain conditions.

Pull Request: blender/blender#105604
2023-03-20 15:07:50 +01:00
41d421885d Updated from SVN trunk (r6393). 2023-03-20 14:46:54 +01:00
3962d9b931 Fix #105397: Support cycling through sockets after a geometry output is linked.
The `NODE_OT_link_viewer` operator has some complicated logic that was
intended to stop cycling through geometry nodes to make it work better
with nodes that have multiple geometry and data outputs (group nodes).
This logic failed when geometry was not the first socket and it would
just stop connecting data sockets altogether after the geometry socket.

The reason is that the `determine_socket_to_view` function stops looking
for already-viewed outputs after the first geometry, and then simply
reconnects that geometry.

This patch changes the behavior slightly so that, if a geometry output
is found, the node skips over all subsequent geometry outputs, but still
considers data sockets for viewing. Viewing a node with multiple geometry
outputs will connect the first geometry output it encounters and then
keep cycling through data outputs on repeated execution.

Pull Request: #105836
2023-03-20 14:06:56 +01:00
de49d18af5 Fix: Invalid custom data read during legacy mesh format conversion
In a previous step of the mesh writing process, the loop `totlayer` was
replaced and a temporary vector is used for layer data instead. Use this
temporary vector to find the UV sub-layers, since the vector and the
CustomData struct in the mesh don't necessarily match. Also use a
local variable for mesh loop count to make it clearer that the mesh
isn't used except at the end.

Thanks to Campbell for finding the source of this error.
2023-03-19 23:24:52 -04:00
f23e3c7f04 Fix: Various issues with attribute removal
There were logic errors and use-after-free errors with the attribute
removal function. Because the custom data layers are reallocated,
we can't reuse the name pointer after removing an attribute. And
we can't return early on the first domain to fail for the edit mode
implementation, because another domain might have the attribute.

Also reorganize some of the code to make the logic clearer: only remove
sub-attribuutes and change attribute names after actually removing the
attribute,and  assert if the attribute isn't removed after it is found.
2023-03-19 10:02:29 -04:00
f4416e36b9 Cleanup: remove unused variable 2023-03-19 07:57:43 +01:00
cc44b98871 Fix #105720: crash when adding viewer node
The crash is fixed by reverting 87fd798ae3 and
some follow up commits. While it would generally be nice to move to a more
SoA format for these things, we are not there yet and this is causing more
trouble than it's worth currently. The main difficulty is that the socket
indices are changed by many different operations which invalidates the array
too often and led to many follow up bugs.

Pull Request: blender/blender#105877
2023-03-19 07:03:01 +01:00
Jorijn de Graaf
ea019cf01e Fix #105152: Removing color attribute doesn't update active
It now gets the index before deleting the attribute,
then sets the attribute at that index as active.

Pull Request: blender/blender#105871
2023-03-18 19:57:22 -04:00
73509d1bc1 Fix #105327: USD import fails to recognize UV map varname
Follow connections when reading the varname attribute of a primvar
reader, and support both string and TfToken types for the varname.

A unit test is also provided.

Authored by Apple: Matt McLin

Pull Request: blender/blender#105508
2023-03-18 00:05:39 +01:00
d260cacc9d Fix #105577: Python MeshPolygon API allows negative material indices
This was lost in the refactor to store material indices in a generic attribute.
The attribute API still allows this, but that will be handled separately
since it's a more complex task. The existing API that already clamped
input values should still do that.
2023-03-17 17:07:44 -04:00
cc6d8cd573 Fix #105442: Cycles CUDA and HIP host memory fallback not working
Transforming the host pointer should not be done in an assert, it only works
in debug builds then. Caused by 6dcfb6d.
2023-03-17 21:52:29 +01:00
97b0d8f72b Fix #105052: crash with sculpt automasking topology and mesh filter tool 2023-03-17 20:32:15 +01:00
ef4485720c Fix crash in viewport with negative material indices
Other areas like blenkernel and Cycles clamp the material indices to be
positive so this should be consistent with them. There is still discussion
if material indices should be made impossible, but this at least avoids
crashing for the 3.5 release.

There was also an inconsistency in how sculpt mode handles material index
higher than the number of slots.

Ref #105577
2023-03-17 20:14:47 +01:00
ddec556ef3 Fix make_update running on a freshly cloned Blender fork
Simple logic: when the repository is not found under the relative
path to the main repository's origin, enforce clone of the upstream
repository instead.

Pull Request: blender/blender#105858
2023-03-17 18:07:31 +01:00
11b16c4ae3 Fix #105640: LineArt: Default value for LRT_GPENCIL_MATCH_OUTPUT_VGROUP flag.
This flag is moved to a different variable but the default value is still placed on the wrong variable.

This fixes the default value assignment but due to the old flag bits are in conflict with used bits in the new flag variables, versioning changes are not included.

Pull Request: blender/blender#105852
2023-03-17 16:31:01 +01:00
2c9ba55c7f Fix #105849: crash when using link-swap with an existing link
The code didn't check if there was actually a link to displace.
2023-03-17 13:55:01 +01:00
6d3ce8273a Fix #105363: Frame nodes can act wrong in transform system
When multiple nodes (Frame nodes included in the selection) are scaled/
rotated, the TransData location and center can get "wrong" due to the
fact that Frame nodes dont only use `locx`/`locy` for their
representation while drawing, but also `offsetx`/`offsety`.

So in order to use the "real" top-left corner in the transform system,
we have to respect `offsetx`/`offsety` when creating/flushing transform
data.

In addition to the file in the report, this patch was also tested to work
well with nested Frame nodes.

Pull Request: blender/blender#105400
2023-03-17 12:42:04 +01:00
1929862ad6 Fix #105688: Ignore modifier part of viewer path in pinned trees.
Viewer node paths usually start with the modifier, but in pinned
node editors the tree may not be used by the object in context.
In that case the modifier part of the path should be ignored.
The viewer node is always disabled in that case.

Pull Request: blender/blender#105826
2023-03-17 12:11:50 +01:00
fa4acbd6be Fix #105757: Resizing images is not marking them as changed
Resizing an image via the operator did not mark it dirty
(`IB_BITMAPDIRTY` is needed to pick this up as being modified, if this is
not set, no warning/option is shown on file close).

Note that using RNA would already do this correctly (since it uses
`BKE_image_scale` -- which already calls `BKE_image_mark_dirty`
internally).

Pull Request: blender/blender#105851
2023-03-17 12:04:49 +01:00
24266fd68c Fix #105216: Clear Asset does not immediately redraw the outliner
While **marking** an asset would update the Outliner immediately (this
due to the fact that `ED_asset_generate_preview` indirectly took care of
a refresh), **clearing** an asset would not do this.

Now be explicit about this in the Outliner listener and consider asset
notifiers there.

Pull Request: blender/blender#105287
2023-03-17 11:55:03 +01:00
38688adaad Fix #105818: material preview invalid memory access reported by ASAN
Preview render depsgraphs are put in the depsgraph registry
concurrently with other threads. This was lacking a mutex lock
and a map value that remains unchanged when other elements of
the map are updated.

Pull Request: blender/blender#105839
2023-03-17 11:17:01 +01:00
aca3039740 Fix #104730: Suppress using anonymous UV layers for rendering
When an object has no UV layers and an anonymous UV layer is created,
the anonymous layer gets set as the default (render) layer. This is
very confusing because it then uses a hidden anonmous layer. This patch
suppresses the usage of anonymous layers for rendering.

Pull Request: blender/blender#105192
2023-03-17 09:42:54 +01:00
4892a132bc Python: Unable to use gpu.state.scissor_test_set.
`scissor_test_set` wasn't able to parse the arguments that were
passed correctly, due to incorrect control data during functino
registration.

This patch uses the correct control data during registration and
is able to parse arguments.

Ref: #104911

Pull Request: blender/blender#105850
2023-03-17 08:03:55 +01:00
c169f67dc1 Fix #103263: Touchpad gestures changing pivot point of rotation/zooming
Auto-depth is no longer reset during consecutive touch-pad motion.

Details:

- Add wmEvent::flag, WM_EVENT_IS_CONSECUTIVE to detect consecutive
  track-pad & NDOF motion events. Expose via RNA as Event.is_consecutive.

- Consecutive events are broken by button/key presses and mouse motion.

- Add `WM_event_consecutive_data_*` functions, so operators can store
  data between consecutive events.

- Add `ED_view3d_autodist_last_*` functions to access the last autodist
  pivot point for view operators to use.
2023-03-17 14:48:50 +11:00
e63f84de29 make.bat: adjust for recent submodule changes
the path for clang_format_paths.py changed when the submodules
moved but format.cmd was never updated for that.

the work previously done by check_submodules.cmd is now done by
make_update.py so this file can be removed.
2023-03-16 17:51:12 -06:00
20a8bc1204 Fix #105455: GPU subdivision with textures corrupts display after undo
This is an issue revealed by the recent optimization in 4d3bfb3f41 to have
CPU and GPU subdivision topology both cached.

BKE_subsurf_modifier_subdiv_descriptor_ensure is what (re)creates the
topology refiner when needed. Invalidating the topology refiner on changes
must be done before it, otherwise we end up with an incomplete Subdiv that
either does not draw or draws incorrectly.

Pull Request: blender/blender#105844
2023-03-16 23:18:55 +01:00
f46fb8051d Fix #105778: Prevent invalid links with link swap
Remove swapped links when they link sockets that belong to
the same node.

Pull Request: blender/blender#105809
2023-03-16 21:39:32 +01:00
f234d2d440 Subdivision: remove info message that GPU subdivision being used
This is the normal case, it's only when both CPU and GPU subdivision is used
that the user needs to be informed that performance is suboptimal.
2023-03-16 19:48:55 +01:00
a958ae36e8 Fix #104305: Crash in node editor with large asset libraries
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.

For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.

`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).

Fixes #104305, #105535.

Pull Request: #105773
2023-03-16 15:40:31 +01:00
55811b2919 Assets: Add function to query data-block library path from asset
No user visible change.

This is needed for #105773, but will cause conflicts in the main branch,
so committing it separately.
2023-03-16 15:25:00 +01:00
4fba59c55d Fix #105803: Cycles slow light tree build when previewing shader nodes
When linking a texture directly to the material output, it's likely being
done for the purpose of previewing. In that case, bias the heuristic towards
not building a light tree, as it's likely not needed and slow on dense meshes.
2023-03-16 14:58:47 +01:00
7bdd82eca0 Metal: Resolve Race Condition in Memory Manager
Fix race condition if several competing threads are inserting Metal
buffers into the MTLSafeFreeList simultaneously while a new list
chunk is being created.

Also raise the limit for an MTLSafeFreeListChunk size to optimize
for interactivity when releasing lots of memory simultaneously.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105254
2023-03-16 08:25:15 +01:00
d3409f2159 Fix: Uncached Metal Materials not Being Released
Optimized node graphs do not get cached and were
not correctly freed once their reference count reached
zero, due to being excluded from the GPUPass garbage
collection.

Also suppress Metal shader warnings, which are prevalent
during material optimization.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105795
2023-03-16 08:19:32 +01:00
94855119da Fix: Metal validation error when shader has no uniforms
Metal buffer binding validation would trigger an error
when a given shader had an empty PushConstantBlock.
This patch removes the default uniform code gen if
no uniforms are present, to avoid any possible issues
with buffers being bound to a shader where the destination
data block is size zero.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105796
2023-03-16 08:10:38 +01:00
ac6a70e5f8 Fix #104012: Selection crash with AMD on Metal
Crash when selecting objects on AMD platforms running
Metal. This was caused by shader compilation warnings
being treated as errors in macOS 10.15. Wrapping
compilation failure with success check resolves error.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105739
2023-03-16 08:03:15 +01:00
b96f8ac9fe Fix #105606: Metal texture upload regression
immDrawPixels performs significantly slower in Metal
than OpenGL. This was caused by two main factors. Firstly,
the additional overhead of tiled texture update, where all
memory needed to be kept in flight for each update, but
caused update to take a slow path. Avoiding tile update
with Metal is more efficient for both memory pressure
and GPU pipelining.

Secondly, on AMD platforms, the staging buffer used
for temporary texture data was page-faulting when
several texture updates would occur within one frame.
This is due to limitations of allocating one large contiguous
memory chunk. Using the Metal buffer pool for staging
data is more efficient.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#105794
2023-03-16 07:59:22 +01:00
d3e37d3ed2 Fix #105224: Node editor NDOF pan changes RGB colors
Disable NDOF changing colors for 2D views since it conflicts with
panning.
2023-03-16 17:17:33 +11:00
1ad3fa09c9 Fix #90389: No labels in scrubbing area with small FPS
Maximum distance of lines in screen space is limited. This limit seems
reasonable for FPS higher than 1, but UI allows to set 0.01 FPS with
soft. even lower values are possible.

This patch allows for normal operation within soft limits and labels are
still visible and quite usable within hard limits.

Pull Request: blender/blender#104849
2023-03-16 04:42:27 +01:00
d7a68a9de8 Fix: Correct several messages in the UI
- Show/hide mask layers: the tooltip was confusing from a user's
  perspective, because they should not be expected to know what a hide
  flag is.
- Active Spline -> Active Point: likely a copy and paste error.
- Geo Nodes face is planar node: forgotten article.
- Axes, plural instead of axis for the viewport preferences. Here
  there are several usages of axis or axes. Since they refer to
  coordinate axes I believe they should be plural, even though the
  property `mini_axis_type` is still wrong.

-----
![image](/attachments/7ccdc72d-1e83-4c22-b8e9-c3b7c5fcf629)
![image](/attachments/746015bc-23e1-49bc-8828-df07d7605048)
![image](/attachments/61c58766-a8f5-4a90-b862-c9b57c44c355)

Pull Request: blender/blender#105814
2023-03-16 00:12:29 +01:00
09cff506c1 Fix #89630: Hide backfaces when using using the "Alpha Blend" blend method
For proper display, backfaces should be hidden when using the "Alpha Blend" blend method:
https://docs.blender.org/manual/en/dev/render/eevee/materials/settings.html#blend-mode

See the mentioned bug for various examples.

Pull Request: blender/blender#105585
2023-03-16 00:10:26 +01:00
4cd102bb73 Fix #105664: measure tool ignoring snap on first click
The bug only happened in wireframe mode.

Originally the `const bool use_depth` indicated when projection should
be done on invoke.

Later it started to indicate when to snap on invoke.

But with keymap snap detection, using this `use_depth` is no longer
correct.
2023-03-15 17:14:23 -03:00
e7295efb4b Fix #105791: Alembic procedural ignores materials
When creating the bounding box mesh for the viewport replacement,
copy the material from the original mesh. I'm not sure if Cycles is
meant to load materials from the original mesh or the Alembic file
itself, but either way, this should be a harmless change and fixes the
issue in the report.

Pull Request: blender/blender#105798
2023-03-15 19:01:53 +01:00
fee6238d33 Fix #105323: Compositor: Crash when using color-ramp with b-spline
... or carnidal interpolation with only 2 color stops.

This was triggering an incorrect path due to missing optimisation cases.
Just fall back to the unoptimized case fixes the assert.
2023-03-15 17:30:29 +01:00
1b34c466bc Fix #105711: Regression: Clone Tool in Image Editor not showing Stencil
This was likely caused by a bad merge when doing the uniform name
patching for Metal.
This also fix the same issue for active UDIM tile overlay which wasn't
reported.
2023-03-15 17:14:08 +01:00
c6878d5e82 Fix #103021: Metaballs have jagged normals
eaa87101cd made evaluated metaballs become meshes
for render engines. This exposed the normals calculated by the metaball
tessellation directly, whereas before they were recalculated later.

There are two fixes: not using the metaball tessellation normals at
all and calculating them with the standard Mesh code path instead,
or switching a define in the metaball code to use a more mesh-like
vertex normal accumulation. Since the results are very similar
(see attached renders), use the second solution, which should
be less expensive.

Pull Request: blender/blender#105799
2023-03-15 12:13:08 -04:00
4f18022f80 Fix #105775: Make "Add > Fur" node setup stable with deformation
Move the deform curves with surface node group to last so it affects the
final generated curves consistently (though this will have a negative
performance impact), and make the generate and interpolate modifiers use
the surface mesh's rest positions.
2023-03-15 12:09:13 -04:00
6a96a151be Fix: Dyntopo attribute data warning doesn't work
My PR blender/blender#104535
was committed as 88f9c55f7f and the logic was changed
while adding support for face sets, making the logic incorrect and
the warning system disfunctional.

Restore the logic from the original PR with added support for face sets,
fix const correctness issues, improve variable naming, and remove a
check for empty names, since all attribute-type layers should have
names in a valid mesh.

Fixes #105780
2023-03-15 11:14:50 -04:00
9332f27702 Fix #104124: Grease Pencil fills cover the lines below when drawing
The switch from `stroke_start` to `vertex_start` in 8c6d4aa103 forgot
to also update `iter->stroke_index_last` which also needs to use
`vertex_start`.

Pull Request: blender/blender#105797
2023-03-15 15:59:23 +01:00
ffb120c560 Fix #105661: (Regression) Materials can use fewer images than before
Skip explicit binding location for samplers in OpenGL when not needed, since drivers can usually handle more sampler declarations this way (as long as they're not actually used by the shader).

Pull Request: blender/blender#105770
2023-03-15 13:58:28 +01:00
c4d6f766de Fix #105180: "All" asset library includes subfolders of current file
The loading for the "All" asset library would include the "Current File"
library as if it were a regular asset libray on disk. Instead make sure
the latter is loaded properly first and is skipped when recursively
reading on disk libraries.
2023-03-15 13:06:39 +01:00
089e8a1887 Cycles: Fix Metal API validation error (use uint instead of ushort)
This PR fixes an error that is given when Metal API validation is enabled. The compute grid can exceed 65536 threads so `ushort` is not sufficient for `metal_grid_id [[threadgroup_position_in_grid]]`.

This PR also fixes OS version warnings ([Cycles Metal: Unguarded access to newer macOS features #105630](blender/blender#105630))

Pull Request: blender/blender#105763
2023-03-14 22:05:55 +01:00
a7cd6de244 Fix Cycles missing light from multiple distant lights with different visibility 2023-03-14 18:19:12 +01:00
3785dc8043 Fix #105146: Gpencil select does not work with Layer transforms
The transformations were applied two times and the old fix was wrong because it needs to use the evaluated point, not the original one. Also I did a small code cleanup.

Pull Request: blender/blender#105202
2023-03-14 16:57:46 +01:00
96c6349cbf Fix #103605: Metal barycentric coordinate compilation failure
Fix support for Wireframe and parametric nodes by resolving
compilation failures surrounding barycentric coordinates.
A final missing part of the Metal implementation for barycentric
coordinates was missing.

Feedback also addressed to move barycentric calculation out
of code-gen and into surface_lib.

Authored by Apple: Michael Parkin-White

This also resolves #103606.
Ref #96261

Pull Request: blender/blender#105740
2023-03-14 08:23:02 +01:00
51e5417bd3 Fix #105678: Crash assigning Image.pixels to an undersized sequence
Now only dynamic function parameters that use ParameterDynAlloc support
dynamically sized parameters arrays.

Add tests for both dynamic arrays that don't support resizing
(Image.pixels) and dynamic sized arguments using
(VertexGroup.add(index=[..])).

Regression in [0] which extended support for dynamic sized function
arguments.

[0]: dfb8c5974e
2023-03-14 16:00:24 +11:00
1c88bf6ce1 Fix #105715: Freeing the edit-mesh causes future access to fail
The BPyBMesh in `BMesh::py_handle` was invalidated but not cleared,
causing future access to return a 'dead' bmesh.
2023-03-14 13:36:54 +11:00
708e84df90 Fix #105721: Fix crash accessing driver variables & targets
- DriverVariable.name update function passed DriverVar to
  BKE_driver_invalidate_expression as a ChannelDriver.

- DriverTarget.name update function passed DriverTarget to
  BKE_driver_invalidate_expression as a ChannelDriver.

- DriverVariable.type update function DriverVar accessed ChannelDriver,
  clearing a flag.

This was exposed by [0] however this issue existed beforehand.

[0]: c26566ad27
2023-03-14 12:16:22 +11:00
98bfa8d458 Fix 'use_occlusion_test' option not having effect on wireframe
This is a non-recent regression that strangely went unreported.

It is expected that when snapping, only visible elements are considered
which does not include faces in wireframe mode.

This works like this before, and this change doesn't appear to have
been intentional.

Ref #105664
2023-03-13 15:34:39 -03:00
f92bacee94 Cleanup: use macro for 'SCE_SNAP_MODE_GEOM'
One of the advantages of separating this enum member from the others is
because mixing several members in a single one hinders debugging since
in this case the IDE does not define which enums were set.

Also separating this item makes it more readable as `SCE_SNAP_MODE_GEOM`
is not a snap mode but a combination of modes.
2023-03-13 15:34:26 -03:00
ca2bf2f3a0 Fix #105625: GPencil sculpt crash with subdivide modifier
The created point hasn't a original point in the original stroke, so
must use only the valid points.

Pull Request: blender/blender#105627
2023-03-13 18:04:25 +01:00
69c6158cc8 Fix #105589: GPencil Paste duplicate active frame
The active frame is pasted always, so if multiframe is
copying the strokes don't need copy the active frame again.

Pull Request: blender/blender#105605
2023-03-13 18:02:36 +01:00
0b68e609fc Fix 105271: Luminance Matte not Working on NVIDIA.
Issue was that the clamping parameters were not in
the correct order. This leads to undefined behavior
and also lead to small artifacts on other platforms.

Pull Request: blender/blender#105735
2023-03-13 16:07:17 +01:00
6e4bcb7c87 Fix #100659: "Add F-Curve Modifier" applies only to Active F-Curve
In most places where it appears in a menu, the operator would already
apply to all selected F-Curves. Now it is done consistently and explicitly
from all menu items. The default of the operator is now also set to 'all
selected', so that it also behaves like that when called from the operator
search menu.
2023-03-13 15:23:57 +01:00
84bcc1abfe Updated translations from svn trunk (r6385). 2023-03-13 12:59:46 +01:00
4096bcfb25 I18n: extract math node operation type header messages, fix another
- The Math node lost the headers of its operation type menu in
  ee985fa925 , because a translation context was assigned to the RNA
  property, but the headers declaration was not updated to extract the
  messages with matching contexts.
- The message "Group Input" had a trailing space, which can be added
  after translation.
2023-03-12 16:01:56 +01:00
7d22b11352 Fix #105601: Remove duplicates when inserting links into multi inputs
Fix a regression that allowed to create several links between an
output socket and a multi input socket either by inserting
links or using the link swap feature.

This regression was caused by the link swapping feature
introduced in commit 89aae4ac82.

Pull Request: blender/blender#105631
2023-03-11 08:27:56 +01:00
fe58ccfafb Mesh: compact edit-mesh undo data in parallel (address #105046)
Multiple user actions performed quickly could be blocked by undo
compacting memory - if the background compacting task was not complete
when the next undo step was pushed.

Notes:

- This and recent improvements to BLI_array_Store gives over ~2x speedup
  compared with 3.3x, over 10x compared with 3.4x.
  A sub-surfaced cube with the modifier applied was used for testing
  (~1.5 million polys), both randomized & non-randomized verts/edge/faces
  were used to avoid the sub-surface memory layout biasing the results.
  Tested transforming ~1/3rd of the mesh and inverting selection.

- Without compacting mesh-data in parallel, the optimizations to
  BLI_array_store can give similar performance to 3.3x, however there
  are still cases where performance isn't quite as good - so compact the
  arrays in parallel to ensure performance is at least as good as 3.3x.

Resolves #105046.
2023-03-11 11:58:09 +11:00
16968ccec7 BLI_array_store: improve hash accumulation for each memory chunk
The method of accumulating values to create a hash for each chunk has
been improved for ~16% better distribution of the resulting hashes.

Improve performance of array de-duplication, see: #105046.
2023-03-11 11:58:08 +11:00
7a5cb3b470 BLI_array_store: improve hash for smaller values (including booleans)
Accumulating hashes with a byte/boolean array didn't include enough
information for a useful hash, creating hashes with many collisions.

This is the root cause of a performance regression since 3.3 where
mesh data (used for storing edit-mesh undo steps) was changed to store
selection in a boolean array, creating a bottleneck de-duplicating
chunks of that array for edit-mesh undo's custom-data de-duplication.

Resolve by increasing hash accumulation for arrays with smaller elements,
so each chunk of memory (a candidate for de-duplication) isn't as likely
to have hash collisions.

`char` (single byte) arrays now accumulate 22 values instead of 7, it's
taking more values into account was necessary as these are effectively
bits in the case of boolean arrays, 2-byte values accumulate 32 bytes,
4-byte elements accumulate 44 bytes, larger structs accumulate
`sizeof(type) * 7` bytes (as before).

Also ensure the accumulation read-ahead never exceeds the chunk size -
technically a fix although this would only happen when passing a small
`chunk_count` to BLI_array_store_create (in the range of 1-16) so this
didn't happen in practice.

Improve performance of array de-duplication, see: #105046.
2023-03-11 11:57:56 +11:00
1b10883498 BLI_array_store: use uint32_t instead of uint64_t for hash storage
Use uint32_t since it's sufficient for hashing, using an int64_t was
especially inefficient when allocating an int64_t for every boolean
(when compacting an array of booleans).

Improve performance of array de-duplication, see: #105046.
2023-03-11 11:57:54 +11:00
2bfe9b50c6 Fix error freeing NULL if BArrayStore_AtSize is empty
Calling BLI_array_store_at_size_clear on an BArrayStore_AtSize
which was not used would attempt to free a NULL pointer.
2023-03-11 11:57:08 +11:00
412c62f62e Cleanup: rename BChunkList::total_size -> total_expanded_size
Use this name to avoid confusion between expanded & compacted sizes.
2023-03-11 11:57:06 +11:00
ce70e0055f Cleanup: improve/correct doc-strings, use doxygen formatting 2023-03-11 11:57:04 +11:00
3baccee0af Pass BitVector by reference in lambda
This is a fix for the previous commit d7c023eb25.

Before, every time the lambda was called, a copy of the BitVector was
made. This was very inefficient.

Now this has been fixed by passing the BitVector by reference (&) in
the lambda function.
2023-03-10 16:54:40 -03:00
d7c023eb25 Fix #105583: crash when weld modifier checks for duplicate polygons
In very specific cases, during intersection testing, `intersect` can
add polygons already checked as duplicates in the buffer that
corresponds to the rest of polygons that can form groups of duplicates.

As the buffer cannot have repeated indices, re-adding, even
temporarily, these duplicates can cause a buffer overflow.

While this may have some impact on performance, it's difficult to
predict these cases and thus add a buffer pad.

So the solution is to check if they are already duplicated.
2023-03-10 16:07:32 -03:00
55281c0eed Fix #105638: image.pixels.foreach_set() does not update displayed image
Pull Request: blender/blender#105639
2023-03-10 17:58:13 +01:00
c2fdbcca3c Fix #102317: Any action triggers expansion of all ViewLayers
Don't expand view layer elements if element is previously used
This is similar as done for other display mode (eg. scene, library override)
Pass view_layer ID instead of scene as argument in `outliner_add_element`

Old Differential Revision: https://archive.blender.org/developer/D16661

Pull Request: blender/blender#104862
2023-03-10 16:37:04 +01:00
382a54aefb Fix #101374: enable edge panning for move operators in menus
This patch enables edge panning for the operators where there was
a mismatch in behaviour between using the shortcut `G` and the
"Move" operator exposed via the menu and operator search.

Commit 19da434e9c introduced a `view2d_edge_pan` property which
was activated for the translate operators invoked when pressing G in
the default keymap.
The property is not enabled by default, to avoid it getting in the
way in some cases, so the "Move" operators exposed via the menus
didn't have edge panning. This lead to inconsistent behavior between
moving via the shortcut or via the menu.

Pull Request: blender/blender#104482
2023-03-10 16:22:48 +01:00
466eb426ed Extern: Update TinyGLTF to include fix for CVE-2022-3008
The use of wordexp(3) permits arbitrary code execution from manually-crafted
glTF files. See https://github.com/syoyo/tinygltf/issues/368 for more details.
In practice this shouldn't be an issue for Blender since the GlTF data isn't
manually crafted but from the OpenXR runtime (a bit like a driver). But
updating the library to include the fix is not a big deal anyway.

Note that the warning that required the local modification is no longer present upstream since
  0bfcb4f49e

Pull Request: blender/blender#105536
2023-03-10 14:56:35 +01:00
a60626ab0b Cycles: Workaround for MetalRT crash when building pipelines
Workaround for a crash when `addComputePipelineFunctionsWithDescriptor` is called *after* `newComputePipelineStateWithDescriptor` with linked functions (i.e. with MetalRT enabled). Ideally we would like to call `newComputePipelineStateWithDescriptor` (async) first so we can bail out if needed, but we can stop the crash by flipping the order when there are linked functions. However when addComputePipelineFunctionsWithDescriptor is called first it will block while it builds the pipeline, offering no way of bailing out.

Note that this only has an impact when the "MetalRT (Experimental)" option is checked.

Pull Request: blender/blender#105629
2023-03-10 12:36:58 +01:00
a6b8bdaa45 Cycles: oneAPI: fix AoT compilation when triggered from makepkg (archlinux)
Archlinux faced an issue with AoT compilation: https://bugs.archlinux.org/task/77554
These were due to compiler flag strings handling going wrong when cmake
calls the custom command. It ended up moving quotes around, leading flags to
get passed to the main compiler instead of the graphics compiler and trigger
the following error: "Unrecognized build options: -ze-opt-regular-grf-kernel".

Pull Request: blender/blender#105615
2023-03-10 11:07:02 +01:00
bcd99bcb5b Cycles: oneAPI: fix linking for when icpx compiler is used
When compiling from MSVC environment, libs such as libircmt.lib weren't
found, we need to set the path to these in LIB environment variable.
2023-03-10 11:07:01 +01:00
4912695e00 Fix #105610: Missing "Amount" validation in duplicate elemnts node
The count wasn't clamped above zero in some newly optimized code.
Instead of adding it there, move the clamping to the field network,
similar to some other nodes. That makes it so the rest of the code
doesn't have to deal with the clamping, and should be faster in the
single-value case.
2023-03-09 13:49:16 -05:00
0fd026d0b4 Sequencer: Use Same Sampling As Rendering.
When subsampling was introduced in VSE it was disabled during
editing. Only when rendering it was enabled. This lead to
cache being different between editing and rendering. Leading
to confusion.

This PR will enabled the subsampling when editing. This way
it is more consistent.

Pull Request: blender/blender#105612
2023-03-09 18:02:17 +01:00
10cf02d26b Fix #104466: Resolve smooth lines in Metal.
Caused by replacement of Macro with uniform
in overlay edit mesh vert shader.

Pull Request: blender/blender#105609
2023-03-09 17:04:00 +01:00
8b2556e8d8 Fix (unreported) crash in Array modifier in case of empty mesh.
Return early the input mesh in case it is fully empty.
2023-03-09 16:36:56 +01:00
15dd622a63 Fix (unreported) crash in clnors with empty mesh.
Do not try to allocate zero-size memory from memarena.
2023-03-09 16:34:27 +01:00
ebc062191c LibOverride: Do not assert on invalid resync situation.
Some checks here are really critical and should assert, but that one is
more an indication that something is not going right, though data itself
should still be mostly valid, so better warn the user with a LOG
warning, than be silent in release builds, and crash in debug ones.
2023-03-09 16:31:07 +01:00
dcfc9629c2 Fix OptiX TLAS being built with invalid traversables when a geometry is empty
The traversable handle of a BLAS may be zero when the relevant geometry
is empty (no triangles/curves/points/...), as no BLAS is built in such cases.
It is not correct to attach a zero handle to a TLAS, so filter out such instances.
2023-03-09 13:15:08 +01:00
a4fd2d10c1 Fix #105571: crash when connecting invalid node group to multi input
Invalid nodes are not added to the lazy-function graph. Therefore, their
outgoing links are also not added, which implies that the targets need
some default value.
2023-03-09 11:19:59 +01:00
495a6ec6cc Fix #105579: weld modifier crashes when merging n-gons
The correction bbc6bb3468 was still wrong because there it was
disregarded that `vert_ctx_len` does not necessarily indicate merges in
the same polygon.

Therefore, it is not safe to rely on `vert_ctx_len` to count possible
new polygons.

NOTE: It might be worth preempting part of the
`weld_poly_split_recursive` logic to identify what the new polygons are
in advance. But this can be left for a future refactor.
2023-03-09 01:32:29 -03:00
f4c6ad5eb3 Fix RNA path functions not escaping strings, using single quotes
Add doc-string to RNA_def_struct_path_func to avoid this in the future.
2023-03-09 13:14:57 +11:00
1b398dbad0 Fix build error: ntreeIsRegistered requires non-const pointer. 2023-03-08 17:35:22 +01:00
10eab0a12c Fix: crash executing geometry nodes on undefined node tree type
Node tree updates can crash if the tree contains a node group that points at an "undefined" tree type.
This can happen if the tree is linked from a library and the path is lost,
or if a custom (python) tree is used and the script is not run.

The fix is to check if the node group type is valid ("registered") and return an empty list otherwise.

Pull Request: blender/blender#105564
2023-03-08 15:31:50 +01:00
bbc6bb3468 Fix #105556: weld modifier crashes when merging N-gons
The logic for counting possible new polygons was incorrect.
2023-03-08 11:16:25 -03:00
d6d2e98e5e PyAPI Docs: Fix Broken link to source files
With the move to Gitea the URI for line numbers changed from `$1234` to `#L1234`.

The change also removes a superfluous space character from the generated RST syntax.
2023-03-07 20:03:07 -05:00
02fb607520 Fix Freestyle fill range by selection error when there is no active camera
When trying to use the Fill Range by Selection operator, in the
Distance from Camera Freestyle modifier, the operator fails if no
camera is active in the scene.

Before getting the data from the camera, check that it is defined, and
return otherwise.

Pull Request: blender/blender#105475
2023-03-08 01:46:51 +01:00
281f383c23 Fix #105430: Curves pick select selects multiple objects
Pick select is only meant to change a single element from a single
data-block. However, the operator worked on each object individually
rather than first finding the closest point, then processing the
selection. Change the operator to find the closest point across all
objects, then deselect if necessary, then select the closest point.

Pull Request: blender/blender#105495
2023-03-07 21:39:46 +01:00
fefb35988c Fix #105518: Crash in edit mode with cage editing
The attributes used for rendering were retrieved from the wrong mesh,
since `mr->me` and `me` weren't the same.
2023-03-07 15:03:50 -05:00
ec1a76d9cd Fix (unreported) potential invalid usage of Main relations cache.
`library_foreach_ID_link` should only use Main ID relations cache if no
'special' relations flag is set.
2023-03-07 18:25:50 +01:00
d0918c5c7f Assets: Add License and Copyright meta-data
As per #105300, this adds optional "license" and "copyright" meta-data
to assets.

Pull Request: blender/blender#105318
2023-03-07 18:22:43 +01:00
68e7004e5e Fix ffmpeg warnings due to missing header include 2023-03-07 17:33:08 +01:00
8f1136e018 Cycles: Use async Metal PSO compilation to avoid std::terminate on exit
When running unit tests or other fast completing renders, forced crashes can occur if there are any slow, outstanding PSO compilation requests (due to the `std::terminate` fall-back case in `~ShaderCache`).

This patch eliminates the need for this shutdown hack by using of the async version of `newComputePipelineStateWithDescriptor` when creating a PSO for the first time. In doing so, we are able to explicitly respond to app shutdown instead of waiting for the pipeline to finish compiling (..and then timing out and force-crashing). We still use the blocking version of `newComputePipelineStateWithDescriptor` when loading from an archive, as this can handle loading from a corrupted archive gracefully. Finally, we move `addComputePipelineFunctionsWithDescriptor` to *after* the PSO is built (as this will trigger a full blocking compile if the PSO has not yet been built, which would bring back the original issue).

Pull Request: blender/blender#105506
2023-03-07 17:08:30 +01:00
d31083583c Fix 105449: Resolve selection in Metal backend
MTLFramebuffer's viewport was not correctly updated when
updating attachments. Behaviour modified to be consistent
with OpenGL.

Authored by Apple: Michael Parkin-White

Ref #96261

Pull Request: blender/blender#105529
2023-03-07 16:00:23 +01:00
ae47a9b2b8 Fix #93953: Translation double displayed in panel header
After ed870f87b9, panels headers displayed inside panels had their
label duplicated when translations were enabled. This is because a
string comparison was made against the original message, instead of
the translated message.

Pull Request: blender/blender#105151
2023-03-07 14:23:55 +01:00
4eb88bca58 Gitea: use full URL for referencing pull requests
For easy clicking in commit logs.

Pull Request: blender/blender#105493
2023-03-07 13:21:51 +01:00
a668e3b73a I18n: do not translate a message already translated using iface_()
This follows #105417, which allowed detection of this message.

Pull Request #105420
2023-03-07 12:32:00 +01:00
ae530592fe I18n: disambiguate messages
- "Lines" in the sense of number of lines
- "Number" can mean "amount, count" or "index, offset"
- "Second" can be an ordinal number or a unit
- "Root": add the brush curve to the "square root falloff" sense
- "Strip" can be a sequence or a type of hair rendering
- "Constant" in the sense of a value, for the Geometry Nodes add
  submenu (#105447).

Additionally, extract:
- "Press a key" from the Keymap preferences.
- "MaskLayer", upon new mask layer creation

Ref #43295, #105447
2023-03-07 12:31:59 +01:00
e7606139ba Fix #105467: NaN values resulting from curve editing with collision
This was caused by an incorrect assumption in the solver:
It tries to solve both collision and length constraints simultaneously,
using the projected movement of a point as a slide direction along the surface.
This only works if the distance of the previous curve point to the surface
is less than the allowed segment length. Otherwise the segment will
exceed the allowed length even with zero slide and NaN values are computed.

The case of larger surface distance can occur if the previous segment
solve was already stretching the current segment and then the point
moves further away. In this case we can simply clamp the segment length
without violating the contact constraint.

Pull Request #105499
2023-03-07 11:30:07 +01:00
2e5452ee87 I18n: do not extract messages explicitly marked as not translatable
Some UI functions have a "translate" argument, which if set to False
specifies that the message is not to be translated. This sometimes
means that it was already translated beforehands.

But many messages were still getting extracted, sometimes twice in
different contexts. Some featured errors because the arguments of
various functions would be concatenated, such as:

```
col.label(text=iface_("Branch: %s") % bpy.app.build_branch.decode('utf-8', 'replace'), translate=False)
```

which would get extracted as:

```
msgid "Branch: %sutf-8replace"
```

Pull Request #105417
2023-03-07 10:41:18 +01:00
83f28793c0 Fix missing data role in color management fallback
This would show as warning in gtests. Does not affect normal operation as
OpenColorIO should have a valid configuration file for Blender itself.
2023-03-06 23:01:50 +01:00
a23102528c Fix failing test after own recent commit regarding Main freeing function.
3e5ce23c99 introduced a regression in case the freed Main was part of a
list, and was supposed to be removed from it, since calling
`BLI_remlink` does _not_ clear the `prev`/`next` pointers of the removed
link.

This commit also contains a few more tweaks to recent related b3f42d8e98
commit.

Pull Request #105485
2023-03-06 16:11:35 +01:00
1f2823291a Cleanup: Add warning to ListBase's BLI_remlink regarding not cleared prev/next pointers.
While this behavior can be useful in some cases, it can also create
issues (as in one of own recent commits, 3e5ce23c99), since it
implicetly keeps the removed linknode 'linked' to the listbase.

At least warn about it in the documentation of `BLI_remlink`.
2023-03-06 16:08:45 +01:00
08bd6deb57 Fix #99836: Blender SEGV when open .blend file in blender.
Use recent 'abort file reading' mechanism to simply not try to load such
purposedly broken .blend files at all.
2023-03-06 16:08:45 +01:00
f49a995b2c Add a mechanism to abort a blend file reading on critical error.
This commit introduces a new Main boolean flag that marks is as invalid.

Higher-level file reading code does checks on this flag to abort reading
process if needed.

This is an implementation of the #105083 design task.

Given the extense of the change, I do not think this should be
considered for 3.5 and previous LTS releases.
2023-03-06 16:08:45 +01:00
f1df811899 Fix (unreported) potential leak in Main freeing function.
Could happen in case a 'split-by-libraries' Main is passed to
`BKE_main_free`.
2023-03-06 16:08:45 +01:00
214b24e025 Cleanup: Fix incorrectly formatted multi-line docstring
This has the effect that the message is cut off at the end of the
first line. I copied the solution from other similar docstrings
elsewhere in the code.

As far as my regex-fu can tell, there are no other occurrences of this
in the codebase.

Issue reported by Joan Pujolar in #43295.

Pull Request #105474
2023-03-06 14:09:44 +01:00
c3fdb02b91 Updated translations from SVN trunk (r6369). 2023-03-06 09:17:14 +01:00
4e32864786 Cleanup: Remove compilation warning.
In MTLTexture it was checked that this was valid. What in that
case should always be true.
2023-03-06 08:40:30 +01:00
5a20c63975 Fix #104534: Image editor doesn't refresh after render.render.
When render is triggered from python and the render result is displayed
it isn't being updated as it wasn't tagged as being invalid.

Pull Request #105480
2023-03-06 08:38:53 +01:00
68d5784802 Fix #105395: Handle quoted paths better in the OBJ importer
If the texture image path in the MTL is a "quoted" absolute path, the importer will fail to find the
file. It was only attempting to un-quote the path for the relative case. Now we attempt to un-quote
in all cases.

Pull Request #105478
2023-03-06 06:29:40 +01:00
f3c5fda899 Cleanup: Fix a few messages in the UI
Issues reported by Joan Pujolar in #43295.

- uv -> UV everywhere.
- Wrong plurals.

Pull Request #105473
2023-03-05 23:16:26 +01:00
1b815678aa msgfmt: fix runtime requirements
msgfmt has a TBB dependency though bf_blenlib, now for a release build
The MSVC linker is smart enough to realize none of the TBB code is
actually used and discards it. In debug mode the linker is a bit more
conservative and doesn't, leaving msgfmt with a runtime dependency
on TBB. The problem here is, we only copy the runtime dlls during
the install phase, and msgfmt runs long long before that.

For this reason when we run msgfmt we should make sure any runtime
needs it could have are met in the path, there already is a handy
variable for that since oslc has similar requirements.

Pull Request #105048
2023-03-04 17:39:49 -07:00
5a4872bd4e Fix #105341 Hard freeze in scene space stroke code
Note: the entire paint stroke code needs to be rewritten to
work properly in world space.  At least it now freezes in
one less edge case.
2023-03-04 04:08:18 -08:00
89c3ead7c6 Fix #105388: Default Font Accidentally Kerning
Move the code that disables kerning for the default font so it can't be
re-enabled by the cache subsystem.

Pull Request #105415
2023-03-03 23:17:20 +01:00
0d080d1a07 Fix: Build with FFmpeg 6.0
Pull Request #105377
2023-03-03 18:42:35 +01:00
513d31360f Fix #105329: Keyframe handles staying in place when using slider operators
The issue was that when using the `HD_ALIGNED` handle type,
Blender would not automatically move the keyframe handles with the key.
Instead one handle would get stuck in place.
To remedy that manually move the keyframe handles in case the type is `HD_ALIGNED`
This makes it consistent with moving a key with G

Pull Request #105401
2023-03-03 16:41:14 +01:00
549cc568b0 Fix various issues with modifiers and edge display in edit mode
Consistently use edge draw flag instead of original index to determine if an
edge should be drawn or not.

In GPU subdivision the edge original index was used for both edge optimal
display and selection mapping to coarse edges, but they are not the same.
Now match the CPU subdivision logic and use a separate edge draw flag VBO.

For cage display, match Blender 3.3 behavior more in showing/hiding of edges
in wireframe mode. That is edges without a mapping to an original edge are
always hidden when there is no distinct cage, and drawn otherwise. This is
not ideal for e.g. the bevel modifier where it will always show some edges on
corners despite all edges being hidden by the user. But we currently have
no good information to decide if these should be hidden or not, so err on
the side of showing too much as it did before.

Fie #103706: bevel modifier edges not drawn correctly
Fix #103700: optimal display can't be turned of with GPU subdivision
Fix wrong edge display with GPU subdivision preceded by other modifiers

Pull Request #105384
2023-03-03 16:38:27 +01:00
d66672e17a WM: Fix invalid memory access in wmTimer handling code.
Timer management code often loops over the list of timers, calling
independant callbacks that end up freeing other timers in the list. That
would result in potentail access-after-free errors, as reported in #105160.

The typical identified scenario is wmTimer calling wmJob code, which
calls some of the job's callbacks (`update` or `end` e.g.), which call
`WM_report`, which removes and add another timer.

To address this issue on a general level, the deletion of timers is now
deferred, with the public API `WM_event_remove_timer` only marking the
timer for deletion, and the private new function
`wm_window_delete_removed_timers` effectively removing and deleting all
marked timers.

This implements design task #105369.

Pull Request #105380
2023-03-03 15:24:26 +01:00
24f3cb9b5c Fix #105381: Alt-Tab causes Alt to stick with multiple monitors on WIN32
Window activation events on Windows-10 don't seem to be reliable as it's
possible for Alt-Tab to trigger WM_ACTIVATE on a window when switching
away from it. As detecting the keys which are held relies on a valid
active state - this meant Alt could become stuck when using Alt-Tab
to switch between windows.

Disable reading modifiers on activation for WIN32, activating the window
now clears modifiers on WIN32. This isn't ideal as held modifiers wont
be detected, re-introducing the error reported in #40059.
2023-03-03 23:12:28 +11:00
d3cbfc96e0 Metal: Ensure explicit UBO bind indices
Previously, UBO bind locations were linearly incremented and
relied on  the correct uniform location being queried. This fix
is a future requirement for EEVEE next, however, pulling forward
due to Issue #105280 highlighting a possible flaw with expected
uniform locations.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105311
2023-03-03 12:03:43 +01:00
06cf84f77f EEVEE: Resolve artifacts in EEVEE with Intel GPUs on macOS.
Intel GPUs exhibit a number of rendering artifacts.
The most substantial being incorrect resolve of reflections.
Splitting the reflections_resolve shader into two passes,
one for SSR and one for light probes ensures correct rendering
and optimal performance on this GPU.

Also resolves an artifact with ambient occlusion wherein
the pow(a, b) function causes excessive precision loss.
Using an alternative method for power calculation on these
platforms resolves the issues.

Authored by Apple: Michael Parkin-White

Ref T96261
Pull Request #105240
2023-03-03 11:53:15 +01:00
9801f7def8 Fix #105280: DRW: Allow UBO bindpoint of 0 for clipping data.
The check was testing against 0 instead of -1
(invalid location).

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105310
2023-03-03 11:24:31 +01:00
48aac51c35 Fix: EEVEE: Lightcache texture usage flags
Metal backed requires HOST_READ texture usage flag
for irradiance grid. This was correctly in place for the
basic grid, but not for grid_prev.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105312
2023-03-03 11:02:37 +01:00
7e5cb36e0c Metal: Fix erroneous outvar replacements.
Resolves issue with node_holdout perfomring an outvar
replacement on a function, causing shader compilation
failure.

Ref #96261
Pull Request #105396
2023-03-03 11:01:36 +01:00
00ca7c5221 Fix #105109: Pick selection with multi object edit
Pick selection for the Curves object was not considering multi
object editing. Only the active object was considered.

This fix introduces pick selection for Curves for multi object editing.

Pull Request #105184
2023-03-02 15:43:15 +01:00
422f3d0b0f Fix #105278: IDProperty UI missing library overridable toggle
The toggle (for anything but float and int types) was swallowed in
bf948b2cef. Also seems ef68a37e5d discarded
`property_overridable_library_set` for bools.

Now treat the overridable toggle as a general property for all property
types.

Pull Request #105370
2023-03-02 15:13:52 +01:00
9e5275791f Fix #105343: id.make_local() doesn't work for overridden data.
RNA `make_local` call isfairly low-level and by-passes
`BKE_library_make_local`, so it also needs to handle the liboverride
case itself.
2023-03-02 11:02:16 +01:00
2eeec49640 Fix #105339: grease pencil selection can toggle object selection
Grease Pencil (when not in object mode) implements its own selection
opertor. This operator (`gpencil.select`) returns
`OPERATOR_PASS_THROUGH`, then falls though to `view3d.select` which can
toggle object selection (when using shift-click picking).

Removing `OPERATOR_PASS_THROUGH` would fix the object toggling, but this
was added in 62c73db734 with good reason (the tweak tool would not
work then).

Now prevent `view3d.select` from acting on Grease Pencil (when not in
object mode).

NOTE: longer term we could have grease pencil use view3d.select to avoid having to add these awkward exceptions

Pull Request #105342
2023-03-02 09:52:35 +01:00
944a6e78f5 Fix #105277: Alt key suck after Alt-Tab on Windows 11
Windows 11 has strange behavior with Alt-Tab.
In some cases an Alt-Press event is sent to the window immediately
after it is de-activated (both Left & Right Alt keys for some reason
even when only one is held).

This meant that:

- Modifiers could be enabled for de-activated windows
  (so we can't assume de-activated windows have modifiers released).

- Releasing the modifier key would not be sent to the inactive window
  causing the modifier key to be stuck.

- Button events over an inactive window are generated before activation,
  so even though activation reads the correct modifier state,
  the button event uses the "stuck" modifier state.

Now button & drop events on inactive windows always read the modifier
state first instead of relying on the modifier state to be cleared.

This has some advantages:

- If modifiers are held, they will be used as part of the click action.

- While modifier keys on inactive windows should be rare,
  in the case this does happen - stuck keys are avoided.
  So it makes sense to apply these changes for all platforms.
2023-03-02 16:35:46 +11:00
b61807ebcf Cleanup: split logic for updating event modifiers into functions
Also remove USE_WIN_ACTIVATE & USE_WIN_DEACTIVATE defines as they
were only added when changes to modifier handling failed on WIN32.

This logic has now been tested to work on all platforms.
2023-03-02 16:08:14 +11:00
ff89dfd6d2 Fix #105328: unit system does not affect cavity 2023-03-01 21:15:11 +11:00
52064bf5da Fix #104824: GPencil natural drawing building with 1 subdivision very slow
1. Changes the subdivision function to not fill in time but add 0 to fix bug #104824
2. Fixes a bug in sanitization function noticed while fixing this bug.

Pull Request #105306
2023-03-01 10:09:23 +01:00
337e68aeb5 Test: update bl_rna_defaults
- Remove Group test
- Add Brush, Collection, GreasePencil, HairCurves,
  LightProbe, PointCloud, Volume tests

Ref !105172.
2023-03-01 11:18:47 +11:00
d90d6f8674 Fix #105259: Copy & paste boolean custom property as driver doesn't work
A copy and paste mistake in ef68a37e5d.
2023-02-28 17:46:26 -05:00
079dbf4d1b Fix #105162: Array modifier cap material index ignored
The material indices from the caps were only copied if the base mesh had
a material index attribute. Fix that by copying them manually if the cap
has the attribute.
2023-02-28 15:39:19 -05:00
15f59470a3 Fix #105314: Custom node groups missing sockets
`ShaderNodeCustomGroup` and others lost their UI with
7026096099 without a dynamic declaration callback.
2023-02-28 13:59:28 -05:00
076a33ccd1 Fix #104219: Node links dragged from wrong socket after selection
Nodes are sorted based on the selection. In some cases (even depending
on processor speed, nodes can be selected and reordered, and another
operation can run before the next redraw). That gives a window where
operators mapped to the same input as selection can run with invalid
socket locations (which aren't updated after the nodes are reordered,
since they are stored in a separate array).

To fix this, move the socket locations from the node editor runtime
data to the node tree, tag them as invalid when the nodes are
reordered, and check for that status in a few more places.

A better longer term solution is not reordering nodes based on
UI status and instead storing the UI drawing order separately.

Pull Request #104420
2023-02-28 11:35:32 -05:00
30a81f1b55 GPencil: UV parameters for the first point in sample modifier.
Simplify modifier sample mode failed to transfer uv parameters for the first point, now fixed.

Continuation of #104942

Pull Request #105284
2023-02-28 12:15:50 +01:00
7842347ec8 Cycles: Fix hanging unit tests when MetalRT is enabled
This patch fixes hanging unit tests when MetalRT is enabled. It simplifies and fixes the kernel selection logic by baking the MetalRT-specific options into `kernels_md5` rather than expanding out and testing MetalRT bit flags explicitly.

Pull Request #105270
2023-02-28 11:42:08 +01:00
9fccd2dc24 Fix #100819: Built-in VFont has an additional user by default
New built-in fonts would have an additional user when added for the
first time.

BKE_vfont_builtin_get now always borrows the reference.
2023-02-28 17:08:23 +11:00
9cee0eb7fa Cleanup: format 2023-02-28 15:44:49 +11:00
e885973ea9 Fix #104894: Toggle comments assumes '#' prefix (failing for OSL)
Add comment line prefix to format struct so each language can define
it's own comment prefix.

Ref !104953.
2023-02-28 15:43:11 +11:00
52f521dec4 Fix #105063: Registering existing RNA types overwrote built-in types
When an RNA type was registered, any existing dynamic types with the
same name were unregistered. This didn't account for built-in types
which cannot be unregistered in (most cases) allowing duplicate
operators for e.g. to be registered with the same name as existing
built-in operators (asserting with debug builds with GHash duplicates).

In practice the newly registered operator would be called unless
adding operators caused the GHash to be resized which could cause the
original operator to be used.

As registered RNA type identifiers are meant to be unique, don't allow
duplicate names in the first place. Now all dynamically registerable
RNA types prevent this situation, raising an error when scripts
attempt to register a type with an identifier matching the name of a
type that could not be removed.
2023-02-28 13:58:40 +11:00
0965341dcf Fix #105229: Operator tooltips are cut short
Shortened in [0], increase to 1024 with the following changes:

- Use BKE_ST_MAXNAME for translation_context.
- Use OP_MAX_TYPENAME for wmOperatorType.name.

Both these limits were already used elsewhere but happened to use
RNA_DYN_DESCR_MAX (incorrectly).

[0]: f403d9a2b1
2023-02-28 10:28:34 +11:00
de12ea7226 Cleanup: quiet unused warnings 2023-02-28 10:10:12 +11:00
d291955665 Fix setting the active vertex color when assigning false
Oversight in c517e4a501.
2023-02-28 10:10:12 +11:00
4d5e68a638 Updated i18n PO files from SVN trunk (r6355). 2023-02-27 16:26:22 +01:00
3dd071e39b Usual i18n/UI messages fixes. 2023-02-27 16:19:16 +01:00
e6af81c536 Fix #105028: No update exiting curves edit mode
Exiting curves edit mode (going to object mode) would not update the
screen.

The fix adds a case to `ED_object_editmode_load_free_ex` for CURVES
to make sure the function returns properly. This then correctly adds the
notifier in `ED_object_editmode_exit_ex` to update the screen.

Pull Request #105252
2023-02-27 16:14:05 +01:00
c5bbc5db6f I18n: disambiguate a few messages
- "Value" in the sense of color lightness is not the same word in
  Japanese as other usages. See #105113.
- "Double" as a data type vs. a value.

Also extract "Custom Color Presets" in the tracking UI.
Run clang-format as well.

Pull Request #105187
2023-02-27 15:21:00 +01:00
1f6c710463 Fix #105230: Crash when reloading a library when one of its scene is active.
Scene and viewlayers pointers in the link/append context data need to be
updated after reload, otherwise they would keep pointing to old freed
IDs.
2023-02-27 14:12:50 +01:00
79bce99260 Fix #104857: crash when datafiles/assets folder does not exist
This adds some simple null checks to avoid the crash. It might still
be good to improve the error message, but also does not seem as
important as avoiding the crash. Typically, users should not run into
this issue because the assets are shipped with Blender.
2023-02-27 14:02:03 +01:00
9044ba0ae5 Compositor: Compositor Output should Follow Active Node.
When using multiple compositor output nodes, compositing would fail
, showing a completely black output as it doesn't respect the active
node.

This patch will equalize the implementation with the viewer nodes.

Patch created by @OmarEmaraDev

Fixes: #86836

Pull Request #105235
2023-02-27 12:58:25 +01:00
f738843362 Metal: Fix possible uniform lookup issue.
Similar to recent issues with gl_shader_interface,
ShaderInput lists need to be sorted to ensure correct
and efficient uniform lookup by name.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105239
2023-02-27 12:33:28 +01:00
0c67a90e4f #99807: USD IO: Add support for exporting to USDZ
This commit adds the default .usdz export capability.

The importer already supports usdz so no change is required other than updating the text in menu to match the updated exporter text.

On export, a .usd/a/c file has to be created first, and then converted to .usdz. A weird change of directory is required because of a quirk with the USD conversion to usdz. If an absolute filepath is passed into the `UsdUtilsCreateNewUsdzPackage` function, the usd files inside the usdz archive will have the same directory structure, i.e. if one tries to create a file at `C:\code\BlenderProjects\file.usdz`, when the usdz file is created, inside it will have the structure `\code\BlenderProjects\file.usdc`.

This is counteracted by setting the current working directory to the temporary session directory where both the usdc and usdz files are created, and just passing the file name to `UsdUtilsCreateNewUsdzPackage` without any filepath. Once the usdz file is created it is moved to the intended directory.

There is a separate `UsdUtilsCreateNewARKitUsdzPackage` capability for exporting usdz for iOS devices that will be implemented in a follow up patch as it will require some more small UI changes.

Co-authored-by: Charles Wardlaw (@CharlesWardlaw)
Co-authored-by: Sonny Campbell (@SonnyCampbell_Unity)
Co-authored-by: Bastien Montagne (@mont29)

Pull Request #105185, based on #104556.

Pull Request #105223
2023-02-27 11:59:57 +01:00
a1c3061812 Fix OSX implementation of BLI_current_working_dir and improve tests.
While some implementations of `getcwd` may return an allocated string
instead of the given char buffer in some cases, this is not the expected
behavior of the BLI wrapper. Not to mention the danger of returning a
pointer to a static char buffer...

Improve `ChangeWorkingDirectoryTest` to be more 'full check' regarding
behavior of both `BLI_current_working_dir` and `BLI_change_working_dir`.
Also move call to `BLI_threadapi_init` into proper `SetUp` method (to
have correct symmetry with the call to `BLI_threadapi_exit` in the
`TearDown` one).

Based on investigation by Charles Wardlaw (@CharlesWardlaw).

Pull Request #105220
2023-02-27 11:03:42 +01:00
c4791ee009 Fix tests for macOS storage_apple.mm functions.
Pull Request #105000
2023-02-27 11:03:42 +01:00
DESKTOP-ON14TH5\Sonny Campbell
561e50f6c6 BLI: add function for changing working directory
Add `BLI_change_working_dir(path)` to change the current working directory.

This change is required for adding USDZ support to Blender. When exporting to that format, we are required to do a weird change of directory because of a quirk with the USD library's USDZ functionality. If an absolute filepath is passed into the `UsdUtilsCreateNewUsdzPackage` function, the USDZ archive will store that full path.

macOS uses `NSFileManager` through some new Mac-only wrapper functions.

Ref #99807

Pull Request #104525
2023-02-27 11:03:42 +01:00
931b832fb2 Fix make update when local branch exists
Apparently `git checkout -t` is only allowed to happen for new branches.
Added a code which checks whether the branch already exists and it so
uses the `git checkout <branch>`.

Pull Request #105234
2023-02-27 10:58:58 +01:00
97a8bb450c Fix #103387: Radius affects curves bounding box
e8f4010611 unified the bounds computation for the new curves
object type and the rest of the curves system used by geometry nodes.
In the process, it made bounds affected by the control point radius.
In theory that makes sense; the bounds are supposed to be the extents
of the visible geometry. But in practice the change wasn't expected,
for a few reasons:
 - The radius has never affected the bounds for the legacy curve type
 - The default radius of legacy curve objects is absurdly large at 1.0m
 - Only the new curve object has visible radius, and only in "strip"
   mode or when rendering with Cycles

Currently the bounds are only used for the "Bounding Box" geometry node
and the panel in the 3D viewport sidebar, so there isn't any incentive
to choose less intuitive behavior yet.

Long term, the correct behavior is probably to include the radius in
the bounds, but this commit postpones that change to when it works
better with the rest of the curves system.

Pull Request #105154
2023-02-27 00:01:01 +01:00
3db246a3ce Fix #104915: Race condition writing subsurf optimal display edges
Writing to a bitmap from multiple threads causes races when writing to
bits within the same integer. Instead, write to a separate boolean
array while subdividing, then move that to the final mesh bit vector.

Notes:
 - The final copy to the bit vector could be replaced by a generic
   `copy_from(Span<bool>)` call in the future.
 - Theoretically we could entirely replace the `BitVector` with an
   `Array<bool>`, but 1/8 the memory use for edges is likely worth it.

Pull Request #105156
2023-02-26 23:59:02 +01:00
a8cc5f6919 Fix #104906: GPU: Fix signed/unsigned mismatches in shader code
Fix error message "initializer of type int cannot be assigned to
variable of type uint" on Blender startup.

Pull Request #105153
2023-02-26 16:13:55 +01:00
2b7707b0d0 Fix #105059: Fix Grease pencil fill tool with Metal.
GPencil 3D stroke rendering uses a geometry shader.
This is unsupported by the Metal backend, so implement
fix for this failing compilation by shifting geometry shader
logic into the Vertex shader for Metal backend.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105143
2023-02-26 15:22:13 +01:00
9f42888552 Fix #104016: Resolve Metal LineLoop emulation.
Metal LineLoop emulation path does not correctly apply
when using SSBO vertex fetch mode alongside 3D line
rendering.

Patch moves line emulation above SSBO
vertex fetch setup to ensure the correct emulation
parameters are passed to the shader.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105142
2023-02-26 15:21:54 +01:00
fb63e484b9 Fix #103398: Fix Icon sampler initialization in Metal backend.
Resolves issue with nearest filtering on UI Icons. Note that as
Metal does not support LOD bias as a parameter on a sampler
object, the original code has been modified to perform LOD
biasing at the shader level.

As GPU_SAMPLER_ICON is not  widely used, it is more
efficient to apply directly to the  affected shaders, rather
than workaround passing in the sampler LOD bias as a
separate value e.g. uniform or push constant.

Original PR feedback addressed to also refactor ICON
shaders to use consistent style for single and multi
Icon rendering.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105145
2023-02-26 13:23:40 +01:00
f9bcd8c7e8 Fix #104992: Crash on calling operation search in outliner
After 7eda9d8dda, crash occurs when operation search is called and no
active tree element is present. Add missing null check in new poll
function to fix the crash.

Pull Request #105004
2023-02-25 18:36:24 +01:00
01d4c8462d Fix #104006 Sculpt box/lasso trim projection errors 2023-02-24 11:46:29 -08:00
a843a9c9bb Sculpt: Add trim orientation to sculpt box trim UI 2023-02-24 11:28:23 -08:00
c517e4a501 Fix #104803: Fix broken deprecated vertex color RNA APIs
Fixed:
* mesh.vertex_colors.active
* mesh.vertex_colors.active_index
* MeshLoopColorLayer.active
* MeshLoopColorLayer.active_render
* MeshVertColorLayer.active
* MeshVertColorLayer.active_render
2023-02-24 11:07:53 -08:00
b789980e27 Fix #105009: Restore GPencil layer drawing in dopesheet
After 49ad91b5ab, an extra visibility
toggle is being drawn for grease pencil layer in dopesheet. In this PR,
a condition is added to skip drawing of visibility toggle for GPencil
layer. Also, Grease pencil does not support pinning so restore the offset
added to channel for drawing the pin icon.

Pull Request #105080
2023-02-24 18:02:35 +01:00
82ff277528 Fix #100066: Cycles hangs when MSL->AIR compilation fails
This fixes [#100066](blender/blender#100066) by failing hard when front-end MSL->AIR compilation errors are encountered.

Pull Request #105122
2023-02-24 17:55:27 +01:00
626c233dd2 Fix #104087: Cycles crashes (Metal / AMD)
This is a workaround for [issue #104087](blender/blender#104087). We encounter crashes when using shader binary archives on AMD, so this disables them while we investigate a proper fix. Kernels will still be cached automatically by the OS file system cache. This cache may occasionally be purged due to external factors, in which case kernels will get compiled again.

Pull Request #105186
2023-02-24 17:52:35 +01:00
f30c395a7c Fix make_update switching branches with multiple upstreams
If repository has multiple remotes with the same name of branch
checking out to the branch using simple `git checkout branch` exists
with an error: this is because there is ambiguity w.r.t which remote
to track.

Now the code explicitly provides remote to track, preferring to use
"origin" first (which is to be used for Blender style of workflow,
and Github style workflow when there is a fork available), and use
"upstream" if there is no origin.

Pull Request #105176
2023-02-24 17:08:46 +01:00
2c5434c3f5 Fix: crash in Spline Parameter node with single-point-curves
This was caught by our tests when they are run in a debug build with asserts.
2023-02-24 16:42:02 +01:00
3d10dfb0a3 Fix #105166: Sample UV Surface node does not take index mask into account
The `call` method was reading from and writing to memory that it was
not supposed to access based on the passed in `mask`.
2023-02-24 16:26:07 +01:00
9b70039014 Fix paths in the auto-formatting tools
Those got missed in the submodule change commit.

Pull Request #105178
2023-02-24 15:52:34 +01:00
b8359ede7d Fix #105168: Entering vertexpaint creates a non-default color attribute
Caused by 6514bb05ea

The new attribute was set active, but not default (camera icon).
Now set it default as well.

Pull Request #105169
2023-02-24 13:19:10 +01:00
47d4ec5aef Fix #105011: Cannot remove user preset when its name is translated
The preset names were translated before building the UI. This meant
that the translated name was passed to the operator responsible for
deleting the preset file, instead of the original name.

Pull Request #105155
2023-02-24 12:00:19 +01:00
718f78cfca Sculpt: Fix #104618 (again).
SculptAttributeParams.stroke_only wasn't being
    applied to existing attributes properly.
2023-02-24 00:04:50 -08:00
cb7d450de6 Sculpt: Fix 104618: Topology automasking errors
Sculpt island tags are now invalidated whenever the PBVH
    is rebuilt.
2023-02-24 00:04:03 -08:00
0534fff5ab Sculpt: fix 104174, clicking over empty space always pushes undo.
This was actually caused by two problems.  The first is that the
    code actually deliberately detects if nothing happened and pushed
    an undo step, a bugfix for a problem that no longer exists.

    The second was that SCULPT_test_location sometimes does a closest
    point search instead of ray casting and didn't check the result
    against the brush radius.
2023-02-24 00:01:41 -08:00
e9bb3510a1 Sculpt: Fix #104475, data transfer not respecting vgroup for float colors
This might've been a merge error, the result of color mixing
    was being overwritten by a simple copy of source to destination
    inside of layerCopyValue_propcol.
2023-02-24 00:00:22 -08:00
f9f29eefc7 Fix #105150: Mesh.vertex_colors.new() returns existing active layer
In 6514bb05ea I misinterpreted the function's intended
behavior when there was already an existing active layer. The data from
the active layer is just meat to be copied, the function should always
add a new attribute.
2023-02-23 15:30:27 -05:00
a1f899754b Fix #105106: inconsistent order of settings in 3D viewport shading popover
Put compositing settings at the bottom for both Cycles and Eevee.
2023-02-23 17:24:45 +01:00
763f1897c2 Fix #103865: keep IDProperties overridable when setting them with Python
Previously, the overridable status was lost when assigning a new value
to a custom property.

Pull Request #105130
2023-02-23 15:55:42 +01:00
e2f0a63e55 Fix #105118: Wrong point size in sculpt density overlay
Missed the GPU_program_point_size call in acd5889e50
2023-02-23 15:15:35 +01:00
dc9e0f300e GPU: Fix Potential Error in Builtin Resolution.
When using ShaderCreateInfo with builtin uniform(blocks) there are
cases where the current implementation could not find an existing
block. The reason is that it uses name matching and name matching
requires that the shader inputs are sorted based on the name hash.

This change fixes this by first for the sorting of the shader
inputs before resolving the builtins.

Pull Request #105127
2023-02-23 14:40:40 +01:00
4bfe4e5d49 Fix: Cycles display without OpenColorIO not working for Metal
Cycles fallback display shader previously did not use viewport.
This would crash or cause the display not to show when using
GPU backends other than OpenGL, if another display shader
was unavailable.

Now use ShaderCreateInfo for Cycles fallback display.

Authored by Apple: Michael Parkin-White

Ref #96261

Pull Request #104987
2023-02-23 14:25:08 +01:00
fcdfc0a85b Fix #105089: Curves sculpt add creates invalid resolution
If the resolution attribute exists, it needs to be set to a non-zero
value for the newly added curves. While it might also make sense
to interpolate the value from neighbor curves, for now it's
simplest to just set it to the default value of 12.

Pull Request #105094
2023-02-23 13:46:39 +01:00
059ba28b29 Fix #105026: Texture space operators in transform menu
In curves edit mode, the "Move Texture Space" and "Scale Texture Space"
operators where shown in the "Curves > Transform" menu.

Since these are not implemented, the fix removes these operators
from the menu.
2023-02-23 13:30:15 +01:00
be777c9657 Fix: remove unnecessary assert
The code below has to handle the case when `sample_length` is greater
or equal to the total length already anyway, so we can just make that
a valid input. Currently, the snake hook brush for curves also makes
use of passing in larger sample lengths which current results in crashes
in debug builds.
2023-02-23 13:18:05 +01:00
2e7bd1dfb1 Fix #105044: Crash when rotating hair curves
When trying to rotate in curves edit mode using proportional editing
and connected only mode, Blender would crash.

This was because the `TransData` structs for disconnected elements
did not have the location field populated, resulting in a null pointer
access.

The fix skips these elements entirely using `TD_SKIP`.
2023-02-23 13:14:00 +01:00
061d191677 Fix #105043: Add shortcut for proportional editing 2023-02-23 12:21:39 +01:00
f2250b7a5b Fix #105078: Regression: Memory leak in driver UI drawing code
Just a missing call to `MEM_freeN()`.

The issue was introduced in c592bff047.
2023-02-23 11:22:04 +01:00
482fb791ce Fix #105100: Metal using wrong kernels in multi-pass renders
This fixes issue [#105100](blender/blender#105100) where multi-pass renders can be incorrect due to kernels using stale specialisation constants (e.g. when rendering Pokedstudio).

This patch adds a new group of md5 hashes (`global_defines_md5`) to track whether the injected block of #defines is stale and regenerate the source string as appropriate. It also renames the existing group of md5 hashes from `source_md5` to `kernels_md5` to clarify that these refer to a specific kernel set rather than just the source (which might build an arbitrarily large number of kernel sets).

Pull Request #105103
2023-02-23 11:07:28 +01:00
e410fb4d3c Fix #105067: Error drawing Copy Rotation Constraint UI
The translation contexts module wasn't imported after c7611d61e8,
which caused an error and prevented some constraints' UI from being
displayed.

Pull Request #105095
2023-02-23 10:42:03 +01:00
2c391f8877 GPU: Patch GPencil shader for metal support.
The stoke shader of grease pencil uses a geometry shader stage. Apple
devices don't support shaders with geometry shader stage. In the
OpenGL driver there was a pass-through implemented so it didn't fail.

When using the metal backend this needs to be solved more explicitly.
This change patches the grease pencil shader to support both the
backends supporting a geometry stage and those without.

Fixes #105059

Pull Request #105116
2023-02-23 08:26:01 +01:00
c760248fc5 Metal: Improve AMD EEVEE Performance
Complex EEVEE nodegraphs, particularly those combining
multiple principledBSDF shader nodes have a tendancy
to require a large number of simultaneous live registers
due to function call depth. In some instances, this
causes substantial performance drop and corruption if
the stack gets too large.

To mitigate this, splitting calls to closure_eval such
that only a single individual closure is evaluated in each
call reduces the number of live registers required. This
is preferred over using compound closure evaluation
functions which require a large amount of in-flight data.

Note that this is generally not more optimal, if the stack
does not spill, as there is an increased instruction count.
The specific trade-off depends on the exact architecture
in question. Hence, this is limited to AMD GPUs.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #104985
2023-02-22 20:57:24 +01:00
11766574a4 Fix #104842: Incorrect cyclic curve parameter node factor
66dda2b902 made an incorrect change to account for the special
case for NURBS. Instead, make the step that turns the lengths into
parameters more explicit, and pass the correct total length for each
curve, even in the cyclic case.

Pull Request #105079
2023-02-22 13:16:30 -05:00
8b45f583a2 Fix: No default for NURBS weights in realize instances and join nodes
This resulted in disappearing NURBS curves when joining them with other
curve types in some cases. The attribute has to be handles similarly to
the radius and resolution attributes rather than as simple generic data.
2023-02-22 13:10:29 -05:00
4ba73b50d0 Fix: Set curve type node creates unnecessary nurbs weight attribute
The attribute was retrieved when converting to Bezier curves when it
wasn't necessary. Instead copy it like a regular attribute if any of the
result curves are NURBS. Also fix a check for an empty span for the
attribute which was never false.
2023-02-22 13:10:29 -05:00
6466c247c9 Fix: Overlay regression after d165d6aa2a 2023-02-22 18:50:04 +01:00
acd5889e50 Fix #105042: Regression: Sculpt density overlay not working
Fix regression after d165d6aa2a
2023-02-22 18:49:47 +01:00
423291eaf2 Fix #102882: Geometry Nodes: crash when using viewer in invalid group
Invalid node trees (e.g. when nodes are linked in a cycle) can not be
evaluated and the viewer is not available in them. This commit just adds
some null checks to handle this case more gracefully.
2023-02-22 18:42:15 +01:00
18614b6b0b Fix #103269: node group asset description not showing as tooltip in the Add menu
Pull Request #104968
2023-02-22 17:33:04 +01:00
11f52a4017 Cleanup: Remove wrapper functions in spline parameter node
Do the domain check directly in the field input class to avoid the need
for another function to do it elsewhere. Also move one function to
be closer to a similar one, rename some functions, and avoid the need
for two intermediate span variables.
2023-02-22 10:41:11 -05:00
629fe69c4c Fix #104918: EEVEE: Resolve cache warming assertion.
Erroneous cache warming case where the generated material is
identical to default material and cached shader is re-used,
resulting in case where the parent shader is identical to the
source.

Authored by Apple: Michael Parkin-White

Ref #96261
2023-02-22 16:37:00 +01:00
acfafeed88 Fix #103761: creating a color attribute doesn't make it active
Originally caused by 6514bb05ea

More cases where the active/default color attributes were not set
correctly:

[1] Using the old Python vertex_colors API (vertex_colors.new)
[2] OBJ importer
[3] Collada importer
[4] Data Transfer layout (both standalone operator and "Generate Data
    Layers" from the modifier)

Similar to 101d04f41f.

Brought over from https://archive.blender.org/developer/D16977, see
discussion there why some of the code for data transfer is not for the
genereal attribute API.

Pull Request #105020
2023-02-22 15:18:15 +01:00
e5a0a14a27 Fix #101518: Curves sculptmode Stabilize Stroke misses indicator line
Drawing code `paint_draw_smooth_cursor` would be called correctly, it
was just the color not being initialized.

This is usually done with `BKE_paint_init`, but in the case of curves
sculpting brushes this would create an additional (unnamed) brush which
should be avoided since the workspace toolsystem creates the "right"
brush anyways.

So this patch just does the minimal work to get the Stabilize Stroke
indicator line to draw (which is initializing the color).

Brought over from https://archive.blender.org/developer/D16793

(cherry picked from commit 612a4382c443bcd02e0bb5ffd1b1fdbb251f6e7b)

Pull Request #105021
2023-02-22 11:31:40 +01:00
14368f4d09 Fix/Update to the i18n module settings after git submodule changes. 2023-02-22 10:02:27 +01:00
6693c50ace Fix #104947: Missing depsgraph update on UV map deletion
Since changing UV map deletion to be handled via the attribute api,
the object wasn't tagged for depsgraph updating.

Pull Request #105040
2023-02-21 19:27:23 +01:00
e28a9a87c9 Fix references to the /release/scripts directories
Those were moved to the /scripts
2023-02-21 18:40:47 +01:00
720dbea429 Fix #104902: Use forward compatible integers for boolean RNA properties
Write RNA properties backed by IDProperties with the `IDP_INT` type like
before ef68a37e5d. That keeps forward compatibility, because
earlier versions don't support the boolean type. At some point in a future
release we can remove the forward compatibility. 4.0 is a good time to
do that because forward compatibility will be broken in other ways.

This commit also adds support for reading integer arrays for boolean
property defaults, which was only half-way supported before.

Pull Request #104995
2023-02-21 11:59:15 -05:00
d355f3ed2b Cleanup: Spelling in warning message 2023-02-21 17:20:03 +01:00
144f74230f Make update: Fix empty message of "Blender repository skipped" 2023-02-21 17:17:46 +01:00
46153f1898 Fix #104899: Gpencil rotation of dots fails using subdivision
The values were not calculated in the subdivision modifier.
2023-02-21 17:12:27 +01:00
dd65e9901f Fix Light Tree option causing wrong renders on macOS AMD
The light tree itself is disabled on the AMD GPUs due to a compiler issue.

There are couple of places where this was not fully checked:

- The `light_sample` function in the kernel.
- The light threshold during synchronization

The former one is solved as easy as just adding an ifdef block.
The latter one is solved by delaying the threshold assignment for
later on.

Pull Request #105022
2023-02-21 16:50:06 +01:00
d1b6f16906 Fix #104980: Apply All Shape Keys operator not working
Caused by inverted arguments to `memcpy` in 1af62cb3bf.
Replace with use of spans to make the copying direction more obvious.
2023-02-21 10:43:15 -05:00
03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00
3e721195b0 Fix #104975: Essentials assets missing from node link-drag search
Alternatively this could use `ASSET_LIBRARY_ALL` like
`add_node_search.cc`, but then it would need a different
method for skipping duplicate local assets.
2023-02-21 08:44:52 -05:00
b5fa180d5d Fix: Missing essentials path in internal assets function 2023-02-21 08:42:02 -05:00
2fef2f707a Fix: Unable pick select first point/curve in Curves
Because of an off-by-one error, it was not possible
to select the fist point or curve using the pick_select
operator in the Curves object.
2023-02-21 13:20:47 +01:00
6583acb880 Fix Cycles MetalRT access of macOS 11 features when unavailable
After recent changes in 2d994de.

Pull Request #104976
2023-02-21 12:03:21 +01:00
33cbd063d3 Curves: Fix proportional editing not working
This adds proper support for proportional editing for the Curves object.

Co-authored-by: Hans Goudey <h.goudey@me.com>
Pull Request #104620
2023-02-21 11:01:30 +01:00
5db40f5747 Cleanup: Mark overriden virtual call as such
Fixes the `-Winconsistent-missing-override` warning.

In theory the `virtual` is redundant in such case, but this is how
it is done in may other areas of USD code.

Pull Request #104977
2023-02-21 10:16:30 +01:00
f1f3ff0237 Fix #104979: GPencil Dot-hash only affects first frame with Time mod
The active frame must be recovered using `BKE_gpencil_frame_retime_get`
2023-02-21 10:04:45 +01:00
5a86193b1c Fix #82936: Make Geometry Nodes modifier icon blue in outliner
In the outliner, the icons for modifiers are tinted blue. This didn't
work for the geometry nodes modifier icon.

Defining the icon with the macro `DEF_ICON_MODIFIER` also
defines the appropriate theme color so it's now tinted blue
when drawn in the outliner like the other modifier icons.

Pull Request #104957
2023-02-20 21:22:11 +01:00
c7d7175270 Cleanup: Remove check for this pointer not being nullptr
The check was triggering the 'this' pointer cannot be null in
well-defined C++ code

We do not check for this pointer in any other areas. If it is
needed due to possible opaque pointer cast to the check prior
to the cast.

Pull Request #104974
2023-02-20 15:35:24 +01:00
46b9dbc3f8 Cleanup: Remove unused fields from ShadowPunctual
Pull Request #104973
2023-02-20 15:32:06 +01:00
5fd4d47206 Fix unused variable warnings in release build
The asserts are not needed in this case. Basically includes 77c273ee37,
but in the release branch there was a second one.
2023-02-20 12:56:12 +01:00
c7611d61e8 I18n: add disambiguation contexts
After rBdb87e2a638f9, two contexts were missing:

- VirtualReality, to be used in an add-on
- Constraint, used in the constraints UI

The latter was actually used without being added, which caused errors.
It was reverted in rB31a640027982.
2023-02-20 12:45:00 +01:00
f2121d94bb I18n: make some boid physics messages translatable
A few UI messages were not extracted in the particle physics panels.
2023-02-20 12:32:12 +01:00
79c1dc65a7 I18n: write messages of the vertex group lock operator explicitly
The operator's description used a format string like:

```
BLI_sprintfN(TIP_("%s %s vertex groups of the active object"),
             action_str, target_str)
```

which is almost guaranteed to be impossible to properly localize to
some languages -- I know there are a couple of issues for French
already.

So instead of hoping formatting works, write all possible strings
explicitly, even if it looks stupidly verbose.
2023-02-20 12:22:52 +01:00
248d81fcbf GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

(This is the corrected commit, previous one has multiple other commits merged.)

Pull Request #104964
2023-02-20 12:11:34 +01:00
3eed00dc54 Revert "GPencil: Include UV information in simplify->sample modifier."
This reverts commit 19222627c6.

Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
2023-02-20 11:20:07 +01:00
87e5d7212c Mac: Enable Metal as default gpu backend.
Currently Metal is more stable then the OpenGL backend on apple
devices. Also the Metal backend supports more features then the
OpenGL backend. For example the viewport compositor and rendering
of production files.

This has been validated with users and studios.

This patch will default to the Metal backend when starting
Blender 3.5 for the first time or when loading factory startup. It
is still possible to switch to OpenGL via the user preferences.

It will not automatically select the Metal backend when there is
already user preferences available for Blender 3.5.
2023-02-20 11:03:11 +01:00
25e57c39b1 Fix 104920: crash when creating node group from script node 2023-02-20 10:49:55 +01:00
74bf0c834b Python: Add scissor functions to gpu.state.
This is a missing part of the Metal backend. Metal backend doesn't
support the bgl commands, but it was not possible to use the gpu
module to use scissor testing.

Without this change addon developers would not be able to migrate
their addons to support the Metal backend.

This patch adds:
- `gpu.state.scissor_set`
- `gpu.state.scissor_get`
- `gpu.state.scissor_test_set`

Fix #104911
2023-02-20 09:13:20 +01:00
695b6e3ede Sculpt: Fix workflow issue VDM textures.
Texture clamping is by default off, but for VDM textures this leads
to several artifacts.
- Clamping is done when the image is sampled and when the brush strenght
  is applied.
- VDM textures have negative values that are lost due to clamping
  when clamping during sampling.

This patch fixes this by changing the default clamping of newly
created textures to not clamp anymore.

Textures are mostly being used by sculpt brushes, where clamping is also
implemented on brush level.

Fix #104747
2023-02-20 08:07:55 +01:00
19222627c6 GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

Pull Request #104942
2023-02-19 11:45:22 +01:00
46e13cf8a5 Fix #104817: Camera lens gizmo out of sync when navigating via gizmos
Regression in [0] which caused interacting with 2D gizmos not to
update 3D gizmos once the gizmo finished it's modal interaction.

This caused the cameras lens gizmo not to update when navigating using
the viewport navigation buttons.

Resolve by detecting this case and flagging other draw steps to be
updated.

[0]: fb27a9bb98
2023-02-18 16:38:36 +11:00
5cd2be7d54 Fix #104806: Graphical glitches in VSE timeline region
Region background was drawn, but color was set to fully transparent.
2023-02-18 05:09:17 +01:00
2cd7e70c18 Fix #104604: Potential crash when relinking node links
In the first loop is safe to remove the current element.
The second loop can remove any element, potentially the next.
This triggers a read after freed.

Pull Request #104897
2023-02-17 21:23:35 +01:00
8b416f7f60 Fix #104869: Crash converting UV maps to legacy format
When the new UV to legacy format conversion happens, the mesh is in
the middle of being written and is an at best "complicated", at worst
invalid state. The attribute API looks at other domains and is a bit
less forgiving in that respect, and shouldn't really be used here. Use
the CustomData API instead. Also sort the layers the same way as
b642dc7bc7.
2023-02-17 13:41:44 -05:00
d891b38776 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names translated, while the
built-in nodes don't. So we need to use data_ for the built-in nodes
names, and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:49:36 +01:00
4ec9aff2af Revert "Fix #104850: Create Geometry Nodes operators fails if not in English"
This reverts commit 68181c2560.

I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
 then changed it in the last minute to be against 3.5 via the
 web-interface unaware that I shouldn't do it without updating the
 patch.

 Original Pull Request: #104889
2023-02-17 18:45:42 +01:00
68181c2560 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names
translated, while the built-in nodes don't.

So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:39:17 +01:00
64189ea52f UI: "vertex keys" -> "shape keys"
These are generally referred to as "shape keys"

Pull Request #104887
2023-02-17 16:43:26 +01:00
2753cc6e39 Fix: python error in Particle Properties without a psys
Code added in 94a54ab554 wasnt checking if there was a particle system
on the object at all.

Pull Request #104819
2023-02-17 16:32:37 +01:00
9b129e5533 Fix #104347: Loop Cut Tool becomes impressive with GPU Subdivision
When updating a mesh, the GPU Subdivision code makes calls to
`GPU_indexbuf_bind_as_ssbo()`.

This may cause the current VAO index buffer to change due to calls from
`glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in
`GPU_indexbuf_bind_as_ssbo()`.

The solution is to unbind the VAO (by calling `glBindVertexArray(0)`)
before creating the index buffer IBO.

Co-authored-by: Germano Cavalcante <grmncv@gmail.com>
Pull Request #104873
2023-02-17 10:53:39 -03:00
54b1e71dda Make update: Allow amd64 architecture
Apparently, the 65bit Intel architecture is presented differently
on Linux and Windows.

Allow both variants for the command line, so that semantically the
command line argument can be seen as a lower case platform.machine.
2023-02-17 14:35:53 +01:00
60abeddc55 Make update: Add --architecture command line attribute
Possible values are x86_64 and arm64.

Allows to use make_update.py in a cross-compile environment, like
building x86_64 macOS Blender from Apple Silicon machine.

Pull Request #104863
2023-02-17 13:42:15 +01:00
6ffaee8d9a Fix #95400: Crash when running Euler Filter on baked Curves
Fix a crash when using the Euler Filter from the Graph Editor on baked curves.

The crash happened because baked curves have no bezt array.
Skipping any curves where that was missing fixes the issue.

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104858
2023-02-17 11:45:11 +01:00
a4b92a6814 Fix #104829: Clip editor has poor performance when Metadata panel is closed
According to the report it is a regression since 3.2, but it is tricky
to pin-point which exact commit caused it.

The root of the issue is that under certain circumstances frame might
be read and processed twice, depending on the order in which panels and
the main area is drawn: the footage information panel skips cache, so
it it is drawn prior to the main area it leads to 2 frame reads. Opening
the Metadata panel triggers code path which forces frame to be put to
the cache, solving the double frame read.

Solution is simple: do not skip cache when acquiring image buffer for
the footage information: the same frame will be needed for the main
area as well.

Pull Request #104860
2023-02-17 10:56:10 +01:00
09b9106e3d Make update: Use BKE_blender_version to detect release branches
On a user level there are no expected changes, other than being able
to update submodules and libraries from a main repository at a detached
HEAD situation (which did not work before).

On the infrastructure level of things this moves us closer to ability
to use the main make_update.py for the buildbot update-code stage, and
to remove the update-code section from the pipeline_config.yaml.

The initial idea of switching make_update to the pipeline config did
not really work, causing duplicated work done on blender side and the
buildbot side. Additionally, it is not easy to switch make_update.py
to use pipeline_config.yaml because the YAML parser is not included
into default package of Python.

There will be few more steps of updates to this script before we can
actually clean-up the pipeline_config: the changes needs to be also
applied on the buildbot side to switch it to the actual make_update.

Switching buildbot to the official make_update.py allows to much more
easily apply the submodules change as per #104573.
2023-02-17 10:04:37 +01:00
c624e56ffc Fix #104810: Appending a camera does not pull in background movie clip
This was broken even before 0649e63716 and was always expanding the
`Image`, not the movie clip (even if the source was set to
`CAM_BGIMG_SOURCE_MOVIE`)

Now the rule here seems to be to always expand unconditionally, so
remove checking the source and always expand image and movie clip.

Co-authored-by: Philipp Oeser <philipp@blender.org>
Pull Request #104815
2023-02-17 09:36:16 +01:00
efc2e5134f Fix #104841: Split function for Cycles for sharp edges ignores attribute
Cycles uses the "split faces" mesh function to support sharp edges
and auto-smooth. However, 75ad8da1ea updated that
function to ignore the edges that are explicitly tagged as sharp and
only use the edge angle. Fix by taking the attribute into account too.
2023-02-16 16:59:58 -05:00
4ebb66864a Fix #104826: Mesh to BMesh with shape keys can corrupt layers
The custom data layer mappings from dfacaf4f40 were created
*before* the BMesh shape key layers were added, invalidating the BMesh
data offsets they stored. Fix by creating the mappings after all layers
have been created.
2023-02-16 16:30:59 -05:00
eb5fead5ac Fix: Use proper types in compare node link drag search options
Clean up logic to make it more clear and formalize the way to choose
fixed node data type based on operation. This make possible to more
easily fix wrong node data type for color type and less than ops.

Pull Request #104617
2023-02-16 15:18:56 -05:00
9f41f95c8e Fix #104785: Quick fur keeps asset status of appended node groups
Use the recently added "clear_asset_data" option in the append operator.

Pull Request #104828
2023-02-16 18:14:47 +01:00
81b53aa507 WM: Add option for clearing asset data to append operator
When appending assets it often isn't expected for the asset tags and
meta-data to be included. Add an option to the append operator to
disable appending the asset data, exposing existing internal options.
2023-02-16 11:17:02 -05:00
9edb1d0a7c Fix #104166: Add redraw for asset marking and unmarking
When the users click the "Mark as Asset" with the mouse hover the fake
user button, the button was not refreshed. In fact, the areas are not
listening to the "NC_ID NA_EDITED", which is the signal emitted after
an asset is marked/unmarked. Because of this, the areas aren't redrawn
(especially the ID buttons).

This little patch adds the event listening for the areas where this
problem is happening  node editor and properties editor.

Pull Request #104694
2023-02-16 16:26:23 +01:00
47934b5c2b Curves: Add remove_selection function
This adds a `remove_selection` function that can be used by other
objects that make use of `CurvesGeometry`.

Pull Request #104813
2023-02-16 15:26:13 +01:00
c785e7431e Themes: Fix several issues in Blender Light theme
* Fix #92539: Hard to read the breadcrumbs.
* Fix View Item active, hover, and text color (e.g. count numbers in the
  Spreadsheet were almost unreadable).
* Fix mismatching node type colors with the default theme.
  Blender Light is meant to be simply a brighter version of the default,
  so screenshots and tutorials can be followed with both themes.
* Use the same outline color for widgets, so they match when aligned in a row.
* Make panels standout (not fully transparent), like in the default theme.
2023-02-16 14:39:41 +01:00
9d15b3f424 Fix #104697: Curves Sculpt: Setting brush shortcuts does not work
The active tools in `_defs_curves_sculpt` don't use names that are
exactly the same as the corresponding brush name with "builtin_brush."
at the beginning, instead they use more standard identifiers without
capitals or spaces.

The "brush_select" utility operator assumed the names matched though.
That can be fixed by manually mapping the brushes to the active tools.

Pull Request #104792
2023-02-16 13:48:39 +01:00
c9285f83ab Fix #104698: Assert and failure adding shortcuts to curves sculpt tools
The keymap name in `WM_keymap_guess_from_context` didn't match the
name of the keymap in the Blender default keymap (`km_sculpt_curves`).
Fix by changing the utility function to match the keymap name.

Before right clicking on any tool in curves sculpt mode gave an assert,
now it shows a context menu.

Pull Request #104791
2023-02-16 13:47:13 +01:00
4cb119f533 Fix #104584: Reassigning effect strip input does not update its position
Lookup cache was not invalidated, to update attached effects position, a handle
of a input strip is touched.

To update attached effects, currently the code only does that when strip
position is changed. This is, because effect strip updating is done internally
in sequencer module code and ideally shouldn't be done at all. A TODO comment
with further explanation is added.
2023-02-16 00:48:52 +01:00
7a76f2ae77 Fix #104370: Draw: Don't request the same attribute more than once
Avoid running out of attributes when multiple material slots use the same one.

Cleanup:
Removes the return value from drw_attributes_add_request since it shouldn't be modified afterward and it's never used.
Avoid making copies of DRW_AttributeRequest in drw_attributes_has_request.

Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104709
2023-02-15 23:54:51 +01:00
d465b92823 Cleanup: Make format, fix missing static warning 2023-02-15 17:39:53 -05:00
Colin Marmond
c59d2f3f2d Fix #102529: De-duplicate add node search items with assets
Fix a little omission. The id name has a 2 char prefix which has
to be removed in order to compare to the real name.

Pull Request #104793
2023-02-15 16:10:37 -05:00
72a2229848 Fix #104690: Evaluated positions user-after-free for copied poly curves
The evaluated positions cache can live longer than a specific
`CurvesGeometry`, but for only-poly curves, it pointed to the positions,
which are freed when the curves are. Instead, use the same pattern
as the evaluated offsets and don't store the positions span, just return
it when retrieving evaluated positions.
2023-02-15 13:26:06 -05:00
b7e39acfcd Fix #104789: uv_layers.remove() always raises error
A simple typo from 6c774feba2. Also return
so nothing happens when the UV map isn't found.
2023-02-15 13:25:46 -05:00
1116d821dc Fix weird icon padding in asset library selector menu button
Since the menu doesn't automatically align the labels like other menus
and pulldowns in Blender, I manually made them align using the blank
icon. However the menu button would also include this blank icon now.

This is a specific fix for the 3.5 release. In the main branch I will
replace it with proper support for automatically aligning labels in such
menus.
2023-02-15 15:59:12 +01:00
a7ccb3df3e Fix possible compiler warning and linker error
Type was forward declared as class, but is a struct. GCC is quiet about this
Clang gives a warning about potential linker errors on MSVC.
2023-02-15 15:37:30 +01:00
a0b4da2bd0 Splash screen for Blender 3.5
Credits: Nicole Morena
2023-02-15 14:14:14 +01:00
904b7e4e41 Blender 3.5 Beta:
* BLENDER_VERSION_CYCLE set to beta
* Update pipeline_config.yaml to point to 3.5 branches and svn tags
* Update and uncomment BLENDER_VERSION in download.cmake
2023-02-15 13:56:14 +01:00
5bac672e1a Asset Browser: Add separator line & icon padding for import method menu
Usually when a menu item displays an icon, we indent all other items
with an empty icon so items align nicely. Now with more built-in asset
libraries (the new "Essentials" library), this inconsistency becomes
more apparent.

Also add a separator line between the "All" asset library and the
others, makes the menu look more organized.
2023-02-15 13:11:10 +01:00
e3b5a2ae15 Asset Browser: Hide import method menu for essentials
Essentials always use "Append (Reuse Data)", displaying the menu to
change that doesn't make sense.
2023-02-15 13:03:36 +01:00
0d798ef57c Assets/UI: Use UI-list for asset library preferences UI
The Preferences for asset libraries are becoming more than a simple name
+ path. E.g. there is now an Import Method options, and we previously
also considered a Relative Paths option (which we may still want to
add). The previous UI, while consistent with the Auto Run Python Scripts
UI isn't well suited for less than trivial cases. Using UI lists makes
the UI more scalable and follows usual list UI patterns more. There is
also more space for the path button now.

Part of #104686.
2023-02-15 13:00:17 +01:00
972f58c482 Asset Browser: Rename "Import Type" to "Import Method"
"Type" sounds like you're selecting a thing, not a behavior. So "Method"
should be better. Part of 104686.
2023-02-15 12:58:15 +01:00
ae84a2956e Assets: Preference for default import method for an asset library
The default import method for an asset library can now be determined in
the Preferences. The Asset Browser has a new "Follow Preferences" option
for the importing. The essentials asset library still only uses "Append
(Reuse Data)".

This is part of #104686, which aims at improving the import method
selection, especially for the introduction of the new essentials library
(which doesn't support certain import methods). Further changes are
coming to improve the UI, see #104686.

Pull Request: #104688
2023-02-15 12:51:23 +01:00
4387dbf03e Curves: Replace quick fur operator, add to add menu
The quick fur operator now uses the new hair system. It adds a new
curves object for every selected mesh, and adds geometry nodes
modifiers from the essentials assets that generate curves. A few
settings are exposed in the redo panel, including an option for whether
to apply the modifier to generate the initial curves so that there is
original editable data.

The point of the operator is to give people a sense of how to use the
node groups and to give a very fast way to build a basic setup for
further tweaking.

Pull Request #104764
2023-02-15 12:13:34 +01:00
837ba82402 Fix #90629: VSE: Split selection is determined by menu position
Use the right hand side selection, as it fits the typical workflow
the best.

Arguably, the same would need to be done for the k-shortcut, but
that is another issue to be tackled. As well as making the selection
active.

Pull Request #104777
2023-02-15 12:05:37 +01:00
1a94457586 Fix #104760: GPencil Fill Gap circles no longer disappear when blue line appear
The problem was the alpha channel was set wrongly and the original 0 value was replaced with 1 by error.
2023-02-15 11:55:32 +01:00
35cde8b5fd Curves: move edit mode out of experimental
We (Dalai, Hans, Falk, Simon and me) decided that the curves edit mode
is useful enough to justify moving it out of experimental now. So far it
supports the following features:
* Various selection tools. The selections are synced with sculpt mode.
* Transform tools.
* Delete curves/points.

More functionality of the old curve edit mode will be ported over in
future releases.
2023-02-15 11:43:55 +01:00
ef46f735f3 Cleanup: LineArt: Remove lineart_cpp_bridge.cc
Removed this file because lineart_cpu.cc is already c++.

Pull Request #104736
2023-02-15 11:33:37 +01:00
7481a36d51 EEVEE: Remove unnecessary material optimization assertion.
Fix unreported assert in basic scenes.

Authored by Apple: Michael Parkin-White

Pull Request #104775
2023-02-15 11:27:25 +01:00
3807a0981e Curves: Add delete operator to edit mode
This implements the delete operator in curves edit mode. The behavior
is similar to the delete operator in the edit mode of legacy curves,
i.e. it's actually dissolving and doesn't split curves. This is also
the behavior that we generally want for the hair use case.

The operator is added to the `Curves` menu and can be accessed via
the keyboard using `X` or `Del`.

Pull Request #104765
2023-02-15 10:50:01 +01:00
ddc6815b1a Curves: add Curve Parameter Falloff to comb brush
This adds a new `Curve Falloff` popover to the comb brush tool settings.
The curve control allows changing the brush weight along the curve to
e.g. affect the tip more than the root. This is a relative way to get
something like stiffness for short hair.

This functionality could potentially be added to some other brushes,
but the comb brush is the most important one, so that is added first.

I did add the buttons add the buttons to choose a curve map preset.
However, I did not add the preset dropdown, because that just adds
some unnecessary complexity in the code now and is redundant.

Pull Request #104589
2023-02-15 10:42:30 +01:00
fc6d13eced Cleanup: extract the check to save a blend file into a function
Part of D11422 by @filedescriptor, makes it convenient to run a funciton
when the file cannot be saved.
2023-02-15 16:19:49 +11:00
e424931cf7 Cleanup: rename Byte to Bytes in Python string utilities
These functions operate on byte arrays, not a single byte,
match naming for CPython's PyBytes_AS_STRING.
2023-02-15 16:19:14 +11:00
6661342dc5 Mesh: Set active attribute values edit mode operator
This patch adds a simple operator to set values of the active
attribute for the selected element. The aim is to give simple control
over attribute values in edit mode rather than to provide the fastest
workflow for most cases. Eventually this operator might be less
important compared to more advanced attribute editing tools, but for
now, exposing a little bit of functionality is low hanging fruit and
will help to see the possibilities.

The implementation mostly consists of boilerplate to register the
necessary property types for the operator and draw their UI.
Beyond that, we just loop over selected elements and set a value.

Pull Request #104426
2023-02-15 04:34:53 +01:00
02c3889b1c Cleanup: quiet clang warnings
Quiet unused argument, shadow, array-bounds & range-loop-bind-reference
warnings.
2023-02-15 13:26:54 +11:00
8d35b28f2a Cleanup: spelling in comments 2023-02-15 13:11:14 +11:00
00a7344f27 Cleanup: quiet warnings from shellcheck, correct indentation 2023-02-15 13:11:06 +11:00
8de121ffc6 Cleanup: use 'show_' prefix for RNA sculpt booleans
Follow naming conventions from
https://wiki.blender.org/wiki/Source/Architecture/RNA
2023-02-15 13:11:04 +11:00
c3b53abc10 Fix #84057: Delete operator removes unexpected strip
Caused by strips being flagged for removal, but the flag was never
cleared. As far as I can tell, this issue is not reproducible anymore,
but there may be files with this flag still set.
2023-02-15 01:25:38 +01:00
dcc80748d3 Fix overlay_uniform_color_clipped inheritance
overlay_uniform_color_clipped was inheriting from overlay_depth_only, which doesn't
make much sense.
I've changed it to inherit from overlay_uniform_color instead, which is consistent
with other \*\_clipped variants of shaders.

Pull Request #104761
2023-02-14 22:21:59 +01:00
7b9d1cb51f Eevee: GPU Material node graph optimization.
Certain material node graphs can be very expensive to run. This feature aims to produce secondary GPUPass shaders within a GPUMaterial which provide optimal runtime performance. Such optimizations include baking constant data into the shader source directly, allowing the compiler to propogate constants and perform aggressive optimization upfront.

As optimizations can result in reduction of shader editor and animation interactivity, optimized pass generation and compilation is deferred until all outstanding compilations have completed. Optimization is also delayed util a material has remained unmodified for a set period of time, to reduce excessive compilation. The original variant of the material shader is kept to maintain interactivity.

Also adding a new concept to gpu::Shader allowing assignment of a parent shader from which a shader can pull PSO descriptors and any required metadata for asynchronous shader cache warming. This enables fully asynchronous shader optimization, without runtime hitching, while also reducing runtime hitching for standard materials, by using PSO descriptors from default materials, ahead of rendering.

Further shader graph optimizations are likely also possible with this architecture. Certain scenes, such as Wanderer benefit significantly. Viewport performance for this scene is 2-3x faster on Apple-silicon based GPUs.

Authored by Apple: Michael Parkin-White

Ref T96261
Pull Request #104536
2023-02-14 21:51:03 +01:00
db2eaa5c86 OBJ: fixed some faces wrongly skipped in invalid face validation logic (#104593)
The logic for looping over imported OBJ faces and checking whether any
of them are "invalid" (duplicate vertices) was wrongly skipping
validation of the next face right after some invalid face. It
was the previously invalid face, moving the last into its place,
but then the loop was incrementing the face index and that just-moved
face was not properly validated.

Fixes #104593 - importing attached obj file (which contains some faces
that have duplicate indices). Added test coverage with a much smaller
obj file.
2023-02-14 21:49:25 +02:00
e1a29b58bb Fix: Curve resolution input node missing default
When the attribute doesn't exist, the node should give the default
of 12, as defined by the accessor method for `bke::CurvesGeometry`.

Pull Request #104674
2023-02-14 19:59:37 +01:00
87f96b7664 Fix wrong variable being used as plan in 'gizmo_3d_dial_matrixbasis_calc'
A plane must be `float[4]`.
2023-02-14 15:39:32 -03:00
a755e6e63f Revert "MSVC: lower C4100 warning level from 4 to 3"
This reverts commit db4e7616f3.

Caused many issues when compiling mantaflow.
2023-02-14 15:36:35 -03:00
f72d28d7e7 Gizmo: use the final matrix for the dial3D clip plane
Dial3D uses the `matrix_basis` for the clip plane.

This can cause inconsistencies if the gizmo has `matrix_offset` or
`matrix_space`.
2023-02-14 15:31:30 -03:00
db4e7616f3 MSVC: lower C4100 warning level from 4 to 3
This better aligns with OSX/Linux warnings.

Although `__pragma(warning(suppress:4100))` is not the same as
`__attribute__((__unused__))` in gcc (which only affects the attribute
instead of the line), it still seems to be better to use it than to
hide the warning entirely.
2023-02-14 14:38:18 -03:00
f4db58844d GPU: Fix wrong 2D shader used from 3D drawing
Regression introduced by d165d6aa2a.
2023-02-14 18:32:42 +01:00
acf7f46b77 Fix #104748: GPencil: Fill tool is not working at all
Caused by missing color uniform update.
2023-02-14 18:32:42 +01:00
4fbc9c42e5 Curves: Add transform tools to toolbar
This commit also makes `ED_transform_calc_gizmo_stats` work
for curves.

Pull Request #104750
2023-02-14 18:24:24 +01:00
5ca65001ea Geometry Nodes: Operator to wrap a modifier's node group
As described in #104171, add an operator that creates a new node group
that contain the current node group and named attribute nodes to deal
with the outputs. This saves manual work when moving a high-level
modifier to the node editor for better procedural control.

Pull Request #104546
2023-02-14 18:21:50 +01:00
c9f02569c7 Curves: cage overlay for sculpt mode
This adds a new overlay for curves sculpt mode that displays the curves that the
user currently edits. Those may be different from the evaluated/original curves
when procedural deformations or child curves are used.

The overlay can clash with the evaluated curves when they are exactly on top of
each other. There is not much we can do about that currently. The user will have
to decide whether the overlay should be shown or not on a case-by-case basis.

Pull Request #104467
2023-02-14 18:10:11 +01:00
eb9647c53d Cleanup: rename vertex buffer attribute to be more specific
This renames `data` and `color` to `selection`. This is better because
it's actually what the corresponding buffers contain. Using this
more correct name makes sharing vertex buffers between different
gpu batches for different shaders easier.
2023-02-14 17:53:20 +01:00
7ba59c8a62 Assets: show all assets by default instead of current file
The "current file" mode is only useful when creating new assets.
However, the far more common use case and the one that should require
fewer steps is to use existing assets.

There is a risk that this causes freezing if the file browser preview
caching does not work properly. So we'll have to keep an eye on the bug
tracker to see if this is an issue in practice.

Pull Request #104749
2023-02-14 17:44:41 +01:00
b3fb73f325 Assets: bundle Essentials with Blender
This patch adds an "Essentials" asset library that is bundled with Blender.
Also see #103620. At build time, the `lib/assets/publish` folder is copied
to `datafiles/assets` in the build directory.

In the UI, the "Essentials" library can be accessed like other custom asset
libraries with the exception that assets from that library cannot be linked.

The immediate impact of this is that Blender now comes with some geometry
node groups for procedural hair grooming.

Pull Request #104474
2023-02-14 17:35:29 +01:00
459c210154 Fix #104652: UV Face Dots randomized
Match the check from before 75db4c082b,
where we just checked that the face dots bitmap wasn't null.
2023-02-14 11:27:34 -05:00
715acf758c Curves: Use deformed points in edit mode overlay
Uses the deformed crazyspace to populate the position buffer for Curves edit mode overlay.

Pull Request #104705
2023-02-14 16:33:38 +01:00
cfe828b452 OBJ: Support polylines with more than 2 vertices.
The OBJ spec (page B1-17) allows "l" entries to specify
polylines with more than 2 vertices, optionally with texture
coordinates.

Previously, only the first 2 vertices of each polyline
were read and added as loose edges, failing when texture
coordinates were present.

This adds support for proper polylines, reading but ignoring
texture coordinates.

Pull Request #104503
2023-02-14 16:30:50 +01:00
4cc94679dd MSVC: suppress additional warnings out of external headers
In 161908157d we moved all warnings
coming out of the library folder to /W0 as many of them do not follow
our code-style nor can we force them to.

When i made this change, i took `/external:templates-` to mean
"and that goes for you too, templates" and it decisively does the
opposite leading to /W3 warnings coming out of openvdb

This change removes the flag as it should have never have been added
in the first place.
2023-02-14 07:56:14 -07:00
Robin Hohnsbeen
39f63c8c08 Sculpting: Vector displacement for the sculpting draw brush
Sculpt: Added vector displacement for the sculpting draw brush (area plane mapping only for now)

Vector displacement maps (VDM) provide a way to create complex displacements that can have overhangs in one brush dab.
This is unlike standard displacement with height maps that only displace in the normal direction.
Forms like ears, curled horns, etc can be created in one click if VMDs are used.
There is a checkbox on the draw brush in the texture settings "Vector Displacement" that enables/disables this feature.

Technical description: The RGB channels of a texture in a brush stroke are read and interpreted as individual vectors, that are used to offset vertices.
As of now, this is only working for the draw brush using the area plane mapping. Symmetry and radial symmetry are working.

A few things to consider when making VD-Maps:
* UVs need to stay intact for the bake mesh (e.g. voxel remeshing can't be used to create VD Meshes)
* When exporting a VD Map it should be in the file format OpenEXR (for positive and negative floating point values).
* Export resolution can be 512x512 or lower (EXR files can get very large, but VDM brushes don't need a high resolution)

And when using them:
* Inside Blender clamping needs to be unchecked on the texture
* The brush falloff should be set to constant (or nearly constant)

This patch was inspired by this [right-click-select proposal](https://blender.community/c/rightclickselect/WqWx/) Thanks for the post!

(Moved [this patch](https://archive.blender.org/developer/D17080) to here.)

Co-authored-by: Robin Hohnsbeen <robin@hohnsbeen.de>
Pull Request #104481
2023-02-14 15:29:27 +01:00
d4f7f1dfe4 Fix memory leak in view3d_select
There was an unintentional early return in the click select
execute function that caused the operator properties not
to be freed.
2023-02-14 14:59:07 +01:00
a76b5d3a07 Curves: change collision radius for consistency with default radius
Offset distance for curve collision  will be matched with default curve
radius for better visibility.

Pull Request #104648
2023-02-14 14:15:04 +01:00
59b9a88a35 Fix: duplicate elements node does not update curve type counts
Curve type counts are updated eagerly but it was missing in this
node leading to a crash further down the line where the counts
were expected to be correct.
2023-02-14 13:32:00 +01:00
4126284e46 Allocator: Fail building when trying to MEM_delete a void pointer
`MEM_delete()` is designed for type safe destruction and freeing, void
pointers make that impossible.
Was reviewing a patch that was trying to free a C-style custom data
pointer this way. Apparently MSVC compiles this just fine, other
compilers error out. Make sure this is a build error on all platforms
with a useful message.
2023-02-14 12:48:26 +01:00
1fd0c80725 Build: correct forwarding jobs argument to make_deps_wrapper.sh 2023-02-14 22:26:59 +11:00
5215543280 Constraints: use a dimensionless unit prop for Maintain Volume
The Volume property of the Maintain Volume constraint was marked as a
distance, which made it confusing--especially with non-metric units.

The volume can actually be understood as a factor of the initial
volume, so it should be dimensionless.

Additionally, the volume had a range of 0.001 to 100.0. This is wide
enough in most cases, but sometimes you may need to go orders of
magnitude higher or lower to consider vast or thin objects, and there
should be no drawback to extending the limits, provided they stay
positive.

Pull Request #104489
2023-02-14 12:19:53 +01:00
1e449bee21 Cycles: Temporary fix for Principled Hair albedo
The proper fix (bb9eb262d4) caused compilation problems with HIP, so we're
delaying it until 3.6.
To fix the original bug report (#104586), this is a quick workaround that'll
hopefully not upset the compiler.

Pull Request #104723
2023-02-14 12:18:10 +01:00
5040c39d1a Fix T103354: Author extents on UsdGeomMesh
A properly authored USD file will have the extent attribute authored on all prims conforming to UsdGeomBoundable.
This cached extent information is useful because it allows the 3D range of prims to be quickly understood without reading potentially large arrays of data. Note that because the shape of prims may change over time, extent attributes are always evaluated for a given timecode.

This patch introduces support for authoring extents on meshes and volumes during export to USD.

Because extents are common to multiple kinds of geometries, the main support for authoring extents has been placed in USDAbstractWriter, whose new author_extent method can operate on any prim conforming to pxr::UsdGeomBoundable. The USD library already provides us the code necessary to compute the bounds for a given prim, in pxr::UsdGeomBBoxCache::ComputeLocalBound.
Note that not all prims that are imageable are boundable, such as transforms and cameras.

For more details on extents, see https://graphics.pixar.com/usd/release/api/class_usd_geom_boundable.html#details.

Note that when new types of geometries are introduced, such as curves in https://developer.blender.org/D16545, we will need to update the USD writer for that geometry such that it calls this->author_extent.

Update on Feb 2: This patch has been updated to include a unit test to ensure authored extents are valid. This test requires new test assets that will need to be submitted via svn. The test assets are attached in the d16837_usd_test_assets.zip file. To use, unzip and merge the contents of this zip into the lib/tests/usd folder.

This unit test also addresses #104269 by validating compliance of exported USD via UsdUtils.ComplianceChecker.

Pull Request #104676
2023-02-14 12:11:53 +01:00
a3e6cb5dab Gizmo: press shift key to scale cage2d gizmo uniformly
Reviewed by: Campbell Barton
Pull Request #104418
2023-02-14 11:08:54 +01:00
fe0a219b5b Revert: Formatting changes space_toolsystem_toolbar 2023-02-14 10:30:49 +01:00
09498264f6 Deps: build one at a time, each using all available cores on Linux
Use a MAKE wrapper for 'make deps' on Linux that ensures dependencies
are built one at a time. This is preferable because building many
dependencies at once made troubleshooting impractical and had the
downside that large deps such as LLVM would bottleneck on a single core.

This may be used for macOS, so far it's only tested on Linux.
2023-02-14 16:37:04 +11:00
46c34ba1f6 GNUmakefile: include install directory in 'make deps' message
Avoids uncertainly, ensure deps are copied from the right place.
2023-02-14 13:26:30 +11:00
d02f863b18 Update RNA to User manual mappings 2023-02-14 13:19:18 +11:00
d851c91856 PyDocs: update links in generated API docs for GITEA migration
- Correct broken link for undocumented modules.
  Point to the contributing page, it seems #51062 was lost with the
  GITEA task migration.
- Correct Blender Version link to the SHA1.
2023-02-14 12:41:51 +11:00
a6dcf6e6cb Cleanup: avoid redundant sqrt when picking reroute nodes 2023-02-14 12:26:29 +11:00
818c16ef1f Cleanup: pass a const argument to CustomData_get_elem_size 2023-02-14 12:26:01 +11:00
750e278fd1 Cleanup: line wrapping in USERPREF_PT_experimental_new_features
Changing from Phabricator links caused poor formatting.
Also remove blank lines between comment and it's function.
2023-02-14 12:13:04 +11:00
85f8ba9db7 Cleanup: include missing header, sort CMake file lists 2023-02-14 11:52:14 +11:00
1ac80e8338 Cleanup: quiet unreachable-code warning, use ARRAY_SIZE macro 2023-02-14 11:50:00 +11:00
6dc88682ea License headers: add missing license identifier 2023-02-14 11:47:13 +11:00
36937e523a Fix #66863: Bisect plane rotation behavior bugged for side/cut view
The matrix of the rotation gizmo is somewhat confusing.

Attaching to the Z axis has more predictable results.
2023-02-13 21:15:38 -03:00
0fa34aa0ec Cleanup: spelling in comments, reference enum types in doc-strings
Also use doxy formatting for structs in sculpt_uv.c.
2023-02-14 10:29:48 +11:00
e928dd300b Cleanup: format 2023-02-14 10:29:46 +11:00
dc46465490 Cleanup: use typed enum (eDirEntry_SelectFlag) where appropriate 2023-02-14 10:29:44 +11:00
1d7bf4f826 BLI_utildefines: add ^= operator to ENUM_OPERATORS macro 2023-02-14 10:29:42 +11:00
Erik Abrahamsson
526f2273c6 Docs: improve online manual lookup time time
Matching the RNA id's to the search pattern is slow because
of the function `fnmatchcase`. This patch first checks the string
prefix without any special characters used by fnmatch,
if the `startswith` check fails, there is no need to check `fnmatchcase`.
Before the optimization, an online manual lookup took about 400ms
which is quite noticeable, with this patch applied it's under 10ms.

Ref !104581.
2023-02-14 10:29:40 +11:00
bb9eb262d4 Revert "Cycles: Clean up the Principled Hair BSDF implementation"
This reverts commit cb77865c21.

Appears to break HIP compilation, so delay until 3.6.
2023-02-13 23:32:53 +01:00
1f615690e6 Cycles: Add support for CUDA 12
CUDA 12 no longer supports sm_3*, in particular 35 and sm_37,
so skip building those if only CUDA 12+ is available.

Pull Request #104713
2023-02-13 23:04:02 +01:00
6a0b1eae8c Fix #104097: re-enable Cycles AMD Vega support
The internal compiler error appears to be gone. Unclear why it appeared in the
first place and why it's gone now. Just random kernel code changes causing it.

Pull Request #104719
2023-02-13 22:53:08 +01:00
cb77865c21 Cycles: Clean up the Principled Hair BSDF implementation
- Rename roughness variables for more clarity - before, the SVM/OSL code would
  set s and v to the linear roughness values, and the setup function would over-
  write them with the distribution parameters. This actually caused a bug in the
  albedo code, since it intended to use the linear roughness value, but ended up
  getting the remapped value.
- Deduplicate the evaluation and sample functions. Most of their code is the
  same, only the middle part is different.
- Changed albedo computation to return the sum of the intensities of the four
  BSDF lobes. Previously, the code applied the inverse of the color->sigma
  mapping from the paper - this returns the color specified in the node, but
  for very dark hair (e.g. when using the Melanin controls) the result is
  extremely low (e.g. 0.000001) despite the hair still reflecting a significant
  amount of light (since the R lobe is independent of sigma). This causes issues
  with the light component passes, so this change fixes #104586.
- There's quite a few computations at the start of the evaluation function that
  are needed for sampling, evaluation and albedo computation, but only depend on
  the view direction. Therefore, just precompute them - we still have space in
  PrincipledHairExtra after all.
- Fix a tiny bug - the direction sampling code did not account for the R lobe
  roughness modifier.

Pull Request #104669
2023-02-13 22:49:01 +01:00
7dbf2e2e95 Curves: Draw point overlay only in point selection mode
In case the selection domain is `ATTR_DOMAIN_CURVE` then do not draw the points.

Pull Request #104715
2023-02-13 22:25:06 +01:00
c92c52f0c9 Cleanup: Move draw_attributes.hh to C++
In order to experiment with different storage types for `DRW_Attributes`
and for general cleanup (see #103343). Also move a curves header to C++.

Pull Request #104716
2023-02-13 20:56:24 +01:00
dfacaf4f40 Fix: Incorrect BMesh to Mesh attribute copying
The existing logic to copy `BMesh` custom data layers to `Mesh`
attribute arrays was quite complicated, and incorrect in some cases
when the source and destinations didn't have the same layers.
The functions leave a lot to be desired in general, since they have
a lot of redundant complexity that ends up doing the same thing for
every element.

The problem in #104154 was that the "rest_position" attribute overwrote
the mesh positions since it has the same type and the positions weren't
copied. This same problem has shown up in boolean attribute conversion
in the past. Other changes fixed some specific cases but I think a
larger change is the only proper solution.

This patch adds preprocessing before looping over all elements to
find the basic information for copying the relevant layers, taking
layer names into account. The preprocessing makes the hot loops
simpler.

In a simple file with a 1 million vertex grid, I observed a 6%
improvement animation playback framerate in edit mode with a simple
geometry nodes modifier, from 5 to 5.3 FPS.

Fixes #104154, #104348

Pull Request #104421
2023-02-13 20:52:02 +01:00
0dfc102531 Fix #104588: Initialize Face Sets from edit mode selection broken
Mistake in da4bd24c3e
2023-02-13 14:16:23 -05:00
1e794d9a92 BMesh: Add flexibility for future lazily created UV selection
Don't crash on nonexisting uv selection layers. Add an assert
because for now it is a bug if they don't exist. But when converting
back to Mesh it is preferable to accept in release mode, as opposed to
crashing.

Pull Request #104600
2023-02-13 20:08:30 +01:00
684789c815 Fix #104501: Clear CD_FLAG_NOCOPY after use
When generating a Mesh from a BMesh the uv map bool layers are not
copied if all elements are false. To suppress the copying the flag
CD_FLAG_NOCOPY is set in the layer flags. However these layers *do*
need to be copied to other BMeshes (for example undo steps). So we
need to clear them afterwards.
2023-02-13 20:08:29 +01:00
72a85d976a USD Import: USD Shapes support
This commit adds the ability to import USD Shape primitives (Gprims).
They are imported as Blender Meshes using the USD API to convert, so
that they appear the same as they would in other applications. USD
Shapes are important in many workflows, particularly in gaming, where
they are used for stand-in geometry or for collision primitives.

Pull Request #104707
2023-02-13 19:49:24 +01:00
8d20db0594 Curves: Fix curve segment selection
Make sure that in curve selection mode, the segments are checked
for intersection instead of only the points.

Pull Request #104703
2023-02-13 19:05:28 +01:00
64f83f80c6 Fix #104373: Motion Tracker solve with anamorphic footage not working
The issue was caused by rather recent refactor in 7dea18b3aa.

The root of the issue lies within the fact that the optical center was updated
on the Blender side after the solution was run. There was a mistake in the code
which double-corrected for the pixel aspect ratio.

Added a comment in the code about this, so that it does not look suspicious.

Pull Request #104711
2023-02-13 18:49:45 +01:00
9b7d71cec2 Cleanup: Remove redundant translation markers in context poll message
`CTX_wm_operator_poll_msg_set()` is covered by the translation script
and always translates these strings. Checked with Bastien, he prefers
not having the redundancy here.
2023-02-13 18:41:38 +01:00
64e4aede7f Fix bug report including rB commit hash prefix not needed for Gitea 2023-02-13 18:34:13 +01:00
675717eb79 Cleanup: fix a few typos in UI messages
Issues reported by @Joan-Pujolar in #43295.

Pull Request #104672
2023-02-13 18:24:53 +01:00
c2a5c592fe Fix #103397: Vector UI control shader UBO alignment fix.
Replace float3 with packed_float3 when using additional type padding.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #104699
2023-02-13 18:16:38 +01:00
0e1a6f6033 Cleanup: Add in NLAStrip / NLATrack remove / clean methods
## Cleanup: Refactor NLATrack / NLAStrip Remove

This PR adds 3 new methods:
* BKE_nlatrack_remove_strip
* BKE_nlastrip_remove
* BKE_nlastrip_remove_and_free

These named BKE methods are really just replacements for BLI_remlink, but with some added checks, and enhanced readability.

Co-authored-by: Nate Rupsis <nrupsis@gmail.com>
Pull Request #104437
2023-02-13 18:10:13 +01:00
d42c803f5b Cleanup: add comment explaining #interpf is performing lerp 2023-02-13 17:32:19 +01:00
218a909dec GPencil: Fix unreported Eyedropper color difference in Materials
The color selected was converted wrongly for materials. The undo of the conversion must be done only for palettes.

Also, some code cleanup done.
2023-02-13 17:30:20 +01:00
bea1eff3a5 Fix: No update setting curve selection domain with all selected
Send a notification and tag for an update even if the selection doesn't
exist, which is still necessary for drawing that depends on the
selection domain.
2023-02-13 11:22:31 -05:00
d5c60fb685 Cleanup: add comment to cage gizmo scaling regarding the boundary 2023-02-13 17:08:23 +01:00
9fecf1f8b8 Cycles: Replace resolution divider loop with an analytical formula
As a side effect of this change, more resolution divisions are now available.
Before this patch the possible resolution divisions were all powers of two.
Now the possible resolution divisions are the multiples of pixel_size.

This increase in possible resolution divisions is the same idea proposed in https://archive.blender.org/developer/D13590.
In that patch there were concerns that this will increase the time between a user navigating
and seeing the 1:1 render. To my knowledge this is a non-issue and there should be
little to no increase in time between those two events.

Pull Request #104450
2023-02-13 13:02:47 +01:00
99e71ec1f2 Assets: Store pointer to owning asset library in asset representation
This is needed to be able to query asset library information from an
asset. This again is relevant especially for the "All" asset library,
where you can't just directly access the library itself, which is
different for different assets.

The current design is that an asset representation is owned by exactly
one asset library, so having this pointer is perfectly compatible with
the design.

Reviewed by: Julian Eisel
2023-02-13 12:57:03 +01:00
4f19e99cb1 Tests: add unit test for BLI_strnlen
It wasn't there. Now it is.
2023-02-13 12:54:35 +01:00
147c75b831 Cleanup: EEVEE-Next: Fix typo 2023-02-13 12:49:51 +01:00
0d9fbfe7fe GPUShader: Fix compilation caused by designated initializers in C++ 2023-02-13 12:49:22 +01:00
da0c182a61 Cycles: Fix compilation after recent GPU cleanups 2023-02-13 12:17:46 +01:00
dd171f7743 Cleanup: GPUShader: Rename GPU_shader_uniform_vector
Rename to `GPU_shader_uniform_float/int_ex` to make more sense as a
general purpose function.
2023-02-13 11:22:38 +01:00
b68bac7ced Cleanup: GPUShader: Remove GPU_shader_uniform_int/float
Simplify the API, leaving only one function to set uniform without the
uniform name.
2023-02-13 11:22:38 +01:00
173a8f4ac9 GPU: Removes GPU_shader_get_builtin_ssbo
Simplify the API. Use hardcoded ssbo location instead.
2023-02-13 11:22:38 +01:00
164f591033 Cleanup: GPU: Rename some functions for consistency 2023-02-13 11:22:38 +01:00
83a6642045 Cleanup: GPU: Move eGPUKeyframeShapes to shader shared
Removes code duplication.
2023-02-13 11:22:38 +01:00
158f87203e Cleanup: GPUShader: Reorganize GPU_shader.h to separate depecated API
This avoid confusion to what to use nowadays.
Also improves documentation.
2023-02-13 11:22:38 +01:00
d92c28582a Cleanup: GPUShader: Split Builtins to their own header
Also improve documentation and cleanup.
2023-02-13 11:22:38 +01:00
d165d6aa2a GPU: Remove GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR
This replaces `GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR` by
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA`.

None of the usage made sense to not use the AA shader.
Scale the point size to account for the rounded shape.
2023-02-13 11:22:38 +01:00
5f3c97b999 GPU: Move gpu_shader_builtin.c to C++
This also removes all unused part of it now that we have converted all
shaders to use create infos.
2023-02-13 11:22:38 +01:00
afd6358fc0 Gizmo: add gizmos for spot and point light radius
Ref #104280

Pull Request #104410
2023-02-13 11:18:21 +01:00
701f90c677 Gizmo: make cage gizmo follow the cursor exactly when scaling
Ref #104280
The scaling of area light / spot light blend was wrong because it is
calculated for pivot at the edges. The new implementation in theory
works for all `abs(pivot) <= 0.5f`, although we only have -0.5, 0, and
0.5.
- Axis constraint for box cage was only applied when there is translate
flag, now the same logic is applied regardless of the translate flag,
this means when dragging the edge, the scaling in the other axis stays
the same; when dragging the corners, it applies free-form scaling.
- Due to the existence of margin, `data->orig_mouse` does not lie
exactly on the boundary. Using that value to compute the scaling causes
the error to accumulate over distance. The new implementation uses the
original dimension of the object instead, and only uses
`data->orig_mouse` to determine the side of the original cursor relative
to the pivot.
- For circular gizmo with unsigned scaling, the gizmo only follow the
cursor exactly when the cursor stays in the original quadrant, otherwise
it's hard to handle the logic when we should clamp the scaling.
2023-02-13 10:48:31 +01:00
9f4ee75c9b Fix #80307: Underline shortcut not working in enum context menus
The buttons of enum context menus are of type `UI_BUT_ROW`. They
are part of the set of buttons we create underline shortcuts for in
`ui_menu_block_set_keyaccels`.
But since they weren't handled in `ui_handle_button_activate_by_type`,
pressing the underline shortcuts didn't do anyting in those cases.

Co-authored-by: Leon Schittek <leon.schittek@gmx.net>
Co-authored-by: Brecht Van Lommel <brecht@noreply.localhost>
Pull Request #104433
2023-02-13 10:43:36 +01:00
2e19aa1399 UI: add camera passepartout color to theme
Currently the passepartout color is hardcoded to black. While a
sensible default for cinema, it may make less sense for other media,
whether video, print, web, etc. It greatly affects viewing conditions
of the image and should be user selectable, much like painting
programs allow.

Pull Request #104486
2023-02-13 09:15:34 +01:00
918cf6cd77 Fix #104341: Handle edge case in Curve to Mesh node
Don't create caps when using cyclic profile splines with two or fewer
points.
This case wasn't handled, yet, leading to invalid meshes or crashes.

Co-authored-by: Leon Schittek <leon.schittek@gmx.net>
Pull Request #104594
2023-02-13 09:03:00 +01:00
af8941e6a8 Vulkan: Use guardedalloc for driver allocations.
Vulkan has a pluggable memory allocation feature, which allows internal
driver allocations to be done by the client application provided
allocator. Vulkan uses this for more client application allocations
done inside the driver, but can also do it for more internal oriented
allocations.

VK_ALLOCATION_CALLBACKS initializes allocation callbacks for host allocations.
The macro creates a local static variable with the name vk_allocation_callbacks
that can be passed to vulkan API functions that expect
const VkAllocationCallbacks *pAllocator.

When WITH_VULKAN_GUARDEDALLOC=Off the memory allocation implemented
in the vulkan device driver is used for both internal and application
oriented memory operations.

For now this would help during the development of Vulkan backend to
detect hidden memory leaks that are hidden inside the driver part
of the stack. In a later stage we need to measure the overhead and
if this should become the default behavior.

Pull Request #104434
2023-02-13 08:37:35 +01:00
f828ecf4ba GPU: Use same read back API as SSBOs
The GPU module has 2 different styles when reading back data from
GPU buffers. The SSBOs used a memcpy to copy the data to a
pre-allocated buffer. IndexBuf/VertBuf gave back a driver/platform
controlled pointer to the memory.

Readback is done for test cases returning mapped pointers is not safe.
For this reason we settled on using the same approach as the SSBO.
Copy the data to a caller pre-allocated buffer.

Reason why this API is currently changed is that the Vulkan API is more
strict on mapping/unmapping buffers that can lead to potential issues
down the road.

Pull Request #104571
2023-02-13 08:34:19 +01:00
86b3073c9e Cleanup: Quiet unused variable warning
Also name another argument for consistency.
2023-02-12 22:27:07 -05:00
2a7440176e Fix: Missing const specifier for curve field input
Mistake in 000e722c7d, which probably made the viewer node
auto-domain detection behave differently when the special case was used.
2023-02-12 20:17:41 -05:00
6ea3fdebc8 Fix: Workbench Next: Extruded frustum binding 2023-02-12 23:40:28 +01:00
77963ff778 Fix #104637: EEVEE Displacement regression after #104595
Keep using the 3 evaluations dF_branch method for the Displacement output.
The optimized 2 evaluations method used by node_bump is now on its own macro (dF_branch_incomplete).
displacement_bump modifies the normal that nodetree_exec uses, so even with a refactor it wouldn’t be possible to re-use the computation anyway.
2023-02-12 23:06:21 +01:00
f0669ff8ba BLI: use larger integer type in BitVector
Using larger integer types allows for more efficient code, because we
can use the hardware better. Instead of working on individual bytes,
the code can now work on 8 bytes at a time. We don't really benefit
from this immediately but I'm planning to implement some more optimized
bit vector operations for #104629.

Pull Request #104658
2023-02-12 18:00:48 +01:00
3f40962414 Cleanup: use sized int types for polyfill_2d
Also correct building when USE_CLIP_EVEN is disabled.
2023-02-12 16:35:24 +11:00
32149f8d7a Tests: add polyfill2d test to ensure the result has no zero area tris
Add a test to address the issue raised in #103913, where zero area
triangles could be created from polygons that have co-linear edges
but were not degenerate.
2023-02-12 16:26:34 +11:00
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
a02fa6c40d Cleanup: spelling in comments 2023-02-12 14:23:16 +11:00
10354b043f Fix crash selecting faces in wire-frame mode
Regression in [0] didn't account for the mesh not having
subdivision surface is applied.

[0]: 75db4c082b
2023-02-12 14:20:52 +11:00
c7456272b1 Cleanup: EEVEE-Next: Add LIGHT_FOREACH macros to clang-format exceptions 2023-02-12 01:41:54 +01:00
77aa9e8809 Cleanup: GPU: Remove commented lines without any comments or purpose
These were added during a big refactor. They were supposed to be
uncommented at some point but the new code does not even need a default
world.
2023-02-12 01:21:53 +01:00
d33960aead Cleanup: remove whole-archive linking for USD
Since USD is no longer statically linked these linker tricks
are no longer needed.

Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Pull Request #104627
2023-02-11 19:48:47 +01:00
085c854b2a Fix curves selection toggling 2023-02-11 19:23:48 +01:00
82867753cf Transform: Hide trackball gizmo while dragging
It was accidentally displayed in a38d99e0b2.
2023-02-11 15:22:57 -03:00
232e02282e Fix circular transform gizmo always displaying Global orientation
The Global orientation comes from the mode's default orientation
(without the constraints).

It's not really exposed.
2023-02-11 15:20:38 -03:00
b9fa32cccd Fix #104587: 'Extrude To Cursor' snapping ignoring 'Target Selection'
Although not a transform operator, `Extrude to Cursor` depends on some
snapping settings.

So it should use the `Target Selection` options as well.
2023-02-11 14:50:37 -03:00
197eee6e04 Fix transform gizmos not changing in Automatic Constraint mode 2023-02-11 13:56:06 -03:00
e732580fcc Nodes: change order of Hide Value and Hide in Modifier
Based on the review comment in #104517.
2023-02-11 16:14:38 +01:00
158f809dcb Geometry Nodes: Add option to hide input in modifier
When building a node group that's meant to be used directly in the
node editor as well as in the modifier, it's useful to be able to have
some inputs that are only meant for the node editor, like inputs that
only make sense when combined with other nodes.

In the future we might have the ability to only display certain assets
in the modifier and the node editor, but until then this simple solution
allows a bit more customization.

Pull Request #104517
2023-02-11 16:11:10 +01:00
19ea673260 Cleanup: Remove const keyword in declarations 2023-02-11 15:05:55 +01:00
b723a398f3 Curves: initial surface collision for curves sculpt mode
During hair grooming in curves sculpt mode, it is very useful when hair strands
are prevented from intersecting with the surface mesh. Unfortunately, it also
decreases performance significantly so we don't want it to be turned on all the time.

The surface collision is used by the Comb, Pinch and Puff brushes currently.
It can be turned on or off on a per-geometry basis.

The intersection prevention quality of this patch is not perfect yet. This can
be improved over time using a better solver. Overall, perfect collision detection
at the cost of bad performance is not necessary for interactive sculpting,
because the user can fix small mistakes very quickly. Nevertheless, the quality
can probably still be improved significantly without too big slow-downs depending
on the use case. This can be done separately from this patch.

Pull Request #104469
2023-02-11 13:46:37 +01:00
0f708fa2e3 Geometry Nodes: use smooth normals in Distribute Points on Faces node
Previously, the node used the "true" normal of every looptri. Now it uses the
"loop normals" which includes e.g. smooth faces and custom normals. The true
normal can still be used on the points by capturing it before the Distribute node.

We do intend to expose the smooth normals separately in geometry nodes as well,
but this is an important first step.

It's also necessary to generate child hair between guide hair strands that don't
have visible artifacts at face boundaries.

For perfect backward compatibility, the node still has a "Legacy Normal" option
in the side bar. Creating the exact same behavior with existing nodes isn't
really possible unfortunately because of the specifics of how the Distribute
node used to compute the normals using looptris.

Pull Request #104414
2023-02-11 13:25:59 +01:00
6478eb565a Cleanup: format 2023-02-11 14:26:56 +11:00
fefc6a73b3 Fix pep8 checker operating on dot-files
Temporary editor files were included which could make the checker fail.
2023-02-11 14:12:43 +11:00
9f4edf8c2a Cleanup: remove unused variables 2023-02-11 14:04:35 +11:00
ce44953933 Cleanup: various C++ cleanups 2023-02-11 14:04:35 +11:00
343bb4a5a3 Cleanup: Use const char * for layer names in collada exporter
CustomData layer names should not be written except via the CusomData
api. Therefore use const char * instead of char * when referencing the
layer name.

Pull Request #104585
2023-02-11 01:13:38 +01:00
efabe81c91 Fix #103903: Bump Node performance regression
Avoid computing the non-derivative height twice.
The height is now computed as part of the main function, while the height at x and y offsets are still computed on a separate function.
The differentials are now computed directly at node_bump.

Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104595
2023-02-10 21:06:53 +01:00
0e6da74e98 Fix #104282: Resolve Depth read for D24_S8 types in Metal.
Fixes incorrect spotlight gizmo orientation when moving.

Authored by Apple: Michael Parkin-White

Related to #96261

Pull Request #104537
2023-02-10 20:40:07 +01:00
8a32d56056 Tests: Fix device list of benchmark script only showing a single GPU
Pull Request #104583
2023-02-10 19:38:37 +01:00
7351f533e0 Curves: Add lasso and circle select
This adds a `select_lasso` and a `select_circle` function for the Curves object. It is used in the `view3d_lasso_select` and `view3d_circle_select` operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104560
2023-02-10 19:06:08 +01:00
5c4e1ed578 UI: Make text nomenclature and ordering consistent
"Center" -> "Middle" when describing vertical alignment.
"Align X" -> "Horizontal Alignment"
"Align Y" -> "Vertical Alignment"
Vertical alignment options rearranged to be consistently top-most to
bottom-most.

---

Co-authored-by: joshua-maros <60271685+joshua-maros@users.noreply.github.com>
Pull Request #104493
2023-02-10 19:05:37 +01:00
6f8c441950 Curves: Add select linked
This adds a new `select_linked` function that selects all the points
on a curve if there is at least one point already selected.
This also adds a keymap for the operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104569
2023-02-10 18:58:08 +01:00
d411be8a99 Cleanup: Use utility function to find groups in node tree
Add `contains_group` method in python api for `NodeTree` type, cleanup
`ntreeHasTree` function, reuse `ntreeHasTree` in more place in code.
The algorithm has been changed to not recheck trees by using set.

Performance gains from avoiding already checked node trees:
Based on tests, can say that for large files with a huge number
of trees, the response speed of opening the search menu in the
node editor increased by ~200 times (for really large projects
with 16 individual groups in 6 levels of nesting). Group insert
operations are also accelerated, but this is different in some cases.

Pull Request #104465
2023-02-10 17:30:55 +01:00
fae661a1ab Revert "Un-ignore modules in .gitmodules configuration"
This reverts commit aab707ab70.

A different solution to the submodule problem is being considered in #104573.
Revert to the previous behavior that developers are familiar with for now.
2023-02-10 17:15:28 +01:00
923152d180 Geometry Nodes: improve parallelization in Delete/Separate Geometry node
This just adds `threading::parallel_for` and `threading::parallel_invoke` in a few
places where it can be added trivially. The run time of the `separate_geometry`
function changes from 830 ms to 413 ms in my test file.

Pull Request #104563
2023-02-10 17:14:30 +01:00
0ea15a6fbb Fix: Inaccessible default for node group image sockets
The type was just skipped when drawing defaults for the image sockets.
2023-02-10 09:22:45 -05:00
284cdbb6cf Cleanup: Use lambdas in mesh mapping callback, remove unused arguments
Using callback functions didn't scale well as more arguments are added.
It got very confusing when to pass tehmarguments weren't always used.
Instead use a `FunctionRef` with indices for arguments. Also remove
unused edge arguments to topology mapping functions.
2023-02-10 08:37:50 -05:00
bad2c3b9ef Geometry Nodes: Experimental option for Volumes
Adds an experimental option under "New Features" in preferences,
which enables visibility of the new Volume Nodes.
Right now this option does nothing but will be used during development.
See #103248

Pull Request #104552
2023-02-10 14:21:01 +01:00
88f9c55f7f Sculpt: Fix Dyntopo Warnings
Because of T95965, some attributes are stored as generic attributes
in Mesh but have special handling for the conversion to BMesh.

Expose a function to tell whether certain attribute names are handled
specially in the conversion, and refactor the error checking process
to use it. Also check for generic attributes on the face domain which
wasn't done before.

Author: Hans Goudey
Reviewed By: Joseph Eagar

Co-authored-by: Joseph Eagar <joeedh@gmail.com>
Pull Request #104567
2023-02-10 13:16:10 +01:00
dc9f7fe64f Fix #104514: GPencil merge down layer misses some frames
When merging two gpencil layers, if the destination layer had a keyframe
where the source layer did not, strokes of the previous keyframe
in source layer were lost in that frame.

This happened because the merge operator was looping through
frames of the source layer and appending strokes in the
corresponding destination layer, but never completing
other frames than the ones existing in the source layer.

This patch fixes it by first adding in source layer
all frames that are in destination layer.

Co-authored-by: Amelie Fondevilla <amelie.fondevilla@les-fees-speciales.coop>
Pull Request #104558
2023-02-10 12:55:06 +01:00
Lucas Tadeu Teixeira
5d30c3994e Sequencer: Don't create undo step when click-select does nothing
When the sequencer is empty (i.e., there are no sequences),
we would have the deselect_all variable set to true called
ED_sequencer_deselect_all to select any existing sequences.

Ref !104453
2023-02-10 21:49:42 +11:00
51ceeb506f Fix #104026: Click-Drag to select graph editor channels no longer working
Box-Selecting channels in the dope sheet with click-drag was no longer possible as of Blender 3.2

Due to the removal of tweak events the box select operator was always shadowed by the click operator.

Original Phabricator discussion here: https://archive.blender.org/developer/D17065

Use `WM_operator_flag_only_pass_through_on_press` on click operator to fix it

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104505
2023-02-10 11:36:01 +01:00
01480229b1 Cycles: Fix MetalRT checkbox not hooked up to device on AMD
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.

Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
2023-02-10 10:55:39 +01:00
b77c82e2bb Tests: minor updates to make bl_rna_manual_reference more useful
- Avoid flooding the output with every match that succeeds.
- Report patterns listed in the manual that don't match anything in
  Blender.
- Disable external URL lookups, this is too slow.
  Instead use a LOCAL_PREFIX (a local build of the manual)
  or skip the test.
2023-02-10 14:04:15 +11:00
c2c62c3618 RNA: return a dummy language value when WITH_INTERNATIONAL=OFF
Without this, every access to "language" would warn that the enum
value didn't match a value in the enum items.

This made the bl_rna_manual_reference.py test output practically
unusable.
2023-02-10 13:18:33 +11:00
a8d951abdd Docs: remove malformed patterns for RNA mapping
The generator now skips these with a warning, they will need to be
corrected in the user manual.

This caused tests/python/bl_rna_manual_reference.py to fail looking
up URL's.
2023-02-10 13:04:27 +11:00
4cbe0bff34 Cleanup: spelling in comments 2023-02-10 11:34:20 +11:00
48d9363fa7 Cleanup: quiet clang compiler warnings
- undeclared variable warning.
- unreachable-code-return warnings.
- array-parameter, mismatch bound.
- 'requires' is a keyword in C++20, (rename to requires_flag).
2023-02-10 11:27:30 +11:00
8ac3096e24 Fix add-on & manual link in Help menu ignoring the current language
Use bpy.utils.manual_language_code() create manual URL's instead of
assuming English.
2023-02-10 11:02:45 +11:00
2ee9c12a23 PyAPI: add bpy.utils.manual_locale_code()
Move the function for getting the language code associated with the
user manual into a utility function (from the generated
rna_manual_reference.py).

This allows other parts of Blender to create a manual URL based on the
current locale preferences and environment.

Ref !104494
2023-02-10 11:01:02 +11:00
2d351e9ee3 Cleanup: format 2023-02-10 10:48:50 +11:00
7e0e07657c GPU: Cleanup GPU_batch.h documentation and some of the API for consistency
Documented all functions, adding use case and side effects.

Also replace the use of shortened argument name by more meaningful ones.

Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).

Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
2023-02-09 22:46:35 +01:00
5c8edbd99b Cleanup: Move 6 sculpt-session-related files and header to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104540
2023-02-09 20:35:50 +01:00
2cfc4d7644 Fix #104383: don't update declaration for clipboard copy
When nodes are copied to the clipboard, they don't need their declaration.
For nodes with dynamic declaration that might depend on the node tree itself,
the declaration could not be build anyway, because the node-clipboard does
not have a node tree.

Pull Request #104432
2023-02-09 19:20:39 +01:00
bc0d3c91b1 Fix #104435: Fix rna_NlaStrip_new add strip logic to be correct boolean expression
Fixed #104435: Use correct conditional logic when testing if a new NLA strip can be added in the rna_NlaStrip_new method
2023-02-09 19:09:27 +01:00
50918d44fb Cleanup: Fix const correctness warning in recent commit 2023-02-09 11:26:38 -05:00
Kevin C. Burke
1649921791 Fix: Sequencer "Pan" label using incorrect keyword 'heading_ctxt'
Oversight in db87e2a638

Reviewed By: ISS
Differential Revision: https://archive.blender.org/developer/D17213
2023-02-09 16:33:50 +01:00
50dfd5f501 Geometry Nodes: Edges to Face Groups Node
Add a new node that groups faces inside of boundary edge regions.
This is the opposite action as the existing "Face Group Boundaries"
node. It's also the same as some of the "Initialize Face Sets"
options in sculpt mode.

Discussion in #102962 has favored "Group" for a name for these
sockets rather than "Set", so that is used here.

Pull Request #104428
2023-02-09 16:27:20 +01:00
bfa7f9db0e Assets: Implement viewport drag and drop for geometry nodes
Currently there's no way to assign a geometry node group from the asset
browser to an object as a modifier without first appending/linking it
manually. This patch adds a drag and drop operator that adds a new
modifier and assigns the dragged tree.

Pull Request #104430
2023-02-09 16:04:14 +01:00
b8e15a4a84 Fix: Add missing "-" in logic to get the channel height
This was missed when doing the refactoring in #104500
It didn't seem to have any effect until I worked on clamping the view
2023-02-09 15:59:57 +01:00
7ca651d182 Mesh: Remove unnecessary edge draw flag
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.

The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.

After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.

Related:
- 10131a6f62
- 145839aa42

In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.

Pull Request #104417
2023-02-09 15:56:05 +01:00
3bed78ff59 Curves: Add box selection
This adds a `select_box` function for the `Curves` object. It is used in the `view3d_box_select` operator.

It also adds the basic selection tools in the toolbar of Edit Mode.

Authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104411
2023-02-09 15:53:42 +01:00
22edf04458 I18n: use format strings for Cycles version error messages
The required version numbers for various devices was hardcoded in the
UI messages. The result was that every time one of these versions was
bumped, every language team had to update the message in question.

Instead, the version numbers can be extracted, and injected into the
error messages using string formatting so that translation updates
need happen less frequently.

Pull Request #104488
2023-02-09 15:48:19 +01:00
666c2ea012 Refactor: remove yscale from bAnimContext
`bAnimContext` had a float property called `yscale_fac` that was used to define the height of the keyframe channels.

However the property was never set, only read so there really is no need to have it in the struct.

Moreover it complicated getting the channel height because `bAnimContext` had to be passed in.

Speaking of getting the channel height. This was done with macros. I ripped them all out and replaced them with function calls.

Originally it was introduced in this patch: https://developer.blender.org/rB095c8dbe6919857ea322b213a1e240161cd7c843

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104500
2023-02-09 14:28:04 +01:00
ca183993a5 Fix freeing uninitialized pointer in GHOST/Wayland + X11 fallback
Freeing the timer manager didn't account for Wayland being partially
initialized.
2023-02-09 23:41:03 +11:00
0e196bab76 Build: disable LTO for Python builds
LTO compiled libpython3.10.a failed to link with GCC 12.0,
disable since these libraries are intended for developers to link
against.
2023-02-09 23:00:08 +11:00
f222fe6a3a Build: enable Python optimizations (PGO & LTO) on Linux
This is used for most Python release builds and has been reported to
give a modest 5-10% speedup (depending on the workload).

This could be enabled on macOS too but needs to be tested.
2023-02-09 20:59:08 +11:00
8b35db914e GPU: Fix assert when using light gizmo.
Blender was reporting that the GPU_TEXTURE_USAGE_HOST_READ wasn't set.
This is used to indicate that the textures needs to be read back to
CPU. Textures that don't need to be read back can be optimized by the
GPU backend.

Found during investigation of #104282.
2023-02-09 08:36:27 +01:00
1883e782cb Spelling: Assert message in GPU_texture_read. 2023-02-09 08:11:11 +01:00
7effc6ffc4 Cleanup: solve compiler warnings.
Classes were predefined as structs.
2023-02-09 08:01:33 +01:00
f3d7de709f Cycles: update Intel Graphics Compiler to 1.0.13064.7 on Linux
Linux side of 8afcecdf1f.

Reviewed by: LazyDodo, sergey, campbellbarton
Ref !104458, 16984
2023-02-09 15:43:23 +11:00
3c8f7b1a64 Cleanup: Remove unused/redundant includes from BKE_curves.hh
Avoid including headers that are obviously redundant, and don't
include BLI_task.hh in the header file, since it isn't really related.
2023-02-08 20:29:52 -05:00
0381fe7bfe Cleanup: update username in code-comments: campbellbarton -> ideasman42
Gitea migration changed my username, update code-comments.
2023-02-09 11:33:48 +11:00
5f842ef336 Cleanup: spelling in comments 2023-02-09 11:24:50 +11:00
5b110548eb Cleanup: enum conversion compiler warnings 2023-02-09 11:18:32 +11:00
9fd71d470e PyAPI: minor change to rna_manual_reference loading
- Use bpy.utils.execfile instead of importing then deleting from
  sys.modules.
- Add a note for why keeping this cached in memory isn't necessary.

This has the advantage of not interfering with any scripts that import
`rna_manual_reference` as a module.
2023-02-09 11:18:15 +11:00
94d280fc3f EEVEE-Next: Shadows: Add global switch
This allow to bypass all cost associated with shadow mapping.

This can be useful in certain situation, such as opening a scene on a
lower end system or just to gain performance in some situation (lookdev).
2023-02-09 00:48:33 +01:00
9103978952 EEVEE-Next: Shadow: Fix issue with last merge
The merge with master updated the code to use the new matrix API. This
introduce some regressions.

For sunlights make sure there is enough tilemaps in orthographic mode
to cover the depth range and fix the level offset in perspective.
2023-02-08 23:45:12 +01:00
9c03a1c92f Fix Cycles link error with debug/asan builds after recent bugfix
Pull Request #104487
2023-02-08 23:20:29 +01:00
a0f5240089 EEVEE-Next: Virtual Shadow Map initial implementation
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.

The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.

Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.

## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.

## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).

Related to #93220
Related to #104472
2023-02-08 21:18:44 +01:00
0ab3ac7a41 BLI: Math: Fix vector operator * with MutableMatView
This was caused by operator priority trying to use
`friend VecBase operator*(const VecBase &a, FactorT b)`.

Adding tests as these were not covered.
2023-02-08 19:38:53 +01:00
a1282ab015 Fix Cycles debug build error after host falback changes
Introduced in dcfb6df9ce6.

Co-authored-by: Lucas Tadeu Teixeira <lucas@lucastadeu.com>

Pull Request #104454
2023-02-08 19:27:40 +01:00
43f308f216 Make update: Ignore submodules
The previous change in the .gitmodules made it so the `make update`
rejects to do its thing because it now sees changes in the submodules
and rejected to update, thinking there are unstaged changes.

Ignore the submodule changes, bringing the old behavior closer to
what it was.
2023-02-08 14:05:50 +01:00
aab707ab70 Un-ignore modules in .gitmodules configuration
The meaning of the ignore option for submodules did change since our
initial Git setup was done: back then it was affecting both diff and
stage families of Git command. Unfortunately, the actual behavior did
violate what documentation was stating (the documentation was stating
that the option only affects diff family of commands). This got fixed
in Git some time after our initial setup and it was the behavior of the
commands changed, not the documentation. This lead to a situation when
we can no longer see that submodules are modified and staged, and it is
very easy to stage the submodules.

For the clarity: diff and status are both "status" family, show and
diff are "diff" family.

Hence this change: since there is no built-in zero-configuration way
of forbidding Git from staging submodules lets make it visible and
clear what the state of submodules is.

We still need to inform people to not stage submodules, for which
we can offer some configuration tips and scripts but doing so is
outside of the scope of this change at it requires some additional
research. Current goal is simple: make it visible and clear what is
going to be committed to Git.

This is a response to an increased frequency of incidents when the
submodules are getting modified and committed without authors even
noticing this (which is also a bit annoying to recover from).

Differential Revision: https://developer.blender.org/D13001
2023-02-08 11:32:32 +01:00
4ed8a360e9 Fix references to the main branch in the .gitmodules 2023-02-08 11:01:01 +01:00
4d3bfb3f41 Subdivision Surface: fix a serious performance hit when mixing CPU & GPU.
Subdivision surface efficiency relies on caching pre-computed topology
data for evaluation between frames. However, while eed45d2a23
introduced a second GPU subdiv evaluator type, it still only kept
one slot for caching this runtime data per mesh.

The result is that if the mesh is also needed on CPU, for instance
due to a modifier on a different object (e.g. shrinkwrap), the two
evaluators are used at the same time and fight over the single slot.
This causes the topology data to be discarded and recomputed twice
per frame.

Since avoiding duplicate evaluation is a complex task, this fix
simply adds a second separate cache slot for the GPU data, so that
the cost is simply running subdivision twice, not recomputing topology
twice.

To help diagnostics, I also add a message to show when GPU evaluation
is actually used to the modifier panel. Two frame counters are used
to suppress flicker in the UI panel.

Differential Revision: https://developer.blender.org/D17117

Pull Request #104441
2023-02-08 10:27:22 +01:00
d781e52ee0 Cleanup: use enum literals, order likely case first in polyfill_2d 2023-02-08 17:06:54 +11:00
09eb4fe19a Fix #103913: Triangulate sometimes creates degenerate triangles
The ear clipping method used by polyfill_2d only excluded concave ears
which meant ears exactly co-linear edges created zero area triangles
even when convex ears are available.

While polyfill_2d prioritizes performance over *pretty* results,
there is no need to pick degenerate triangles with other candidates
are available. As noted in code-comments, callers that require higher
quality tessellation should use BLI_polyfill_beautify.
2023-02-08 16:59:42 +11:00
6aa1b5d031 Cleanup: format 2023-02-08 00:21:57 +01:00
5c994d7846 Fix #104297: Cycling geometry nodes viewer ignores sockets
Sockets after the geometry socket were ignored when cycling through
the node's output sockets. If there are multiple geometry sockets, the
behavior could still be refined probably, but this should at least make
basic non-geometry socket cycling work.
2023-02-07 16:01:54 -05:00
53b057aa09 Cleanup: Move 18 sculpt files to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104436
2023-02-07 21:56:45 +01:00
e817cff009 Release: support generating LTS release notes from Gitea
Now a single script to generate both links and release notes. It also includes
the issue ID for the LTS releases, so only the release version needs to be
specified.

Pull Request #104402
2023-02-07 21:23:24 +01:00
41ddd3d732 Fix: Experimental Panel links modified for Gitea
Modifies the links to point to the new developer site.

Pull Request #104425
2023-02-07 19:54:43 +01:00
f5552d759c Fix compiler error 2023-02-07 18:32:24 +01:00
f01bf82480 Curves: Add select pick operator
This adds the `select_pick` function for to `Curves` objects.
It is used in the common `view3d_select` operator.

Pull Request #104406
2023-02-07 17:50:39 +01:00
8d9d16fb53 Fix #104396: Blender crashes when moving Keyframes in Graph Editor
`t->region->gizmo_map` can be `nullptr`.

Caused by 19b63b932d
2023-02-07 12:59:35 -03:00
349350b304 Fix T104390: Regression: Object selection in viewport is not working
Caused by alignment difference between C and C++. Asan caught the issue
on startup.

Removing the unused view matrix storage copy avoids this problem.
2023-02-07 16:45:47 +01:00
cb5318b651 Docs: change Git URLs to point projects.blender.org instead of git.blender.org 2023-02-07 14:23:05 +01:00
bd6b0bac88 Update references to the new projects platform and main branch 2023-02-07 14:18:19 +01:00
3002670332 Fix T104368: Incorrect tooltip text in Blender 3.4.1's Preferences > File Paths > Scripts field.
Use backticks to cleary identify 'path' parts of this tooltip.
2023-02-07 09:50:50 +01:00
f086cf3cea Cleanup: remove redundant parenthesis 2023-02-07 17:34:20 +11:00
2609ca2b8e Cleanup: tweaks to cycles/metal preferences
- Auto-format.
- Use raw string for regex.
- Remove redundant assignment.
- Remove duplicate arm64 check.
- Break early out of loop.
2023-02-07 17:30:13 +11:00
b-init
7e8153b07d Keymap: support default shortcut to toggle overlays in all space-types
UV Editor, Image Editor & Sequencer didn't have a shortcut for toggling
overlays. Use the same shortcut as the 3D viewport.

Ref D16959
2023-02-07 16:54:06 +11:00
622cad7073 Cleanup: minor tweak to recent fix for T10438
Minor change to [0], prefer calling em_setup_viewcontext,
even though there is no functional difference at the moment,
if this function ever performs additional operations than assigning
`ViewContext.em`, it would have to be manually in-lined in
`view3d_circle_select_recalc`.

[0]: 430cc9d7bf
2023-02-07 16:18:30 +11:00
44daeaae7d Cleanup: use arg instead of param for generated sphinx docs 2023-02-07 15:14:22 +11:00
db8b5a2316 PyDoc: remove deprecated dpi argument from BLF example 2023-02-07 15:12:05 +11:00
dbca0cc9d5 Fix crash on exit under Wayland
Order of free error from [0] caused the timer manager
to be freed before the timer.

[0]: 7de1a4d1d8
2023-02-07 15:12:05 +11:00
e4f77c1a6c Cleanup: format 2023-02-07 16:57:35 +13:00
Jon Denning
e27c89c7c7 Docs: added missing documentation for WindowManager methods
Added missing documentation for `draw_cursor_add` and
`draw_cursor_remove` methods for `WindowManager`.

Differential Revision: https://developer.blender.org/D14860
2023-02-06 22:40:10 -05:00
af5706c960 Docs: improve doc-string for WM_operator_flag_only_pass_through_on_press
The doc-string didn't provide any context for how the funciton is
intended to be used.
2023-02-07 14:18:59 +11:00
a99022e22d Cleanup: spelling in comments 2023-02-07 14:17:01 +11:00
d5af895419 Fix missing matrix includes 2023-02-07 14:07:21 +11:00
Jason Fielder
8703db393b Metal: Ensure explicit return after discard to eliminate differences in behaviour between GPUs.
Discard is not always treated as an explicit return and flow control can continue for required derivative calculations. This behaviour is different in Metal vs OpenGL. Adding return after discards ensures consistency in expectation as behaviour is well-defined.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D17199
2023-02-07 00:58:06 +01:00
Jason Fielder
f152159101 Metal: Guard advanced command buffer debugging behind OS version flag.
Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D17181
2023-02-07 00:51:16 +01:00
d3500c482f Cleanup: Move DRW_pbvh.h header to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-02-06 16:52:02 -05:00
3a1583972a Fix T104256: Curve to points node skips curve domain attributes
7536abbe16 forgot to port the curve domain attributes.
2023-02-06 16:30:25 -05:00
6dcfb6df9c Cycles: Abstract host memory fallback for GPU devices
Host memory fallback in CUDA and HIP devices is almost identical.
We remove duplicated code and create a shared generic version that
other devices (oneAPI) will be able to use.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17173
2023-02-06 22:19:32 +01:00
b0b9e746fa BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-06 21:25:45 +01:00
1962 changed files with 2100745 additions and 14308 deletions

View File

@@ -236,6 +236,8 @@ ForEachMacros:
- LOOP_UNSELECTED_POINTS
- LOOP_VISIBLE_KEYS
- LOOP_VISIBLE_POINTS
- LIGHT_FOREACH_BEGIN_DIRECTIONAL
- LIGHT_FOREACH_BEGIN_LOCAL
- LISTBASE_CIRCULAR_BACKWARD_BEGIN
- LISTBASE_CIRCULAR_FORWARD_BEGIN
- LISTBASE_FOREACH

View File

@@ -2,4 +2,4 @@ ${CommitTitle}
${CommitBody}
Pull Request #${PullRequestIndex}
Pull Request: https://projects.blender.org/blender/blender/pulls/${PullRequestIndex}

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@@ -1,3 +1,3 @@
${PullRequestTitle}
Pull Request #${PullRequestIndex}
Pull Request: https://projects.blender.org/blender/blender/pulls/${PullRequestIndex}

View File

@@ -1,5 +1,4 @@
This repository is only used as a mirror of git.blender.org. Blender development happens on
https://developer.blender.org.
This repository is only used as a mirror. Blender development happens on projects.blender.org.
To get started with contributing code, please see:
https://wiki.blender.org/wiki/Process/Contributing_Code

3
.github/stale.yml vendored
View File

@@ -15,8 +15,7 @@ staleLabel: stale
# Comment to post when closing a stale Issue or Pull Request.
closeComment: >
This issue has been automatically closed, because this repository is only
used as a mirror of git.blender.org. Blender development happens on
developer.blender.org.
used as a mirror. Blender development happens on projects.blender.org.
To get started contributing code, please read:
https://wiki.blender.org/wiki/Process/Contributing_Code

20
.gitignore vendored
View File

@@ -39,7 +39,7 @@ Desktop.ini
/doc/python_api/rst/bmesh.ops.rst
# in-source lib downloads
/build_files/build_environment/downloads
/build_files/build_environment/downloads/
# in-source buildbot signing configuration
/build_files/buildbot/codesign/config_server.py
@@ -48,4 +48,20 @@ Desktop.ini
waveletNoiseTile.bin
# testing environment
/Testing
/Testing/
# Translations.
/locale/user-config.py
# External repositories.
/scripts/addons/
/scripts/addons_contrib/
# Ignore old submodules directories.
# Eventually need to get rid of those, but for the first time of transition
# avoid indidents when the folders exists after bisect and developers staging
# them by accident.
/release/scripts/addons/
/release/datafiles/locale/
/release/scripts/addons_contrib/
/source/tools/

20
.gitmodules vendored
View File

@@ -1,20 +0,0 @@
[submodule "release/scripts/addons"]
path = release/scripts/addons
url = ../blender-addons.git
branch = master
ignore = all
[submodule "release/scripts/addons_contrib"]
path = release/scripts/addons_contrib
url = ../blender-addons-contrib.git
branch = master
ignore = all
[submodule "release/datafiles/locale"]
path = release/datafiles/locale
url = ../blender-translations.git
branch = master
ignore = all
[submodule "source/tools"]
path = source/tools
url = ../blender-dev-tools.git
branch = master
ignore = all

View File

@@ -524,7 +524,7 @@ endif()
if(NOT APPLE)
option(WITH_CYCLES_DEVICE_HIP "Enable Cycles AMD HIP support" ON)
option(WITH_CYCLES_HIP_BINARIES "Build Cycles AMD HIP binaries" OFF)
set(CYCLES_HIP_BINARIES_ARCH gfx1010 gfx1011 gfx1012 gfx1030 gfx1031 gfx1032 gfx1034 gfx1035 gfx1100 gfx1101 gfx1102 CACHE STRING "AMD HIP architectures to build binaries for")
set(CYCLES_HIP_BINARIES_ARCH gfx900 gfx906 gfx90c gfx902 gfx1010 gfx1011 gfx1012 gfx1030 gfx1031 gfx1032 gfx1034 gfx1035 gfx1100 gfx1101 gfx1102 CACHE STRING "AMD HIP architectures to build binaries for")
mark_as_advanced(WITH_CYCLES_DEVICE_HIP)
mark_as_advanced(CYCLES_HIP_BINARIES_ARCH)
endif()
@@ -625,8 +625,10 @@ mark_as_advanced(
# Vulkan
option(WITH_VULKAN_BACKEND "Enable Vulkan as graphics backend (only for development)" OFF)
option(WITH_VULKAN_GUARDEDALLOC "Use guardedalloc for host allocations done inside Vulkan (development option)" OFF)
mark_as_advanced(
WITH_VULKAN_BACKEND
WITH_VULKAN_GUARDEDALLOC
)
# Metal
@@ -952,21 +954,6 @@ endif()
# -----------------------------------------------------------------------------
# Check if Sub-modules are Cloned
if(WITH_INTERNATIONAL)
file(GLOB RESULT "${CMAKE_SOURCE_DIR}/release/datafiles/locale")
list(LENGTH RESULT DIR_LEN)
if(DIR_LEN EQUAL 0)
message(
WARNING
"Translation path '${CMAKE_SOURCE_DIR}/release/datafiles/locale' is missing, "
"This is a 'git submodule', which are known not to work with bridges to other version "
"control systems."
)
set(TRANSLATIONS_FOUND OFF)
set_and_warn_library_found("Translations" TRANSLATIONS_FOUND WITH_INTERNATIONAL)
endif()
endif()
if(WITH_PYTHON)
# While we have this as an '#error' in 'bpy_capi_utils.h',
# upgrading Python tends to cause confusion for users who build.
@@ -982,14 +969,14 @@ if(WITH_PYTHON)
)
endif()
file(GLOB RESULT "${CMAKE_SOURCE_DIR}/release/scripts/addons")
file(GLOB RESULT "${CMAKE_SOURCE_DIR}/scripts/addons")
list(LENGTH RESULT DIR_LEN)
if(DIR_LEN EQUAL 0)
message(
WARNING
"Addons path '${CMAKE_SOURCE_DIR}/release/scripts/addons' is missing, "
"This is a 'git submodule', which are known not to work with bridges to other version "
"control systems: * CONTINUING WITHOUT ADDONS *"
"Addons path '${CMAKE_SOURCE_DIR}/scripts/addons' is missing. "
"This is an external repository which needs to be checked out. Use `make update` to do so. "
"* CONTINUING WITHOUT ADDONS *"
)
endif()
endif()

View File

@@ -69,7 +69,7 @@ Static Source Code Checking
* check_cmake: Runs our own cmake file checker which detects errors in the cmake file list definitions.
* check_pep8: Checks all Python script are pep8 which are tagged to use the stricter formatting.
* check_mypy: Checks all Python scripts using mypy,
see: source/tools/check_source/check_mypy_config.py scripts which are included.
see: tools/check_source/check_mypy_config.py scripts which are included.
Documentation Checking
@@ -85,7 +85,7 @@ Spell Checkers
* check_spelling_osl: Check for spelling errors (OSL only).
* check_spelling_py: Check for spelling errors (Python only).
Note: an additional word-list is maintained at: 'source/tools/check_source/check_spelling_c_config.py'
Note: an additional word-list is maintained at: 'tools/check_source/check_spelling_c_config.py'
Note: that spell checkers can take a 'CHECK_SPELLING_CACHE' filepath argument,
so re-running does not need to re-check unchanged files.
@@ -299,7 +299,11 @@ else
ifneq ("$(wildcard $(DEPS_BUILD_DIR)/build.ninja)","")
DEPS_BUILD_COMMAND:=ninja
else
DEPS_BUILD_COMMAND:=make -s
ifeq ($(OS), Darwin)
DEPS_BUILD_COMMAND:=make -s
else
DEPS_BUILD_COMMAND:="$(BLENDER_DIR)/build_files/build_environment/linux/make_deps_wrapper.sh" -s
endif
endif
endif
@@ -398,7 +402,7 @@ endif
deps: .FORCE
@echo
@echo Configuring dependencies in \"$(DEPS_BUILD_DIR)\"
@echo Configuring dependencies in \"$(DEPS_BUILD_DIR)\", install to \"$(DEPS_INSTALL_DIR)\"
@cmake -H"$(DEPS_SOURCE_DIR)" \
-B"$(DEPS_BUILD_DIR)" \
@@ -486,22 +490,22 @@ check_smatch: .FORCE
$(PYTHON) "$(BLENDER_DIR)/build_files/cmake/cmake_static_check_smatch.py"
check_mypy: .FORCE
@$(PYTHON) "$(BLENDER_DIR)/source/tools/check_source/check_mypy.py"
@$(PYTHON) "$(BLENDER_DIR)/tools/check_source/check_mypy.py"
check_wiki_file_structure: .FORCE
@PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_wiki/check_wiki_file_structure.py"
"$(BLENDER_DIR)/tools/check_wiki/check_wiki_file_structure.py"
check_spelling_py: .FORCE
@cd "$(BUILD_DIR)" ; \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/release/scripts"
"$(BLENDER_DIR)/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/scripts"
check_spelling_c: .FORCE
@cd "$(BUILD_DIR)" ; \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/tools/check_source/check_spelling.py" \
--cache-file=$(CHECK_SPELLING_CACHE) \
"$(BLENDER_DIR)/source" \
"$(BLENDER_DIR)/intern/cycles" \
@@ -511,21 +515,21 @@ check_spelling_c: .FORCE
check_spelling_osl: .FORCE
@cd "$(BUILD_DIR)" ; \
PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_spelling.py" \
"$(BLENDER_DIR)/tools/check_source/check_spelling.py" \
--cache-file=$(CHECK_SPELLING_CACHE) \
"$(BLENDER_DIR)/intern/cycles/kernel/shaders"
check_descriptions: .FORCE
@$(BLENDER_BIN) --background -noaudio --factory-startup --python \
"$(BLENDER_DIR)/source/tools/check_source/check_descriptions.py"
"$(BLENDER_DIR)/tools/check_source/check_descriptions.py"
check_deprecated: .FORCE
@PYTHONIOENCODING=utf_8 $(PYTHON) \
source/tools/check_source/check_deprecated.py
tools/check_source/check_deprecated.py
check_licenses: .FORCE
@PYTHONIOENCODING=utf_8 $(PYTHON) \
"$(BLENDER_DIR)/source/tools/check_source/check_licenses.py" \
"$(BLENDER_DIR)/tools/check_source/check_licenses.py" \
"--show-headers=$(SHOW_HEADERS)"
check_pep8: .FORCE
@@ -534,7 +538,7 @@ check_pep8: .FORCE
check_cmake: .FORCE
@PYTHONIOENCODING=utf_8 $(PYTHON) \
source/tools/check_source/check_cmake_consistency.py
tools/check_source/check_cmake_consistency.py
# -----------------------------------------------------------------------------
@@ -572,8 +576,8 @@ update_code: .FORCE
@$(PYTHON) ./build_files/utils/make_update.py --no-libraries
format: .FORCE
@PATH="${LIBDIR}/llvm/bin/:$(PATH)" $(PYTHON) source/tools/utils_maintenance/clang_format_paths.py $(PATHS)
@$(PYTHON) source/tools/utils_maintenance/autopep8_format_paths.py --autopep8-command="$(AUTOPEP8)" $(PATHS)
@PATH="${LIBDIR}/llvm/bin/:$(PATH)" $(PYTHON) tools/utils_maintenance/clang_format_paths.py $(PATHS)
@$(PYTHON) tools/utils_maintenance/autopep8_format_paths.py --autopep8-command="$(AUTOPEP8)" $(PATHS)
# -----------------------------------------------------------------------------

View File

@@ -24,7 +24,7 @@ Development
-----------
- [Build Instructions](https://wiki.blender.org/wiki/Building_Blender)
- [Code Review & Bug Tracker](https://developer.blender.org)
- [Code Review & Bug Tracker](https://projects.blender.org)
- [Developer Forum](https://devtalk.blender.org)
- [Developer Documentation](https://wiki.blender.org)

View File

@@ -78,12 +78,7 @@ include(cmake/tbb.cmake)
include(cmake/python.cmake)
include(cmake/llvm.cmake)
include(cmake/osl.cmake)
option(USE_PIP_NUMPY "Install NumPy using pip wheel instead of building from source" OFF)
if(APPLE AND ("${CMAKE_OSX_ARCHITECTURES}" STREQUAL "x86_64"))
set(USE_PIP_NUMPY ON)
else()
include(cmake/numpy.cmake)
endif()
include(cmake/numpy.cmake)
include(cmake/python_site_packages.cmake)
include(cmake/package_python.cmake)
include(cmake/openimageio.cmake)

View File

@@ -1,7 +1,7 @@
# SPDX-License-Identifier: GPL-2.0-or-later
## Update and uncomment this in the release branch
# set(BLENDER_VERSION 3.1)
set(BLENDER_VERSION 3.5)
function(download_source dep)
set(TARGET_FILE ${${dep}_FILE})

View File

@@ -22,7 +22,7 @@ elseif(UNIX AND NOT APPLE)
)
endif()
# Boolean crashes with Arm assembly, see T103423.
# Boolean crashes with Arm assembly, see #103423.
if(BLENDER_PLATFORM_ARM)
set(GMP_OPTIONS
${GMP_OPTIONS}

View File

@@ -40,7 +40,8 @@ ExternalProject_Add(external_igc_llvm
${PATCH_CMD} -p 1 -d ${IGC_LLVM_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/clang/0004-OpenCL-support-cl_ext_float_atomics.patch &&
${PATCH_CMD} -p 1 -d ${IGC_LLVM_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/clang/0005-OpenCL-Add-cl_khr_integer_dot_product.patch &&
${PATCH_CMD} -p 1 -d ${IGC_LLVM_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/llvm/0001-Memory-leak-fix-for-Managed-Static-Mutex.patch &&
${PATCH_CMD} -p 1 -d ${IGC_LLVM_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/llvm/0002-Remove-repo-name-in-LLVM-IR.patch
${PATCH_CMD} -p 1 -d ${IGC_LLVM_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/llvm/0002-Remove-repo-name-in-LLVM-IR.patch &&
${PATCH_CMD} -p 1 -d ${IGC_LLVM_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/llvm/0003-Add-missing-include-limit-in-benchmark.patch
)
add_dependencies(
external_igc_llvm
@@ -55,9 +56,6 @@ ExternalProject_Add(external_igc_spirv_translator
CONFIGURE_COMMAND echo .
BUILD_COMMAND echo .
INSTALL_COMMAND echo .
PATCH_COMMAND ${PATCH_CMD} -p 1 -d ${IGC_SPIRV_TRANSLATOR_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/spirv/0001-update-SPIR-V-headers-for-SPV_INTEL_split_barrier.patch &&
${PATCH_CMD} -p 1 -d ${IGC_SPIRV_TRANSLATOR_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/spirv/0002-Add-support-for-split-barriers-extension-SPV_INTEL_s.patch &&
${PATCH_CMD} -p 1 -d ${IGC_SPIRV_TRANSLATOR_SOURCE_DIR} < ${IGC_OPENCL_CLANG_PATCH_DIR}/spirv/0003-Support-cl_bf16_conversions.patch
)
add_dependencies(
external_igc_spirv_translator

View File

@@ -88,6 +88,19 @@ else()
export LDFLAGS=${PYTHON_LDFLAGS} &&
export PKG_CONFIG_PATH=${LIBDIR}/ffi/lib/pkgconfig)
# NOTE: untested on APPLE so far.
if(NOT APPLE)
set(PYTHON_CONFIGURE_EXTRA_ARGS
${PYTHON_CONFIGURE_EXTRA_ARGS}
# Used on most release Linux builds (Fedora for e.g.),
# increases build times noticeably with the benefit of a modest speedup at runtime.
--enable-optimizations
# While LTO is OK when building on the same system, it's incompatible across GCC versions,
# making it impractical for developers to build against, so keep it disabled.
# `--with-lto`
)
endif()
ExternalProject_Add(external_python
URL file://${PACKAGE_DIR}/${PYTHON_FILE}
DOWNLOAD_DIR ${DOWNLOAD_DIR}

View File

@@ -38,15 +38,6 @@ ExternalProject_Add(external_python_site_packages
--no-binary :all:
)
if(USE_PIP_NUMPY)
# Use only wheel (and not build from source) to stop NumPy from linking against buggy
# Accelerate framework backend on macOS. Official wheels are built with OpenBLAS.
ExternalProject_Add_Step(external_python_site_packages after_install
COMMAND ${PYTHON_BINARY} -m pip install --no-cache-dir numpy==${NUMPY_VERSION} --only-binary :all:
DEPENDEES install
)
endif()
add_dependencies(
external_python_site_packages
external_python

View File

@@ -165,9 +165,9 @@ set(OPENMP_URI https://github.com/llvm/llvm-project/releases/download/llvmorg-${
set(OPENMP_HASH_TYPE MD5)
set(OPENMP_FILE openmp-${OPENMP_VERSION}.src.tar.xz)
set(OPENIMAGEIO_VERSION v2.4.6.0)
set(OPENIMAGEIO_VERSION v2.4.9.0)
set(OPENIMAGEIO_URI https://github.com/OpenImageIO/oiio/archive/refs/tags/${OPENIMAGEIO_VERSION}.tar.gz)
set(OPENIMAGEIO_HASH c7acc1b9a8fda04ef48f7de1feda4dae)
set(OPENIMAGEIO_HASH 7da92a7d6029921a8599a977ff1efa2a)
set(OPENIMAGEIO_HASH_TYPE MD5)
set(OPENIMAGEIO_FILE OpenImageIO-${OPENIMAGEIO_VERSION}.tar.gz)
@@ -668,9 +668,9 @@ set(SPIRV_HEADERS_FILE SPIR-V-Headers-${SPIRV_HEADERS_VERSION}.tar.gz)
# compiler, the versions used are taken from the following location
# https://github.com/intel/intel-graphics-compiler/releases
set(IGC_VERSION 1.0.12149.1)
set(IGC_VERSION 1.0.13064.7)
set(IGC_URI https://github.com/intel/intel-graphics-compiler/archive/refs/tags/igc-${IGC_VERSION}.tar.gz)
set(IGC_HASH 44f67f24e3bc5130f9f062533abf8154782a9d0a992bc19b498639a8521ae836)
set(IGC_HASH a929abd4cca2b293961ec0437ee4b3b2147bd3b2c8a3c423af78c0c359b2e5ae)
set(IGC_HASH_TYPE SHA256)
set(IGC_FILE igc-${IGC_VERSION}.tar.gz)
@@ -690,15 +690,15 @@ set(IGC_LLVM_FILE ${IGC_LLVM_VERSION}.tar.gz)
#
# WARNING WARNING WARNING
set(IGC_OPENCL_CLANG_VERSION 363a5262d8c7cff3fb28f3bdb5d85c8d7e91c1bb)
set(IGC_OPENCL_CLANG_VERSION ee31812ea8b89d08c2918f045d11a19bd33525c5)
set(IGC_OPENCL_CLANG_URI https://github.com/intel/opencl-clang/archive/${IGC_OPENCL_CLANG_VERSION}.tar.gz)
set(IGC_OPENCL_CLANG_HASH aa8cf72bb239722ce8ce44f79413c6887ecc8ca18477dd520aa5c4809756da9a)
set(IGC_OPENCL_CLANG_HASH 1db6735bbcfaa31e8a9ba39f121d6bafa806ea8919e9f56782d6aaa67771ddda)
set(IGC_OPENCL_CLANG_HASH_TYPE SHA256)
set(IGC_OPENCL_CLANG_FILE opencl-clang-${IGC_OPENCL_CLANG_VERSION}.tar.gz)
set(IGC_VCINTRINSICS_VERSION v0.5.0)
set(IGC_VCINTRINSICS_VERSION v0.11.0)
set(IGC_VCINTRINSICS_URI https://github.com/intel/vc-intrinsics/archive/refs/tags/${IGC_VCINTRINSICS_VERSION}.tar.gz)
set(IGC_VCINTRINSICS_HASH 70bb47c5e32173cf61514941e83ae7c7eb4485e6d2fca60cfa1f50d4f42c41f2)
set(IGC_VCINTRINSICS_HASH e5acd5626ce7fa6d41ce154c50ac805eda734ee66af94ef28e680ac2ad81bb9f)
set(IGC_VCINTRINSICS_HASH_TYPE SHA256)
set(IGC_VCINTRINSICS_FILE vc-intrinsics-${IGC_VCINTRINSICS_VERSION}.tar.gz)
@@ -714,9 +714,9 @@ set(IGC_SPIRV_TOOLS_HASH 6e19900e948944243024aedd0a201baf3854b377b9cc7a386553bc1
set(IGC_SPIRV_TOOLS_HASH_TYPE SHA256)
set(IGC_SPIRV_TOOLS_FILE SPIR-V-Tools-${IGC_SPIRV_TOOLS_VERSION}.tar.gz)
set(IGC_SPIRV_TRANSLATOR_VERSION a31ffaeef77e23d500b3ea3d35e0c42ff5648ad9)
set(IGC_SPIRV_TRANSLATOR_VERSION d739c01d65ec00dee64dedd40deed805216a7193)
set(IGC_SPIRV_TRANSLATOR_URI https://github.com/KhronosGroup/SPIRV-LLVM-Translator/archive/${IGC_SPIRV_TRANSLATOR_VERSION}.tar.gz)
set(IGC_SPIRV_TRANSLATOR_HASH 9e26c96a45341b8f8af521bacea20e752623346340addd02af95d669f6e89252)
set(IGC_SPIRV_TRANSLATOR_HASH ddc0cc9ccbe59dadeaf291012d59de142b2e9f2b124dbb634644d39daddaa13e)
set(IGC_SPIRV_TRANSLATOR_HASH_TYPE SHA256)
set(IGC_SPIRV_TRANSLATOR_FILE SPIR-V-Translator-${IGC_SPIRV_TRANSLATOR_VERSION}.tar.gz)
@@ -724,15 +724,15 @@ set(IGC_SPIRV_TRANSLATOR_FILE SPIR-V-Translator-${IGC_SPIRV_TRANSLATOR_VERSION}.
### Intel Graphics Compiler DEPS END ###
########################################
set(GMMLIB_VERSION intel-gmmlib-22.1.8)
set(GMMLIB_VERSION intel-gmmlib-22.3.0)
set(GMMLIB_URI https://github.com/intel/gmmlib/archive/refs/tags/${GMMLIB_VERSION}.tar.gz)
set(GMMLIB_HASH bf23e9a3742b4fb98c7666c9e9b29f3219e4b2fb4d831aaf4eed71f5e2d17368)
set(GMMLIB_HASH c1f33e1519edfc527127baeb0436b783430dfd256c643130169a3a71dc86aff9)
set(GMMLIB_HASH_TYPE SHA256)
set(GMMLIB_FILE ${GMMLIB_VERSION}.tar.gz)
set(OCLOC_VERSION 22.38.24278)
set(OCLOC_VERSION 22.49.25018.21)
set(OCLOC_URI https://github.com/intel/compute-runtime/archive/refs/tags/${OCLOC_VERSION}.tar.gz)
set(OCLOC_HASH db0c542fccd651e6404b15a74d46027f1ce0eda8dc9e25a40cbb6c0faef257ee)
set(OCLOC_HASH 92362dae08b503a34e5d3820ed284198c452bcd5e7504d90eb69887b20492c06)
set(OCLOC_HASH_TYPE SHA256)
set(OCLOC_FILE ocloc-${OCLOC_VERSION}.tar.gz)

View File

@@ -517,7 +517,7 @@ OPENEXR_FORCE_REBUILD=false
OPENEXR_SKIP=false
_with_built_openexr=false
OIIO_VERSION="2.4.6.0"
OIIO_VERSION="2.4.9.0"
OIIO_VERSION_SHORT="2.4"
OIIO_VERSION_MIN="2.2.0"
OIIO_VERSION_MEX="2.5.0"

View File

@@ -0,0 +1,74 @@
#!/usr/bin/env bash
# SPDX-License-Identifier: GPL-2.0-or-later
# This script ensures:
# - One dependency is built at a time.
# - That dependency uses all available cores.
#
# Without this, simply calling `make -j$(nproc)` from the `${CMAKE_BUILD_DIR}/deps/`
# directory will build many projects at once.
#
# This is undesirable for the following reasons:
#
# - The output from projects is mixed together,
# making it difficult to track down the cause of a build failure.
#
# - Larger dependencies such as LLVM can bottleneck the build process,
# making it necessary to cancel the build and manually run build commands in each directory.
#
# - Building many projects at once means canceling (Control-C) can lead to the build being in an undefined state.
# It's possible canceling happens as a patch is being applied or files are being copied.
# (steps that aren't part of the compilation process where it's typically safe to cancel).
if [[ -z "$MY_MAKE_CALL_LEVEL" ]]; then
export MY_MAKE_CALL_LEVEL=0
export MY_MAKEFLAGS=$MAKEFLAGS
# Extract the jobs argument (`-jN`, `-j N`, `--jobs=N`).
add_next=0
for i in "$@"; do
case $i in
-j*)
export MY_JOBS_ARG=$i
if [ "$MY_JOBS_ARG" = "-j" ]; then
add_next=1
fi
;;
--jobs=*)
shift # past argument=value
MY_JOBS_ARG=$i
;;
*)
if (( add_next == 1 )); then
MY_JOBS_ARG="$MY_JOBS_ARG $i"
add_next=0
fi
;;
esac
done
unset i add_next
if [[ -z "$MY_JOBS_ARG" ]]; then
MY_JOBS_ARG="-j$(nproc)"
fi
export MY_JOBS_ARG
# Support user defined `MAKEFLAGS`.
export MAKEFLAGS="$MY_MAKEFLAGS -j1"
else
export MY_MAKE_CALL_LEVEL=$(( MY_MAKE_CALL_LEVEL + 1 ))
if (( MY_MAKE_CALL_LEVEL == 1 )); then
# Important to set jobs to 1, otherwise user defined jobs argument is used.
export MAKEFLAGS="$MY_MAKEFLAGS -j1"
elif (( MY_MAKE_CALL_LEVEL == 2 )); then
# This is the level used by each sub-project.
export MAKEFLAGS="$MY_MAKEFLAGS $MY_JOBS_ARG"
fi
# Else leave `MY_MAKEFLAGS` flags as-is, avoids setting a high number of jobs on recursive
# calls (which may easily run out of memory). Let the job-server handle the rest.
fi
# Useful for troubleshooting the wrapper.
# echo "Call level: $MY_MAKE_CALL_LEVEL, args=$@".
# Call actual make but ensure recursive calls run via this script.
exec make MAKE="$0" "$@"

View File

@@ -1,7 +1,7 @@
diff -Naur external_igc_opencl_clang.orig/CMakeLists.txt external_igc_opencl_clang/CMakeLists.txt
--- external_igc_opencl_clang.orig/CMakeLists.txt 2022-03-16 05:51:10 -0600
+++ external_igc_opencl_clang/CMakeLists.txt 2022-05-23 10:40:09 -0600
@@ -126,22 +126,24 @@
@@ -147,22 +147,24 @@
)
endif()

View File

@@ -80,6 +80,7 @@ set(_CLANG_FIND_COMPONENTS
clangAST
clangLex
clangBasic
clangSupport
)
set(_CLANG_LIBRARIES)
@@ -94,7 +95,9 @@ foreach(COMPONENT ${_CLANG_FIND_COMPONENTS})
PATH_SUFFIXES
lib64 lib
)
list(APPEND _CLANG_LIBRARIES "${CLANG_${UPPERCOMPONENT}_LIBRARY}")
if(CLANG_${UPPERCOMPONENT}_LIBRARY)
list(APPEND _CLANG_LIBRARIES "${CLANG_${UPPERCOMPONENT}_LIBRARY}")
endif()
endforeach()

View File

@@ -23,19 +23,19 @@ if(EXISTS ${SOURCE_DIR}/.git)
if(MY_WC_BRANCH STREQUAL "HEAD")
# Detached HEAD, check whether commit hash is reachable
# in the master branch
# in the main branch
execute_process(COMMAND git rev-parse --short=12 HEAD
WORKING_DIRECTORY ${SOURCE_DIR}
OUTPUT_VARIABLE MY_WC_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE)
execute_process(COMMAND git branch --list master blender-v* --contains ${MY_WC_HASH}
execute_process(COMMAND git branch --list main blender-v* --contains ${MY_WC_HASH}
WORKING_DIRECTORY ${SOURCE_DIR}
OUTPUT_VARIABLE _git_contains_check
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT _git_contains_check STREQUAL "")
set(MY_WC_BRANCH "master")
set(MY_WC_BRANCH "main")
else()
execute_process(COMMAND git show-ref --tags -d
WORKING_DIRECTORY ${SOURCE_DIR}
@@ -48,7 +48,7 @@ if(EXISTS ${SOURCE_DIR}/.git)
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(_git_tag_hashes MATCHES "${_git_head_hash}")
set(MY_WC_BRANCH "master")
set(MY_WC_BRANCH "main")
else()
execute_process(COMMAND git branch --contains ${MY_WC_HASH}
WORKING_DIRECTORY ${SOURCE_DIR}

View File

@@ -11,11 +11,11 @@
mkdir ~/blender-git
cd ~/blender-git
git clone http://git.blender.org/blender.git
git clone https://projects.blender.org/blender/blender.git
cd blender
git submodule update --init --recursive
git submodule foreach git checkout master
git submodule foreach git pull --rebase origin master
git submodule foreach git checkout main
git submodule foreach git pull --rebase origin main
# create build dir
mkdir ~/blender-git/build-cmake
@@ -35,7 +35,7 @@ ln -s ~/blender-git/build-cmake/bin/blender ~/blender-git/blender/blender.bin
echo ""
echo "* Useful Commands *"
echo " Run Blender: ~/blender-git/blender/blender.bin"
echo " Update Blender: git pull --rebase; git submodule foreach git pull --rebase origin master"
echo " Update Blender: git pull --rebase; git submodule foreach git pull --rebase origin main"
echo " Reconfigure Blender: cd ~/blender-git/build-cmake ; cmake ."
echo " Build Blender: cd ~/blender-git/build-cmake ; make"
echo ""

View File

@@ -544,7 +544,7 @@ endfunction()
function(setup_platform_linker_libs
target
)
# jemalloc must be early in the list, to be before pthread (see T57998)
# jemalloc must be early in the list, to be before pthread (see #57998).
if(WITH_MEM_JEMALLOC)
target_link_libraries(${target} ${JEMALLOC_LIBRARIES})
endif()
@@ -1090,7 +1090,7 @@ function(msgfmt_simple
add_custom_command(
OUTPUT ${_file_to}
COMMAND ${CMAKE_COMMAND} -E make_directory ${_file_to_path}
COMMAND "$<TARGET_FILE:msgfmt>" ${_file_from} ${_file_to}
COMMAND ${CMAKE_COMMAND} -E env ${PLATFORM_ENV_BUILD} "$<TARGET_FILE:msgfmt>" ${_file_from} ${_file_to}
DEPENDS msgfmt ${_file_from})
set_source_files_properties(${_file_to} PROPERTIES GENERATED TRUE)
@@ -1299,16 +1299,29 @@ macro(windows_install_shared_manifest)
endif()
if(WINDOWS_INSTALL_DEBUG)
set(WINDOWS_CONFIGURATIONS "${WINDOWS_CONFIGURATIONS};Debug")
list(APPEND WINDOWS_SHARED_MANIFEST_DEBUG ${WINDOWS_INSTALL_FILES})
endif()
if(WINDOWS_INSTALL_RELEASE)
list(APPEND WINDOWS_SHARED_MANIFEST_RELEASE ${WINDOWS_INSTALL_FILES})
set(WINDOWS_CONFIGURATIONS "${WINDOWS_CONFIGURATIONS};Release;RelWithDebInfo;MinSizeRel")
endif()
install(FILES ${WINDOWS_INSTALL_FILES}
CONFIGURATIONS ${WINDOWS_CONFIGURATIONS}
DESTINATION "./blender.shared"
)
if(NOT WITH_PYTHON_MODULE)
# Blender executable with manifest.
if(WINDOWS_INSTALL_DEBUG)
list(APPEND WINDOWS_SHARED_MANIFEST_DEBUG ${WINDOWS_INSTALL_FILES})
endif()
if(WINDOWS_INSTALL_RELEASE)
list(APPEND WINDOWS_SHARED_MANIFEST_RELEASE ${WINDOWS_INSTALL_FILES})
endif()
install(FILES ${WINDOWS_INSTALL_FILES}
CONFIGURATIONS ${WINDOWS_CONFIGURATIONS}
DESTINATION "./blender.shared"
)
else()
# Python module without manifest.
install(FILES ${WINDOWS_INSTALL_FILES}
CONFIGURATIONS ${WINDOWS_CONFIGURATIONS}
DESTINATION "./bpy"
)
endif()
endmacro()
macro(windows_generate_manifest)
@@ -1325,24 +1338,28 @@ macro(windows_generate_manifest)
endmacro()
macro(windows_generate_shared_manifest)
windows_generate_manifest(
FILES "${WINDOWS_SHARED_MANIFEST_DEBUG}"
OUTPUT "${CMAKE_BINARY_DIR}/Debug/blender.shared.manifest"
NAME "blender.shared"
)
windows_generate_manifest(
FILES "${WINDOWS_SHARED_MANIFEST_RELEASE}"
OUTPUT "${CMAKE_BINARY_DIR}/Release/blender.shared.manifest"
NAME "blender.shared"
)
install(
FILES ${CMAKE_BINARY_DIR}/Release/blender.shared.manifest
DESTINATION "./blender.shared"
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
install(
FILES ${CMAKE_BINARY_DIR}/Debug/blender.shared.manifest
DESTINATION "./blender.shared"
CONFIGURATIONS Debug
)
if(WINDOWS_SHARED_MANIFEST_DEBUG)
windows_generate_manifest(
FILES "${WINDOWS_SHARED_MANIFEST_DEBUG}"
OUTPUT "${CMAKE_BINARY_DIR}/Debug/blender.shared.manifest"
NAME "blender.shared"
)
install(
FILES ${CMAKE_BINARY_DIR}/Debug/blender.shared.manifest
DESTINATION "./blender.shared"
CONFIGURATIONS Debug
)
endif()
if(WINDOWS_SHARED_MANIFEST_RELEASE)
windows_generate_manifest(
FILES "${WINDOWS_SHARED_MANIFEST_RELEASE}"
OUTPUT "${CMAKE_BINARY_DIR}/Release/blender.shared.manifest"
NAME "blender.shared"
)
install(
FILES ${CMAKE_BINARY_DIR}/Release/blender.shared.manifest
DESTINATION "./blender.shared"
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
endif()
endmacro()

View File

@@ -440,7 +440,7 @@ string(APPEND PLATFORM_LINKFLAGS " -stdlib=libc++")
# Make stack size more similar to Embree, required for Embree.
string(APPEND PLATFORM_LINKFLAGS_EXECUTABLE " -Wl,-stack_size,0x100000")
# Suppress ranlib "has no symbols" warnings (workaround for T48250)
# Suppress ranlib "has no symbols" warnings (workaround for #48250).
set(CMAKE_C_ARCHIVE_CREATE "<CMAKE_AR> Scr <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_CXX_ARCHIVE_CREATE "<CMAKE_AR> Scr <TARGET> <LINK_FLAGS> <OBJECTS>")
# llvm-ranlib doesn't support this flag. Xcode's libtool does.

View File

@@ -114,14 +114,15 @@ add_definitions(-D_WIN32_WINNT=0x603)
# First generate the manifest for tests since it will not need the dependency on the CRT.
configure_file(${CMAKE_SOURCE_DIR}/release/windows/manifest/blender.exe.manifest.in ${CMAKE_CURRENT_BINARY_DIR}/tests.exe.manifest @ONLY)
if(WITH_WINDOWS_BUNDLE_CRT)
set(CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS_SKIP TRUE)
set(CMAKE_INSTALL_UCRT_LIBRARIES TRUE)
set(CMAKE_INSTALL_OPENMP_LIBRARIES ${WITH_OPENMP})
include(InstallRequiredSystemLibraries)
# Always detect CRT paths, but only manually install with WITH_WINDOWS_BUNDLE_CRT.
set(CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS_SKIP TRUE)
set(CMAKE_INSTALL_UCRT_LIBRARIES TRUE)
set(CMAKE_INSTALL_OPENMP_LIBRARIES ${WITH_OPENMP})
include(InstallRequiredSystemLibraries)
if(WITH_WINDOWS_BUNDLE_CRT)
# ucrtbase(d).dll cannot be in the manifest, due to the way windows 10 handles
# redirects for this dll, for details see T88813.
# redirects for this dll, for details see #88813.
foreach(lib ${CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS})
string(FIND ${lib} "ucrtbase" pos)
if(NOT pos EQUAL -1)
@@ -141,7 +142,9 @@ if(WITH_WINDOWS_BUNDLE_CRT)
install(FILES ${CMAKE_BINARY_DIR}/blender.crt.manifest DESTINATION ./blender.crt)
set(BUNDLECRT "<dependency><dependentAssembly><assemblyIdentity type=\"win32\" name=\"blender.crt\" version=\"1.0.0.0\" /></dependentAssembly></dependency>")
endif()
set(BUNDLECRT "${BUNDLECRT}<dependency><dependentAssembly><assemblyIdentity type=\"win32\" name=\"blender.shared\" version=\"1.0.0.0\" /></dependentAssembly></dependency>")
if(NOT WITH_PYTHON_MODULE)
set(BUNDLECRT "${BUNDLECRT}<dependency><dependentAssembly><assemblyIdentity type=\"win32\" name=\"blender.shared\" version=\"1.0.0.0\" /></dependentAssembly></dependency>")
endif()
configure_file(${CMAKE_SOURCE_DIR}/release/windows/manifest/blender.exe.manifest.in ${CMAKE_CURRENT_BINARY_DIR}/blender.exe.manifest @ONLY)
@@ -295,7 +298,7 @@ unset(MATERIALX_LIB_FOLDER_EXISTS)
if(NOT MSVC_CLANG AND # Available with MSVC 15.7+ but not for CLANG.
NOT WITH_WINDOWS_SCCACHE AND # And not when sccache is enabled
NOT VS_CLANG_TIDY) # Clang-tidy does not like these options
add_compile_options(/experimental:external /external:templates- /external:I "${LIBDIR}" /external:W0)
add_compile_options(/experimental:external /external:I "${LIBDIR}" /external:W0)
endif()
# Add each of our libraries to our cmake_prefix_path so find_package() could work
@@ -901,11 +904,11 @@ endif()
if(WINDOWS_PYTHON_DEBUG)
# Include the system scripts in the blender_python_system_scripts project.
file(GLOB_RECURSE inFiles "${CMAKE_SOURCE_DIR}/release/scripts/*.*" )
file(GLOB_RECURSE inFiles "${CMAKE_SOURCE_DIR}/scripts/*.*" )
add_custom_target(blender_python_system_scripts SOURCES ${inFiles})
foreach(_source IN ITEMS ${inFiles})
get_filename_component(_source_path "${_source}" PATH)
string(REPLACE "${CMAKE_SOURCE_DIR}/release/scripts/" "" _source_path "${_source_path}")
string(REPLACE "${CMAKE_SOURCE_DIR}/scripts/" "" _source_path "${_source_path}")
string(REPLACE "/" "\\" _group_path "${_source_path}")
source_group("${_group_path}" FILES "${_source}")
endforeach()
@@ -940,7 +943,7 @@ if(WINDOWS_PYTHON_DEBUG)
file(WRITE ${USER_PROPS_FILE} "<?xml version=\"1.0\" encoding=\"utf-8\"?>
<Project DefaultTargets=\"Build\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">
<PropertyGroup>
<LocalDebuggerCommandArguments>-con --env-system-scripts \"${CMAKE_SOURCE_DIR}/release/scripts\" </LocalDebuggerCommandArguments>
<LocalDebuggerCommandArguments>-con --env-system-scripts \"${CMAKE_SOURCE_DIR}/scripts\" </LocalDebuggerCommandArguments>
</PropertyGroup>
</Project>")
endif()
@@ -1040,7 +1043,7 @@ endif()
# Environment variables to run precompiled executables that needed libraries.
list(JOIN PLATFORM_BUNDLED_LIBRARY_DIRS ";" _library_paths)
set(PLATFORM_ENV_BUILD_DIRS "${LIBDIR}/OpenImageIO/bin\;${LIBDIR}/boost/lib\;${LIBDIR}/openexr/bin\;${LIBDIR}/imath/bin\;${PATH}")
set(PLATFORM_ENV_BUILD_DIRS "${LIBDIR}/tbb/bin\;${LIBDIR}/OpenImageIO/bin\;${LIBDIR}/boost/lib\;${LIBDIR}/openexr/bin\;${LIBDIR}/imath/bin\;${PATH}")
set(PLATFORM_ENV_BUILD "PATH=${PLATFORM_ENV_BUILD_DIRS}")
# Install needs the additional folders from PLATFORM_ENV_BUILD_DIRS as well, as tools like idiff and abcls use the release mode dlls
set(PLATFORM_ENV_INSTALL "PATH=${CMAKE_INSTALL_PREFIX_WITH_CONFIG}/blender.shared/\;${PLATFORM_ENV_BUILD_DIRS}\;$ENV{PATH}")

View File

@@ -1,53 +1,3 @@
#
# Used by Buildbot build pipeline make_update.py script only for now
# We intended to update the make_update.py in the branches to use this file eventually
#
update-code:
git:
submodules:
- branch: master
commit_id: HEAD
path: release/scripts/addons
- branch: master
commit_id: HEAD
path: release/scripts/addons_contrib
- branch: master
commit_id: HEAD
path: release/datafiles/locale
- branch: master
commit_id: HEAD
path: source/tools
svn:
libraries:
darwin-arm64:
branch: trunk
commit_id: HEAD
path: lib/darwin_arm64
darwin-x86_64:
branch: trunk
commit_id: HEAD
path: lib/darwin
linux-x86_64:
branch: trunk
commit_id: HEAD
path: lib/linux_x86_64_glibc_228
windows-amd64:
branch: trunk
commit_id: HEAD
path: lib/win64_vc15
tests:
branch: trunk
commit_id: HEAD
path: lib/tests
benchmarks:
branch: trunk
commit_id: HEAD
path: lib/benchmarks
assets:
branch: trunk
commit_id: HEAD
path: lib/assets
#
# Buildbot only configs
#

View File

@@ -58,7 +58,7 @@ Each Blender release supports one Python version, and the package is only compat
## Source Code
* [Releases](https://download.blender.org/source/)
* Repository: [git.blender.org/blender.git](https://git.blender.org/gitweb/gitweb.cgi/blender.git)
* Repository: [projects.blender.org/blender/blender.git](https://projects.blender.org/blender/blender)
## Credits

View File

@@ -112,6 +112,7 @@ def create_manifest(
print(f'Building manifest of files: "{outpath}"...', end="", flush=True)
with outpath.open("w", encoding="utf-8") as outfile:
main_files_to_manifest(blender_srcdir, outfile)
assets_to_manifest(blender_srcdir, outfile)
submodules_to_manifest(blender_srcdir, version, outfile)
if packages_dir:
@@ -131,17 +132,27 @@ def submodules_to_manifest(
skip_addon_contrib = version.is_release()
assert not blender_srcdir.is_absolute()
for line in git_command("-C", blender_srcdir, "submodule"):
submodule = line.split()[1]
for submodule in ("scripts/addons", "scripts/addons_contrib"):
# Don't use native slashes as GIT for MS-Windows outputs forward slashes.
if skip_addon_contrib and submodule == "release/scripts/addons_contrib":
if skip_addon_contrib and submodule == "scripts/addons_contrib":
continue
for path in git_ls_files(blender_srcdir / submodule):
print(path, file=outfile)
def assets_to_manifest(blender_srcdir: Path, outfile: TextIO) -> None:
assert not blender_srcdir.is_absolute()
assets_dir = blender_srcdir.parent / "lib" / "assets"
for path in assets_dir.glob("*"):
if path.name == "working":
continue
if path.name in SKIP_NAMES:
continue
print(path, file=outfile)
def packages_to_manifest(outfile: TextIO, packages_dir: Path) -> None:
for path in packages_dir.glob("*"):
if not path.is_file():
@@ -172,7 +183,9 @@ def create_tarball(
command += [
"--transform",
f"s,^{blender_srcdir.name}/,blender-{version}/,g",
"--use-compress-program=xz -9",
"--transform",
f"s,^lib/assets/,blender-{version}/release/datafiles/assets/,g",
"--use-compress-program=xz -1",
"--create",
f"--file={tarball}",
f"--files-from={manifest}",

View File

@@ -16,14 +16,28 @@ import shutil
import sys
import make_utils
from pathlib import Path
from make_utils import call, check_output
from urllib.parse import urljoin
from typing import (
List,
Iterable,
Optional,
)
class Submodule:
path: str
branch: str
branch_fallback: str
def __init__(self, path: str, branch: str, branch_fallback: str) -> None:
self.path = path
self.branch = branch
self.branch_fallback = branch_fallback
def print_stage(text: str) -> None:
print("")
print(text)
@@ -42,6 +56,7 @@ def parse_arguments() -> argparse.Namespace:
parser.add_argument("--svn-branch", default=None)
parser.add_argument("--git-command", default="git")
parser.add_argument("--use-linux-libraries", action="store_true")
parser.add_argument("--architecture", type=str, choices=("x86_64", "amd64", "arm64",))
return parser.parse_args()
@@ -51,6 +66,17 @@ def get_blender_git_root() -> str:
# Setup for precompiled libraries and tests from svn.
def get_effective_architecture(args: argparse.Namespace):
if args.architecture:
return args.architecture
# Check platform.version to detect arm64 with x86_64 python binary.
if "ARM64" in platform.version():
return "arm64"
return platform.machine().lower()
def svn_update(args: argparse.Namespace, release_version: Optional[str]) -> None:
svn_non_interactive = [args.svn_command, '--non-interactive']
@@ -58,11 +84,11 @@ def svn_update(args: argparse.Namespace, release_version: Optional[str]) -> None
svn_url = make_utils.svn_libraries_base_url(release_version, args.svn_branch)
# Checkout precompiled libraries
architecture = get_effective_architecture(args)
if sys.platform == 'darwin':
# Check platform.version to detect arm64 with x86_64 python binary.
if platform.machine() == 'arm64' or ('ARM64' in platform.version()):
if architecture == 'arm64':
lib_platform = "darwin_arm64"
elif platform.machine() == 'x86_64':
elif architecture == 'x86_64':
lib_platform = "darwin"
else:
lib_platform = None
@@ -170,7 +196,7 @@ def git_update_skip(args: argparse.Namespace, check_remote_exists: bool = True)
return "rebase or merge in progress, complete it first"
# Abort if uncommitted changes.
changes = check_output([args.git_command, 'status', '--porcelain', '--untracked-files=no'])
changes = check_output([args.git_command, 'status', '--porcelain', '--untracked-files=no', '--ignore-submodules'])
if len(changes) != 0:
return "you have unstaged changes"
@@ -184,97 +210,296 @@ def git_update_skip(args: argparse.Namespace, check_remote_exists: bool = True)
return ""
def use_upstream_workflow(args: argparse.Namespace) -> bool:
return make_utils.git_remote_exist(args.git_command, "upstream")
def work_tree_update_upstream_workflow(args: argparse.Namespace, use_fetch=True) -> str:
"""
Update the Blender repository using the Github style of fork organization
Returns true if the current local branch has been updated to the upstream state.
Otherwise false is returned.
"""
branch_name = make_utils.git_branch(args.git_command)
if use_fetch:
call((args.git_command, "fetch", "upstream"))
upstream_branch = f"upstream/{branch_name}"
if not make_utils.git_branch_exists(args.git_command, upstream_branch):
return "no_branch"
retcode = call((args.git_command, "merge", "--ff-only", upstream_branch), exit_on_error=False)
if retcode != 0:
return "Unable to fast forward\n"
return ""
def work_tree_update(args: argparse.Namespace, use_fetch=True) -> str:
"""
Update the Git working tree using the best strategy
This function detects whether it is a github style of fork remote organization is used, or
is it a repository which origin is an upstream.
"""
if use_upstream_workflow(args):
message = work_tree_update_upstream_workflow(args, use_fetch)
if message != "no_branch":
return message
# If there is upstream configured but the local branch is not in the upstream, try to
# update the branch from the fork.
update_command = [args.git_command, "pull", "--rebase"]
call(update_command)
return ""
# Update blender repository.
def blender_update(args: argparse.Namespace) -> None:
def blender_update(args: argparse.Namespace) -> str:
print_stage("Updating Blender Git Repository")
call([args.git_command, "pull", "--rebase"])
return work_tree_update(args)
# Update submodules.
def submodules_update(
args: argparse.Namespace,
release_version: Optional[str],
branch: Optional[str],
) -> str:
print_stage("Updating Submodules")
if make_utils.command_missing(args.git_command):
sys.stderr.write("git not found, can't update code\n")
sys.exit(1)
def resolve_external_url(blender_url: str, repo_name: str) -> str:
return urljoin(blender_url + "/", "../" + repo_name)
# Update submodules to appropriate given branch,
# falling back to master if none is given and/or found in a sub-repository.
branch_fallback = "master"
def external_script_copy_old_submodule_over(args: argparse.Namespace, directory_name: str) -> None:
blender_git_root = Path(get_blender_git_root())
scripts_dir = blender_git_root / "scripts"
external_dir = scripts_dir / directory_name
old_submodule_relative_dir = Path("release") / "scripts" / directory_name
print(f"Moving {old_submodule_relative_dir} to scripts/{directory_name} ...")
old_submodule_dir = blender_git_root / old_submodule_relative_dir
shutil.move(old_submodule_dir, external_dir)
# Remove old ".git" which is a file with path to a submodule bare repo inside of main
# repo .git/modules directory.
(external_dir / ".git").unlink()
bare_repo_relative_dir = Path(".git") / "modules" / "release" / "scripts" / directory_name
print(f"Copying {bare_repo_relative_dir} to scripts/{directory_name}/.git ...")
bare_repo_dir = blender_git_root / bare_repo_relative_dir
shutil.copytree(bare_repo_dir, external_dir / ".git")
git_config = external_dir / ".git" / "config"
call((args.git_command, "config", "--file", git_config, "--unset", "core.worktree"))
def external_script_initialize_if_needed(args: argparse.Namespace,
repo_name: str,
directory_name: str) -> None:
"""Initialize checkout of an external repository scripts directory"""
blender_git_root = Path(get_blender_git_root())
blender_dot_git = blender_git_root / ".git"
scripts_dir = blender_git_root / "scripts"
external_dir = scripts_dir / directory_name
if external_dir.exists():
return
print(f"Initializing scripts/{directory_name} ...")
old_submodule_dot_git = blender_git_root / "release" / "scripts" / directory_name / ".git"
if old_submodule_dot_git.exists() and blender_dot_git.is_dir():
external_script_copy_old_submodule_over(args, directory_name)
return
origin_name = "upstream" if use_upstream_workflow(args) else "origin"
blender_url = make_utils.git_get_remote_url(args.git_command, origin_name)
external_url = resolve_external_url(blender_url, repo_name)
# When running `make update` from a freshly cloned fork check whether the fork of the submodule is
# available, If not, switch to the submodule relative to the main blender repository.
if origin_name == "origin" and not make_utils.git_is_remote_repository(args.git_command, external_url):
external_url = resolve_external_url("https://projects.blender.org/blender/blender", repo_name)
call((args.git_command, "clone", "--origin", origin_name, external_url, external_dir))
def external_script_add_origin_if_needed(args: argparse.Namespace,
repo_name: str,
directory_name: str) -> str:
"""
Add remote called 'origin' if there is a fork of the external repository available
This is only done when using Github style upstream workflow in the main repository.
"""
if not use_upstream_workflow(args):
return ""
cwd = os.getcwd()
blender_git_root = Path(get_blender_git_root())
scripts_dir = blender_git_root / "scripts"
external_dir = scripts_dir / directory_name
origin_blender_url = make_utils.git_get_remote_url(args.git_command, "origin")
origin_external_url = resolve_external_url(origin_blender_url, repo_name)
try:
os.chdir(external_dir)
if (make_utils.git_remote_exist(args.git_command, "origin") or
not make_utils.git_remote_exist(args.git_command, "upstream")):
return
if not make_utils.git_is_remote_repository(args.git_command, origin_external_url):
return
print(f"Adding origin remote to {directory_name} pointing to fork ...")
# Non-obvious tricks to introduce the new remote called "origin" to the existing
# submodule configuration.
#
# This is all within the content of creating a fork of a submodule after `make update`
# has been run and possibly local branches tracking upstream were added.
#
# The idea here goes as following:
#
# - Rename remote "upstream" to "origin", which takes care of changing the names of
# remotes the local branches are tracking.
#
# - Change the URL to the "origin", which so was was still pointing to upstream.
#
# - Re-introduce the "upstream" remote, with the same URL as it had prior to rename.
upstream_url = make_utils.git_get_remote_url(args.git_command, "upstream")
call((args.git_command, "remote", "rename", "upstream", "origin"))
make_utils.git_set_config(args.git_command, f"remote.origin.url", origin_external_url)
call((args.git_command, "remote", "add", "upstream", upstream_url))
finally:
os.chdir(cwd)
return ""
def external_scripts_update(args: argparse.Namespace,
repo_name: str,
directory_name: str,
branch: Optional[str]) -> str:
"""Update a single external checkout with the given name in the scripts folder"""
external_script_initialize_if_needed(args, repo_name, directory_name)
external_script_add_origin_if_needed(args, repo_name, directory_name)
print(f"Updating scripts/{directory_name} ...")
cwd = os.getcwd()
blender_git_root = Path(get_blender_git_root())
scripts_dir = blender_git_root / "scripts"
external_dir = scripts_dir / directory_name
# Update externals to appropriate given branch, falling back to main if none is given and/or
# found in a sub-repository.
branch_fallback = "main"
if not branch:
branch = branch_fallback
submodules = [
("release/scripts/addons", branch, branch_fallback),
("release/scripts/addons_contrib", branch, branch_fallback),
("release/datafiles/locale", branch, branch_fallback),
("source/tools", branch, branch_fallback),
]
# Initialize submodules only if needed.
for submodule_path, submodule_branch, submodule_branch_fallback in submodules:
if not os.path.exists(os.path.join(submodule_path, ".git")):
call([args.git_command, "submodule", "update", "--init", "--recursive"])
break
# Checkout appropriate branch and pull changes.
skip_msg = ""
for submodule_path, submodule_branch, submodule_branch_fallback in submodules:
cwd = os.getcwd()
try:
os.chdir(submodule_path)
msg = git_update_skip(args, check_remote_exists=False)
if msg:
skip_msg += submodule_path + " skipped: " + msg + "\n"
else:
# Find a matching branch that exists.
call([args.git_command, "fetch", "origin"])
if make_utils.git_branch_exists(args.git_command, submodule_branch):
pass
elif make_utils.git_branch_exists(args.git_command, submodule_branch_fallback):
submodule_branch = submodule_branch_fallback
else:
# Skip.
submodule_branch = ""
# Switch to branch and pull.
if submodule_branch:
if make_utils.git_branch(args.git_command) != submodule_branch:
try:
os.chdir(external_dir)
msg = git_update_skip(args, check_remote_exists=False)
if msg:
skip_msg += directory_name + " skipped: " + msg + "\n"
else:
# Find a matching branch that exists.
for remote in ("origin", "upstream"):
if make_utils.git_remote_exist(args.git_command, remote):
call([args.git_command, "fetch", remote])
submodule_branch = branch
if make_utils.git_branch_exists(args.git_command, submodule_branch):
pass
elif make_utils.git_branch_exists(args.git_command, branch_fallback):
submodule_branch = branch_fallback
else:
# Skip.
submodule_branch = ""
# Switch to branch and pull.
if submodule_branch:
if make_utils.git_branch(args.git_command) != submodule_branch:
# If the local branch exists just check out to it.
# If there is no local branch but only remote specify an explicit remote.
# Without this explicit specification Git attempts to set-up tracking
# automatically and fails when the branch is available in multiple remotes.
if make_utils.git_local_branch_exists(args.git_command, submodule_branch):
call([args.git_command, "checkout", submodule_branch])
call([args.git_command, "pull", "--rebase", "origin", submodule_branch])
finally:
os.chdir(cwd)
elif make_utils.git_remote_exist(args.git_command, "origin"):
call([args.git_command, "checkout", "-t", f"origin/{submodule_branch}"])
elif make_utils.git_remote_exist(args.git_command, "upstream"):
call([args.git_command, "checkout", "-t", f"upstream/{submodule_branch}"])
# Don't use extra fetch since all remotes of interest have been already fetched
# some lines above.
skip_msg += work_tree_update(args, use_fetch=False)
finally:
os.chdir(cwd)
return skip_msg
def scripts_submodules_update(args: argparse.Namespace, branch: Optional[str]) -> str:
"""Update working trees of addons and addons_contrib within the scripts/ directory"""
msg = ""
msg += external_scripts_update(args, "blender-addons", "addons", branch)
msg += external_scripts_update(args, "blender-addons-contrib", "addons_contrib", branch)
return msg
def submodules_update(args: argparse.Namespace, branch: Optional[str]) -> str:
"""Update submodules or other externally tracked source trees"""
msg = ""
msg += scripts_submodules_update(args, branch)
return msg
if __name__ == "__main__":
args = parse_arguments()
blender_skip_msg = ""
submodules_skip_msg = ""
# Test if we are building a specific release version.
branch = make_utils.git_branch(args.git_command)
if branch == 'HEAD':
sys.stderr.write('Blender git repository is in detached HEAD state, must be in a branch\n')
sys.exit(1)
tag = make_utils.git_tag(args.git_command)
release_version = make_utils.git_branch_release_version(branch, tag)
blender_version = make_utils. parse_blender_version()
if blender_version.cycle != 'alpha':
major = blender_version.version // 100
minor = blender_version.version % 100
branch = f"blender-v{major}.{minor}-release"
release_version = f"{major}.{minor}"
else:
branch = 'main'
release_version = None
if not args.no_libraries:
svn_update(args, release_version)
if not args.no_blender:
blender_skip_msg = git_update_skip(args)
if not blender_skip_msg:
blender_skip_msg = blender_update(args)
if blender_skip_msg:
blender_skip_msg = "Blender repository skipped: " + blender_skip_msg + "\n"
else:
blender_update(args)
if not args.no_submodules:
submodules_skip_msg = submodules_update(args, release_version, branch)
submodules_skip_msg = submodules_update(args, branch)
# Report any skipped repositories at the end, so it's not as easy to miss.
skip_msg = blender_skip_msg + submodules_skip_msg

View File

@@ -9,7 +9,9 @@ import re
import shutil
import subprocess
import sys
import os
from pathlib import Path
from urllib.parse import urljoin
from typing import (
Sequence,
@@ -19,7 +21,7 @@ from typing import (
def call(cmd: Sequence[str], exit_on_error: bool = True, silent: bool = False) -> int:
if not silent:
print(" ".join(cmd))
print(" ".join([str(x) for x in cmd]))
# Flush to ensure correct order output on Windows.
sys.stdout.flush()
@@ -52,13 +54,57 @@ def check_output(cmd: Sequence[str], exit_on_error: bool = True) -> str:
return output.strip()
def git_local_branch_exists(git_command: str, branch: str) -> bool:
return (
call([git_command, "rev-parse", "--verify", branch], exit_on_error=False, silent=True) == 0
)
def git_branch_exists(git_command: str, branch: str) -> bool:
return (
call([git_command, "rev-parse", "--verify", branch], exit_on_error=False, silent=True) == 0 or
git_local_branch_exists(git_command, branch) or
call([git_command, "rev-parse", "--verify", "remotes/upstream/" + branch], exit_on_error=False, silent=True) == 0 or
call([git_command, "rev-parse", "--verify", "remotes/origin/" + branch], exit_on_error=False, silent=True) == 0
)
def git_get_remote_url(git_command: str, remote_name: str) -> bool:
return check_output((git_command, "ls-remote", "--get-url", remote_name))
def git_remote_exist(git_command: str, remote_name: str) -> bool:
"""Check whether there is a remote with the given name"""
# `git ls-remote --get-url upstream` will print an URL if there is such remote configured, and
# otherwise will print "upstream".
remote_url = check_output((git_command, "ls-remote", "--get-url", remote_name))
return remote_url != remote_name
def git_get_resolved_submodule_url(git_command: str, blender_url: str, submodule_path: str) -> str:
git_root = check_output([git_command, "rev-parse", "--show-toplevel"])
dot_gitmodules = os.path.join(git_root, ".gitmodules")
submodule_key_prefix = f"submodule.{submodule_path}"
submodule_key_url = f"{submodule_key_prefix}.url"
gitmodule_url = git_get_config(
git_command, submodule_key_url, file=dot_gitmodules)
# A bit of a trickery to construct final URL.
# Only works for the relative submodule URLs.
#
# Note that unless the LHS URL ends up with a slash urljoin treats the last component as a
# file.
assert gitmodule_url.startswith('..')
return urljoin(blender_url + "/", gitmodule_url)
def git_is_remote_repository(git_command: str, repo: str) -> bool:
"""Returns true if the given repository is a valid/clonable git repo"""
exit_code = call((git_command, "ls-remote", repo, "HEAD"), exit_on_error=False, silent=True)
return exit_code == 0
def git_branch(git_command: str) -> str:
# Get current branch name.
try:
@@ -70,6 +116,20 @@ def git_branch(git_command: str) -> str:
return branch.strip().decode('utf8')
def git_get_config(git_command: str, key: str, file: Optional[str] = None) -> str:
if file:
return check_output([git_command, "config", "--file", file, "--get", key])
return check_output([git_command, "config", "--get", key])
def git_set_config(git_command: str, key: str, value: str, file: Optional[str] = None) -> str:
if file:
return check_output([git_command, "config", "--file", file, key, value])
return check_output([git_command, "config", key, value])
def git_tag(git_command: str) -> Optional[str]:
# Get current tag name.
try:

View File

@@ -1,20 +0,0 @@
if NOT exist "%BLENDER_DIR%\source\tools\.git" (
echo Checking out sub-modules
if not "%GIT%" == "" (
"%GIT%" submodule update --init --recursive --progress
if errorlevel 1 goto FAIL
"%GIT%" submodule foreach git checkout master
if errorlevel 1 goto FAIL
"%GIT%" submodule foreach git pull --rebase origin master
if errorlevel 1 goto FAIL
goto EOF
) else (
echo Blender submodules not found, and git not found in path to retrieve them.
goto FAIL
)
)
goto EOF
:FAIL
exit /b 1
:EOF

View File

@@ -14,7 +14,7 @@ if NOT EXIST %PYTHON% (
exit /b 1
)
set FORMAT_PATHS=%BLENDER_DIR%\source\tools\utils_maintenance\clang_format_paths.py
set FORMAT_PATHS=%BLENDER_DIR%\tools\utils_maintenance\clang_format_paths.py
REM The formatting script expects clang-format to be in the current PATH.
set PATH=%CF_PATH%;%PATH%

View File

@@ -4,9 +4,9 @@ if "%GIT%" == "" (
)
cd "%BLENDER_DIR%"
for /f "delims=" %%i in ('"%GIT%" rev-parse HEAD') do echo Branch_hash=%%i
cd "%BLENDER_DIR%/release/datafiles/locale"
cd "%BLENDER_DIR%/locale"
for /f "delims=" %%i in ('"%GIT%" rev-parse HEAD') do echo Locale_hash=%%i
cd "%BLENDER_DIR%/release/scripts/addons"
cd "%BLENDER_DIR%/scripts/addons"
for /f "delims=" %%i in ('"%GIT%" rev-parse HEAD') do echo Addons_Hash=%%i
cd "%BLENDER_DIR%"
:EOF

View File

@@ -37,7 +37,7 @@ def draw_callback_px(self, context):
# BLF drawing routine
font_id = font_info["font_id"]
blf.position(font_id, 2, 80, 0)
blf.size(font_id, 50, 72)
blf.size(font_id, 50)
blf.draw(font_id, "Hello World")

View File

@@ -31,7 +31,7 @@ For an overview of BMesh data types and how they reference each other see:
Example Script
--------------
.. literalinclude:: __/__/__/release/scripts/templates_py/bmesh_simple.py
.. literalinclude:: __/__/__/scripts/templates_py/bmesh_simple.py
Standalone Module

View File

@@ -288,7 +288,7 @@ In Python, this is done by defining a class, which is a subclass of an existing
Example Operator
----------------
.. literalinclude:: __/__/__/release/scripts/templates_py/operator_simple.py
.. literalinclude:: __/__/__/scripts/templates_py/operator_simple.py
Once this script runs, ``SimpleOperator`` is registered with Blender
and can be called from Operator Search or added to the toolbar.
@@ -320,7 +320,7 @@ Example Panel
Panels are registered as a class, like an operator.
Notice the extra ``bl_`` variables used to set the context they display in.
.. literalinclude:: __/__/__/release/scripts/templates_py/ui_panel_simple.py
.. literalinclude:: __/__/__/scripts/templates_py/ui_panel_simple.py
To run the script:

View File

@@ -367,13 +367,13 @@ except ImportError:
# Note that ".." is replaced by "__" in the RST files,
# to avoid having to match Blender's source tree.
EXTRA_SOURCE_FILES = (
"../../../release/scripts/templates_py/bmesh_simple.py",
"../../../release/scripts/templates_py/gizmo_operator.py",
"../../../release/scripts/templates_py/gizmo_operator_target.py",
"../../../release/scripts/templates_py/gizmo_simple.py",
"../../../release/scripts/templates_py/operator_simple.py",
"../../../release/scripts/templates_py/ui_panel_simple.py",
"../../../release/scripts/templates_py/ui_previews_custom_icon.py",
"../../../scripts/templates_py/bmesh_simple.py",
"../../../scripts/templates_py/gizmo_operator.py",
"../../../scripts/templates_py/gizmo_operator_target.py",
"../../../scripts/templates_py/gizmo_simple.py",
"../../../scripts/templates_py/operator_simple.py",
"../../../scripts/templates_py/ui_panel_simple.py",
"../../../scripts/templates_py/ui_previews_custom_icon.py",
"../examples/bmesh.ops.1.py",
"../examples/bpy.app.translations.py",
)
@@ -476,7 +476,7 @@ MODULE_GROUPING = {
# -------------------------------BLENDER----------------------------------------
# converting bytes to strings, due to T30154
# Converting bytes to strings, due to #30154.
BLENDER_REVISION = str(bpy.app.build_hash, 'utf_8')
BLENDER_REVISION_TIMESTAMP = bpy.app.build_commit_timestamp
@@ -487,7 +487,7 @@ BLENDER_VERSION_DOTS = "%d.%d" % (bpy.app.version[0], bpy.app.version[1])
if BLENDER_REVISION != "Unknown":
# SHA1 Git hash
BLENDER_VERSION_HASH = BLENDER_REVISION
BLENDER_VERSION_HASH_HTML_LINK = "<a href=https://developer.blender.org/rB%s>%s</a>" % (
BLENDER_VERSION_HASH_HTML_LINK = "<a href=https://projects.blender.org/blender/blender/commit/%s>%s</a>" % (
BLENDER_VERSION_HASH, BLENDER_VERSION_HASH,
)
BLENDER_VERSION_DATE = time.strftime("%d/%m/%Y", time.localtime(BLENDER_REVISION_TIMESTAMP))
@@ -647,7 +647,7 @@ def undocumented_message(module_name, type_name, identifier):
module_name, type_name, identifier,
)
return "Undocumented, consider `contributing <https://developer.blender.org/T51061>`__."
return "Undocumented, consider `contributing <https://developer.blender.org/>`__."
def range_str(val):
@@ -1816,9 +1816,9 @@ def pyrna2sphinx(basepath):
# operators
def write_ops():
API_BASEURL = "https://developer.blender.org/diffusion/B/browse/master/release/scripts"
API_BASEURL_ADDON = "https://developer.blender.org/diffusion/BA"
API_BASEURL_ADDON_CONTRIB = "https://developer.blender.org/diffusion/BAC"
API_BASEURL = "https://projects.blender.org/blender/blender/src/branch/main/scripts"
API_BASEURL_ADDON = "https://projects.blender.org/blender/blender-addons"
API_BASEURL_ADDON_CONTRIB = "https://projects.blender.org/blender/blender-addons-contrib"
op_modules = {}
op = None
@@ -1853,8 +1853,6 @@ def pyrna2sphinx(basepath):
fw(" %s\n\n" % operator_description)
for prop in op.args:
write_param(" ", fw, prop)
if op.args:
fw("\n")
location = op.get_location()
if location != (None, None):
@@ -1865,9 +1863,12 @@ def pyrna2sphinx(basepath):
else:
url_base = API_BASEURL
fw(" :file: `%s\\:%d <%s/%s$%d>`_\n\n" %
fw(" :File: `%s\\:%d <%s/%s#L%d>`__\n\n" %
(location[0], location[1], url_base, location[0], location[1]))
if op.args:
fw("\n")
file.close()
if "bpy.ops" not in EXCLUDE_MODULES:
@@ -2200,7 +2201,7 @@ def write_rst_enum_items(basepath, key, key_no_prefix, enum_items):
Write a single page for a static enum in RST.
This helps avoiding very large lists being in-lined in many places which is an issue
especially with icons in ``bpy.types.UILayout``. See T87008.
especially with icons in ``bpy.types.UILayout``. See #87008.
"""
filepath = os.path.join(basepath, "%s.rst" % key_no_prefix)
with open(filepath, "w", encoding="utf-8") as fh:

View File

@@ -156,7 +156,7 @@ var Popover = function() {
},
getNamed : function(v) {
$.each(all_versions, function(ix, title) {
if (ix === "master" || ix === "latest") {
if (ix === "master" || ix === "main" || ix === "latest") {
var m = title.match(/\d\.\d[\w\d\.]*/)[0];
if (parseFloat(m) == v) {
v = ix;

View File

@@ -127,7 +127,7 @@ typedef uint32_t cuuint32_t;
typedef uint64_t cuuint64_t;
#endif
#if defined(__x86_64) || defined(AMD64) || defined(_M_AMD64) || defined (__aarch64__)
#if defined(__x86_64) || defined(AMD64) || defined(_M_AMD64) || defined (__aarch64__) || defined(__ppc64__) || defined(__PPC64__)
typedef unsigned long long CUdeviceptr;
#else
typedef unsigned int CUdeviceptr;

View File

@@ -1,5 +1,5 @@
Project: Blender
URL: https://git.blender.org/blender.git
URL: https://projects.blender.org/blender/blender.git
License: Apache 2.0
Upstream version: N/A
Local modifications: None

View File

@@ -84,7 +84,7 @@ typedef uint32_t hipuint32_t;
typedef uint64_t hipuint64_t;
#endif
#if defined(__x86_64) || defined(AMD64) || defined(_M_AMD64) || defined (__aarch64__)
#if defined(__x86_64) || defined(AMD64) || defined(_M_AMD64) || defined (__aarch64__) || defined(__ppc64__) || defined(__PPC64__)
typedef unsigned long long hipDeviceptr_t;
#else
typedef unsigned int hipDeviceptr_t;

View File

@@ -231,3 +231,22 @@ index 355ee008246..a770bbee60c 100644
}
allocator.deallocate(values, capacity);
capacity = 0;
diff --git a/extern/quadriflow/src/hierarchy.cpp b/extern/quadriflow/src/hierarchy.cpp
index 8cc41da23d0..70a9628320f 100644
--- a/extern/quadriflow/src/hierarchy.cpp
+++ b/extern/quadriflow/src/hierarchy.cpp
@@ -269,7 +269,13 @@ void Hierarchy::DownsampleGraph(const AdjacentMatrix adj, const MatrixXd& V, con
for (auto it = ad.begin(); it != ad.end(); ++it, ++entry_it) {
int k = it->id;
double dp = N.col(i).dot(N.col(k));
- double ratio = A[i] > A[k] ? (A[i] / A[k]) : (A[k] / A[i]);
+ double ratio;
+ if (A[i] > A[k]) {
+ ratio = (A[k] == 0.0f) ? 1.0f : A[i] / A[k];
+ }
+ else {
+ ratio = (A[i] == 0.0f) ? 1.0f : A[k] / A[i];
+ }
*entry_it = Entry(i, k, dp * ratio);
}
}

View File

@@ -269,7 +269,13 @@ void Hierarchy::DownsampleGraph(const AdjacentMatrix adj, const MatrixXd& V, con
for (auto it = ad.begin(); it != ad.end(); ++it, ++entry_it) {
int k = it->id;
double dp = N.col(i).dot(N.col(k));
double ratio = A[i] > A[k] ? (A[i] / A[k]) : (A[k] / A[i]);
double ratio;
if (A[i] > A[k]) {
ratio = (A[k] == 0.0f) ? 1.0f : A[i] / A[k];
}
else {
ratio = (A[i] == 0.0f) ? 1.0f : A[k] / A[i];
}
*entry_it = Entry(i, k, dp * ratio);
}
}

View File

@@ -7,7 +7,7 @@ set(INC
)
set(INC_SYS
${X11_X11_INCLUDE_PATH}
)
set(SRC

View File

@@ -1,6 +1,5 @@
Project: TinyGLTF
URL: https://github.com/syoyo/tinygltf
License: MIT
Upstream version: 2.5.0, 19a41d20ec0
Local modifications:
* Silence "enum value not handled in switch" warnings due to JSON dependency.
Upstream version: 2.8.3, 84a83d39f55d
Local modifications: None

Binary file not shown.

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View File

@@ -12,6 +12,7 @@ from bpy.props import (
PointerProperty,
StringProperty,
)
from bpy.app.translations import pgettext_iface as iface_
from math import pi
@@ -1664,30 +1665,48 @@ class CyclesPreferences(bpy.types.AddonPreferences):
col.label(text="No compatible GPUs found for Cycles", icon='INFO')
if device_type == 'CUDA':
col.label(text="Requires NVIDIA GPU with compute capability 3.0", icon='BLANK1')
compute_capability = "3.0"
col.label(text=iface_("Requires NVIDIA GPU with compute capability %s") % compute_capability,
icon='BLANK1', translate=False)
elif device_type == 'OPTIX':
col.label(text="Requires NVIDIA GPU with compute capability 5.0", icon='BLANK1')
col.label(text="and NVIDIA driver version 470 or newer", icon='BLANK1')
compute_capability = "5.0"
driver_version = "470"
col.label(text=iface_("Requires NVIDIA GPU with compute capability %s") % compute_capability,
icon='BLANK1', translate=False)
col.label(text=iface_("and NVIDIA driver version %s or newer") % driver_version,
icon='BLANK1', translate=False)
elif device_type == 'HIP':
import sys
if sys.platform[:3] == "win":
col.label(text="Requires AMD GPU with RDNA architecture", icon='BLANK1')
col.label(text="and AMD Radeon Pro 21.Q4 driver or newer", icon='BLANK1')
driver_version = "21.Q4"
col.label(text="Requires AMD GPU with Vega or RDNA architecture", icon='BLANK1')
col.label(text=iface_("and AMD Radeon Pro %s driver or newer") % driver_version,
icon='BLANK1', translate=False)
elif sys.platform.startswith("linux"):
col.label(text="Requires AMD GPU with RDNA architecture", icon='BLANK1')
col.label(text="and AMD driver version 22.10 or newer", icon='BLANK1')
driver_version = "22.10"
col.label(text="Requires AMD GPU with Vega or RDNA architecture", icon='BLANK1')
col.label(text=iface_("and AMD driver version %s or newer") % driver_version, icon='BLANK1',
translate=False)
elif device_type == 'ONEAPI':
import sys
if sys.platform.startswith("win"):
driver_version = "101.4032"
col.label(text="Requires Intel GPU with Xe-HPG architecture", icon='BLANK1')
col.label(text="and Windows driver version 101.4032 or newer", icon='BLANK1')
col.label(text=iface_("and Windows driver version %s or newer") % driver_version,
icon='BLANK1', translate=False)
elif sys.platform.startswith("linux"):
driver_version = "1.3.24931"
col.label(text="Requires Intel GPU with Xe-HPG architecture and", icon='BLANK1')
col.label(text=" - intel-level-zero-gpu version 1.3.24931 or newer", icon='BLANK1')
col.label(text=iface_(" - intel-level-zero-gpu version %s or newer") % driver_version,
icon='BLANK1', translate=False)
col.label(text=" - oneAPI Level-Zero Loader", icon='BLANK1')
elif device_type == 'METAL':
col.label(text="Requires Apple Silicon with macOS 12.2 or newer", icon='BLANK1')
col.label(text="or AMD with macOS 12.3 or newer", icon='BLANK1')
silicon_mac_version = "12.2"
amd_mac_version = "12.3"
col.label(text=iface_("Requires Apple Silicon with macOS %s or newer") % silicon_mac_version,
icon='BLANK1', translate=False)
col.label(text=iface_("or AMD with macOS %s or newer") % amd_mac_version, icon='BLANK1',
translate=False)
return
for device in devices:
@@ -1697,7 +1716,8 @@ class CyclesPreferences(bpy.types.AddonPreferences):
.replace('(TM)', unicodedata.lookup('TRADE MARK SIGN'))
.replace('(tm)', unicodedata.lookup('TRADE MARK SIGN'))
.replace('(R)', unicodedata.lookup('REGISTERED SIGN'))
.replace('(C)', unicodedata.lookup('COPYRIGHT SIGN'))
.replace('(C)', unicodedata.lookup('COPYRIGHT SIGN')),
translate=False
)
def draw_impl(self, layout, context):
@@ -1722,19 +1742,21 @@ class CyclesPreferences(bpy.types.AddonPreferences):
row.prop(self, "peer_memory")
if compute_device_type == 'METAL':
import platform, re
isNavi2 = False
import platform
import re
is_navi_2 = False
for device in devices:
obj = re.search("((RX)|(Pro)|(PRO))\s+W?6\d00X",device.name)
if obj:
isNavi2 = True
if re.search(r"((RX)|(Pro)|(PRO))\s+W?6\d00X", device.name):
is_navi_2 = True
break
# MetalRT only works on Apple Silicon and Navi2
if platform.machine() == 'arm64' or isNavi2:
# MetalRT only works on Apple Silicon and Navi2.
is_arm64 = platform.machine() == 'arm64'
if is_arm64 or is_navi_2:
col = layout.column()
col.use_property_split = True
# Kernel specialization is only supported on Apple Silicon
if platform.machine() == 'arm64':
if is_arm64:
col.prop(self, "kernel_optimization_level")
col.prop(self, "use_metalrt")

View File

@@ -20,7 +20,7 @@ class CyclesPresetPanel(PresetPanel, Panel):
@staticmethod
def post_cb(context):
# Modify an arbitrary built-in scene property to force a depsgraph
# update, because add-on properties don't. (see T62325)
# update, because add-on properties don't. (see #62325)
render = context.scene.render
render.filter_size = render.filter_size

View File

@@ -54,44 +54,10 @@ int BlenderDisplayShader::get_tex_coord_attrib_location()
/* --------------------------------------------------------------------
* BlenderFallbackDisplayShader.
*/
/* TODO move shaders to standalone .glsl file. */
static const char *FALLBACK_VERTEX_SHADER =
"uniform vec2 fullscreen;\n"
"in vec2 texCoord;\n"
"in vec2 pos;\n"
"out vec2 texCoord_interp;\n"
"\n"
"vec2 normalize_coordinates()\n"
"{\n"
" return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(normalize_coordinates(), 0.0, 1.0);\n"
" texCoord_interp = texCoord;\n"
"}\n\0";
static const char *FALLBACK_FRAGMENT_SHADER =
"uniform sampler2D image_texture;\n"
"in vec2 texCoord_interp;\n"
"out vec4 fragColor;\n"
"\n"
"void main()\n"
"{\n"
" fragColor = texture(image_texture, texCoord_interp);\n"
"}\n\0";
static GPUShader *compile_fallback_shader(void)
{
/* NOTE: Compilation errors are logged to console. */
GPUShader *shader = GPU_shader_create(FALLBACK_VERTEX_SHADER,
FALLBACK_FRAGMENT_SHADER,
nullptr,
nullptr,
nullptr,
"FallbackCyclesBlitShader");
GPUShader *shader = GPU_shader_create_from_info_name("gpu_shader_cycles_display_fallback");
return shader;
}
@@ -105,11 +71,12 @@ GPUShader *BlenderFallbackDisplayShader::bind(int width, int height)
/* Bind shader now to enable uniform assignment. */
GPU_shader_bind(shader_program_);
GPU_shader_uniform_int(shader_program_, image_texture_location_, 0);
int slot = 0;
GPU_shader_uniform_int_ex(shader_program_, image_texture_location_, 1, 1, &slot);
float size[2];
size[0] = width;
size[1] = height;
GPU_shader_uniform_vector(shader_program_, fullscreen_location_, 2, 1, size);
GPU_shader_uniform_float_ex(shader_program_, fullscreen_location_, 2, 1, size);
return shader_program_;
}

View File

@@ -20,7 +20,7 @@ BlenderImageLoader::BlenderImageLoader(BL::Image b_image,
: b_image(b_image),
frame(frame),
tile_number(tile_number),
/* Don't free cache for preview render to avoid race condition from T93560, to be fixed
/* Don't free cache for preview render to avoid race condition from #93560, to be fixed
* properly later as we are close to release. */
free_cache(!is_preview_render && !b_image.has_data())
{
@@ -72,7 +72,7 @@ bool BlenderImageLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaDat
metadata.colorspace = u_colorspace_raw;
}
else {
/* In some cases (e.g. T94135), the colorspace setting in Blender gets updated as part of the
/* In some cases (e.g. #94135), the colorspace setting in Blender gets updated as part of the
* metadata queries in this function, so update the colorspace setting here. */
PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
metadata.colorspace = get_enum_identifier(colorspace_ptr, "name");

View File

@@ -24,7 +24,7 @@ void BlenderSync::sync_light(BL::Object &b_parent,
Light *light = light_map.find(key);
/* Check if the transform was modified, in case a linked collection is moved we do not get a
* specific depsgraph update (T88515). This also mimics the behavior for Objects. */
* specific depsgraph update (#88515). This also mimics the behavior for Objects. */
const bool tfm_updated = (light && light->get_tfm() != tfm);
/* Update if either object or light data changed. */

View File

@@ -94,7 +94,7 @@ void python_thread_state_restore(void **python_thread_state)
*python_thread_state = NULL;
}
static const char *PyC_UnicodeAsByte(PyObject *py_str, PyObject **coerce)
static const char *PyC_UnicodeAsBytes(PyObject *py_str, PyObject **coerce)
{
const char *result = PyUnicode_AsUTF8(py_str);
if (result) {
@@ -131,8 +131,8 @@ static PyObject *init_func(PyObject * /*self*/, PyObject *args)
}
PyObject *path_coerce = nullptr, *user_path_coerce = nullptr;
path_init(PyC_UnicodeAsByte(path, &path_coerce),
PyC_UnicodeAsByte(user_path, &user_path_coerce));
path_init(PyC_UnicodeAsBytes(path, &path_coerce),
PyC_UnicodeAsBytes(user_path, &user_path_coerce));
Py_XDECREF(path_coerce);
Py_XDECREF(user_path_coerce);

View File

@@ -404,7 +404,7 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
* point we know that we've got everything to render current view layer.
*/
/* At the moment we only free if we are not doing multi-view
* (or if we are rendering the last view). See T58142/D4239 for discussion.
* (or if we are rendering the last view). See #58142/D4239 for discussion.
*/
if (view_index == num_views - 1) {
free_blender_memory_if_possible();

View File

@@ -981,22 +981,8 @@ static ShaderNode *add_node(Scene *scene,
sky->set_sun_disc(b_sky_node.sun_disc());
sky->set_sun_size(b_sky_node.sun_size());
sky->set_sun_intensity(b_sky_node.sun_intensity());
/* Patch sun position to be able to animate daylight cycle while keeping the shading code
* simple. */
float sun_rotation = b_sky_node.sun_rotation();
/* Wrap into [-2PI..2PI] range. */
float sun_elevation = fmodf(b_sky_node.sun_elevation(), M_2PI_F);
/* Wrap into [-PI..PI] range. */
if (fabsf(sun_elevation) >= M_PI_F) {
sun_elevation -= copysignf(2.0f, sun_elevation) * M_PI_F;
}
/* Wrap into [-PI/2..PI/2] range while keeping the same absolute position. */
if (sun_elevation >= M_PI_2_F || sun_elevation <= -M_PI_2_F) {
sun_elevation = copysignf(M_PI_F, sun_elevation) - sun_elevation;
sun_rotation += M_PI_F;
}
sky->set_sun_elevation(sun_elevation);
sky->set_sun_rotation(sun_rotation);
sky->set_sun_elevation(b_sky_node.sun_elevation());
sky->set_sun_rotation(b_sky_node.sun_rotation());
sky->set_altitude(b_sky_node.altitude());
sky->set_air_density(b_sky_node.air_density());
sky->set_dust_density(b_sky_node.dust_density());

View File

@@ -349,8 +349,7 @@ void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
bool use_light_tree = get_boolean(cscene, "use_light_tree");
integrator->set_use_light_tree(use_light_tree);
integrator->set_light_sampling_threshold(
(use_light_tree) ? 0.0f : get_float(cscene, "light_sampling_threshold"));
integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
if (integrator->use_light_tree_is_modified()) {
scene->light_manager->tag_update(scene, LightManager::UPDATE_ALL);
@@ -766,7 +765,7 @@ void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
(BlenderSession::headless || is_interface_locked) &&
/* Baking re-uses the depsgraph multiple times, clearing crashes
* reading un-evaluated mesh data which isn't aligned with the
* geometry we're baking, see T71012. */
* geometry we're baking, see #71012. */
!scene->bake_manager->get_baking() &&
/* Persistent data must main caches for performance and correctness. */
!is_persistent_data;

View File

@@ -53,8 +53,12 @@ void CUDADevice::set_error(const string &error)
}
CUDADevice::CUDADevice(const DeviceInfo &info, Stats &stats, Profiler &profiler)
: Device(info, stats, profiler), texture_info(this, "texture_info", MEM_GLOBAL)
: GPUDevice(info, stats, profiler)
{
/* Verify that base class types can be used with specific backend types */
static_assert(sizeof(texMemObject) == sizeof(CUtexObject));
static_assert(sizeof(arrayMemObject) == sizeof(CUarray));
first_error = true;
cuDevId = info.num;
@@ -65,12 +69,6 @@ CUDADevice::CUDADevice(const DeviceInfo &info, Stats &stats, Profiler &profiler)
need_texture_info = false;
device_texture_headroom = 0;
device_working_headroom = 0;
move_texture_to_host = false;
map_host_limit = 0;
map_host_used = 0;
can_map_host = 0;
pitch_alignment = 0;
/* Initialize CUDA. */
@@ -91,8 +89,9 @@ CUDADevice::CUDADevice(const DeviceInfo &info, Stats &stats, Profiler &profiler)
/* CU_CTX_MAP_HOST for mapping host memory when out of device memory.
* CU_CTX_LMEM_RESIZE_TO_MAX for reserving local memory ahead of render,
* so we can predict which memory to map to host. */
cuda_assert(
cuDeviceGetAttribute(&can_map_host, CU_DEVICE_ATTRIBUTE_CAN_MAP_HOST_MEMORY, cuDevice));
int value;
cuda_assert(cuDeviceGetAttribute(&value, CU_DEVICE_ATTRIBUTE_CAN_MAP_HOST_MEMORY, cuDevice));
can_map_host = value != 0;
cuda_assert(cuDeviceGetAttribute(
&pitch_alignment, CU_DEVICE_ATTRIBUTE_TEXTURE_PITCH_ALIGNMENT, cuDevice));
@@ -499,311 +498,56 @@ void CUDADevice::reserve_local_memory(const uint kernel_features)
# endif
}
void CUDADevice::init_host_memory()
{
/* Limit amount of host mapped memory, because allocating too much can
* cause system instability. Leave at least half or 4 GB of system
* memory free, whichever is smaller. */
size_t default_limit = 4 * 1024 * 1024 * 1024LL;
size_t system_ram = system_physical_ram();
if (system_ram > 0) {
if (system_ram / 2 > default_limit) {
map_host_limit = system_ram - default_limit;
}
else {
map_host_limit = system_ram / 2;
}
}
else {
VLOG_WARNING << "Mapped host memory disabled, failed to get system RAM";
map_host_limit = 0;
}
/* Amount of device memory to keep is free after texture memory
* and working memory allocations respectively. We set the working
* memory limit headroom lower so that some space is left after all
* texture memory allocations. */
device_working_headroom = 32 * 1024 * 1024LL; // 32MB
device_texture_headroom = 128 * 1024 * 1024LL; // 128MB
VLOG_INFO << "Mapped host memory limit set to " << string_human_readable_number(map_host_limit)
<< " bytes. (" << string_human_readable_size(map_host_limit) << ")";
}
void CUDADevice::load_texture_info()
{
if (need_texture_info) {
/* Unset flag before copying, so this does not loop indefinitely if the copy below calls
* into 'move_textures_to_host' (which calls 'load_texture_info' again). */
need_texture_info = false;
texture_info.copy_to_device();
}
}
void CUDADevice::move_textures_to_host(size_t size, bool for_texture)
{
/* Break out of recursive call, which can happen when moving memory on a multi device. */
static bool any_device_moving_textures_to_host = false;
if (any_device_moving_textures_to_host) {
return;
}
/* Signal to reallocate textures in host memory only. */
move_texture_to_host = true;
while (size > 0) {
/* Find suitable memory allocation to move. */
device_memory *max_mem = NULL;
size_t max_size = 0;
bool max_is_image = false;
thread_scoped_lock lock(cuda_mem_map_mutex);
foreach (CUDAMemMap::value_type &pair, cuda_mem_map) {
device_memory &mem = *pair.first;
CUDAMem *cmem = &pair.second;
/* Can only move textures allocated on this device (and not those from peer devices).
* And need to ignore memory that is already on the host. */
if (!mem.is_resident(this) || cmem->use_mapped_host) {
continue;
}
bool is_texture = (mem.type == MEM_TEXTURE || mem.type == MEM_GLOBAL) &&
(&mem != &texture_info);
bool is_image = is_texture && (mem.data_height > 1);
/* Can't move this type of memory. */
if (!is_texture || cmem->array) {
continue;
}
/* For other textures, only move image textures. */
if (for_texture && !is_image) {
continue;
}
/* Try to move largest allocation, prefer moving images. */
if (is_image > max_is_image || (is_image == max_is_image && mem.device_size > max_size)) {
max_is_image = is_image;
max_size = mem.device_size;
max_mem = &mem;
}
}
lock.unlock();
/* Move to host memory. This part is mutex protected since
* multiple CUDA devices could be moving the memory. The
* first one will do it, and the rest will adopt the pointer. */
if (max_mem) {
VLOG_WORK << "Move memory from device to host: " << max_mem->name;
static thread_mutex move_mutex;
thread_scoped_lock lock(move_mutex);
any_device_moving_textures_to_host = true;
/* Potentially need to call back into multi device, so pointer mapping
* and peer devices are updated. This is also necessary since the device
* pointer may just be a key here, so cannot be accessed and freed directly.
* Unfortunately it does mean that memory is reallocated on all other
* devices as well, which is potentially dangerous when still in use (since
* a thread rendering on another devices would only be caught in this mutex
* if it so happens to do an allocation at the same time as well. */
max_mem->device_copy_to();
size = (max_size >= size) ? 0 : size - max_size;
any_device_moving_textures_to_host = false;
}
else {
break;
}
}
/* Unset flag before texture info is reloaded, since it should stay in device memory. */
move_texture_to_host = false;
/* Update texture info array with new pointers. */
load_texture_info();
}
CUDADevice::CUDAMem *CUDADevice::generic_alloc(device_memory &mem, size_t pitch_padding)
void CUDADevice::get_device_memory_info(size_t &total, size_t &free)
{
CUDAContextScope scope(this);
CUdeviceptr device_pointer = 0;
size_t size = mem.memory_size() + pitch_padding;
CUresult mem_alloc_result = CUDA_ERROR_OUT_OF_MEMORY;
const char *status = "";
/* First try allocating in device memory, respecting headroom. We make
* an exception for texture info. It is small and frequently accessed,
* so treat it as working memory.
*
* If there is not enough room for working memory, we will try to move
* textures to host memory, assuming the performance impact would have
* been worse for working memory. */
bool is_texture = (mem.type == MEM_TEXTURE || mem.type == MEM_GLOBAL) && (&mem != &texture_info);
bool is_image = is_texture && (mem.data_height > 1);
size_t headroom = (is_texture) ? device_texture_headroom : device_working_headroom;
size_t total = 0, free = 0;
cuMemGetInfo(&free, &total);
/* Move textures to host memory if needed. */
if (!move_texture_to_host && !is_image && (size + headroom) >= free && can_map_host) {
move_textures_to_host(size + headroom - free, is_texture);
cuMemGetInfo(&free, &total);
}
/* Allocate in device memory. */
if (!move_texture_to_host && (size + headroom) < free) {
mem_alloc_result = cuMemAlloc(&device_pointer, size);
if (mem_alloc_result == CUDA_SUCCESS) {
status = " in device memory";
}
}
/* Fall back to mapped host memory if needed and possible. */
void *shared_pointer = 0;
if (mem_alloc_result != CUDA_SUCCESS && can_map_host && mem.type != MEM_DEVICE_ONLY) {
if (mem.shared_pointer) {
/* Another device already allocated host memory. */
mem_alloc_result = CUDA_SUCCESS;
shared_pointer = mem.shared_pointer;
}
else if (map_host_used + size < map_host_limit) {
/* Allocate host memory ourselves. */
mem_alloc_result = cuMemHostAlloc(
&shared_pointer, size, CU_MEMHOSTALLOC_DEVICEMAP | CU_MEMHOSTALLOC_WRITECOMBINED);
assert((mem_alloc_result == CUDA_SUCCESS && shared_pointer != 0) ||
(mem_alloc_result != CUDA_SUCCESS && shared_pointer == 0));
}
if (mem_alloc_result == CUDA_SUCCESS) {
cuda_assert(cuMemHostGetDevicePointer_v2(&device_pointer, shared_pointer, 0));
map_host_used += size;
status = " in host memory";
}
}
if (mem_alloc_result != CUDA_SUCCESS) {
if (mem.type == MEM_DEVICE_ONLY) {
status = " failed, out of device memory";
set_error("System is out of GPU memory");
}
else {
status = " failed, out of device and host memory";
set_error("System is out of GPU and shared host memory");
}
}
if (mem.name) {
VLOG_WORK << "Buffer allocate: " << mem.name << ", "
<< string_human_readable_number(mem.memory_size()) << " bytes. ("
<< string_human_readable_size(mem.memory_size()) << ")" << status;
}
mem.device_pointer = (device_ptr)device_pointer;
mem.device_size = size;
stats.mem_alloc(size);
if (!mem.device_pointer) {
return NULL;
}
/* Insert into map of allocations. */
thread_scoped_lock lock(cuda_mem_map_mutex);
CUDAMem *cmem = &cuda_mem_map[&mem];
if (shared_pointer != 0) {
/* Replace host pointer with our host allocation. Only works if
* CUDA memory layout is the same and has no pitch padding. Also
* does not work if we move textures to host during a render,
* since other devices might be using the memory. */
if (!move_texture_to_host && pitch_padding == 0 && mem.host_pointer &&
mem.host_pointer != shared_pointer) {
memcpy(shared_pointer, mem.host_pointer, size);
/* A Call to device_memory::host_free() should be preceded by
* a call to device_memory::device_free() for host memory
* allocated by a device to be handled properly. Two exceptions
* are here and a call in OptiXDevice::generic_alloc(), where
* the current host memory can be assumed to be allocated by
* device_memory::host_alloc(), not by a device */
mem.host_free();
mem.host_pointer = shared_pointer;
}
mem.shared_pointer = shared_pointer;
mem.shared_counter++;
cmem->use_mapped_host = true;
}
else {
cmem->use_mapped_host = false;
}
return cmem;
}
void CUDADevice::generic_copy_to(device_memory &mem)
bool CUDADevice::alloc_device(void *&device_pointer, size_t size)
{
if (!mem.host_pointer || !mem.device_pointer) {
return;
}
CUDAContextScope scope(this);
/* If use_mapped_host of mem is false, the current device only uses device memory allocated by
* cuMemAlloc regardless of mem.host_pointer and mem.shared_pointer, and should copy data from
* mem.host_pointer. */
thread_scoped_lock lock(cuda_mem_map_mutex);
if (!cuda_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
const CUDAContextScope scope(this);
cuda_assert(
cuMemcpyHtoD((CUdeviceptr)mem.device_pointer, mem.host_pointer, mem.memory_size()));
}
CUresult mem_alloc_result = cuMemAlloc((CUdeviceptr *)&device_pointer, size);
return mem_alloc_result == CUDA_SUCCESS;
}
void CUDADevice::generic_free(device_memory &mem)
void CUDADevice::free_device(void *device_pointer)
{
if (mem.device_pointer) {
CUDAContextScope scope(this);
thread_scoped_lock lock(cuda_mem_map_mutex);
DCHECK(cuda_mem_map.find(&mem) != cuda_mem_map.end());
const CUDAMem &cmem = cuda_mem_map[&mem];
CUDAContextScope scope(this);
/* If cmem.use_mapped_host is true, reference counting is used
* to safely free a mapped host memory. */
cuda_assert(cuMemFree((CUdeviceptr)device_pointer));
}
if (cmem.use_mapped_host) {
assert(mem.shared_pointer);
if (mem.shared_pointer) {
assert(mem.shared_counter > 0);
if (--mem.shared_counter == 0) {
if (mem.host_pointer == mem.shared_pointer) {
mem.host_pointer = 0;
}
cuMemFreeHost(mem.shared_pointer);
mem.shared_pointer = 0;
}
}
map_host_used -= mem.device_size;
}
else {
/* Free device memory. */
cuda_assert(cuMemFree(mem.device_pointer));
}
bool CUDADevice::alloc_host(void *&shared_pointer, size_t size)
{
CUDAContextScope scope(this);
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
CUresult mem_alloc_result = cuMemHostAlloc(
&shared_pointer, size, CU_MEMHOSTALLOC_DEVICEMAP | CU_MEMHOSTALLOC_WRITECOMBINED);
return mem_alloc_result == CUDA_SUCCESS;
}
cuda_mem_map.erase(cuda_mem_map.find(&mem));
}
void CUDADevice::free_host(void *shared_pointer)
{
CUDAContextScope scope(this);
cuMemFreeHost(shared_pointer);
}
void CUDADevice::transform_host_pointer(void *&device_pointer, void *&shared_pointer)
{
CUDAContextScope scope(this);
cuda_assert(cuMemHostGetDevicePointer_v2((CUdeviceptr *)&device_pointer, shared_pointer, 0));
}
void CUDADevice::copy_host_to_device(void *device_pointer, void *host_pointer, size_t size)
{
const CUDAContextScope scope(this);
cuda_assert(cuMemcpyHtoD((CUdeviceptr)device_pointer, host_pointer, size));
}
void CUDADevice::mem_alloc(device_memory &mem)
@@ -868,8 +612,8 @@ void CUDADevice::mem_zero(device_memory &mem)
/* If use_mapped_host of mem is false, mem.device_pointer currently refers to device memory
* regardless of mem.host_pointer and mem.shared_pointer. */
thread_scoped_lock lock(cuda_mem_map_mutex);
if (!cuda_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
thread_scoped_lock lock(device_mem_map_mutex);
if (!device_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
const CUDAContextScope scope(this);
cuda_assert(cuMemsetD8((CUdeviceptr)mem.device_pointer, 0, mem.memory_size()));
}
@@ -994,19 +738,19 @@ void CUDADevice::tex_alloc(device_texture &mem)
return;
}
CUDAMem *cmem = NULL;
Mem *cmem = NULL;
CUarray array_3d = NULL;
size_t src_pitch = mem.data_width * dsize * mem.data_elements;
size_t dst_pitch = src_pitch;
if (!mem.is_resident(this)) {
thread_scoped_lock lock(cuda_mem_map_mutex);
cmem = &cuda_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
cmem = &device_mem_map[&mem];
cmem->texobject = 0;
if (mem.data_depth > 1) {
array_3d = (CUarray)mem.device_pointer;
cmem->array = array_3d;
cmem->array = reinterpret_cast<arrayMemObject>(array_3d);
}
else if (mem.data_height > 0) {
dst_pitch = align_up(src_pitch, pitch_alignment);
@@ -1050,10 +794,10 @@ void CUDADevice::tex_alloc(device_texture &mem)
mem.device_size = size;
stats.mem_alloc(size);
thread_scoped_lock lock(cuda_mem_map_mutex);
cmem = &cuda_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
cmem = &device_mem_map[&mem];
cmem->texobject = 0;
cmem->array = array_3d;
cmem->array = reinterpret_cast<arrayMemObject>(array_3d);
}
else if (mem.data_height > 0) {
/* 2D texture, using pitch aligned linear memory. */
@@ -1137,8 +881,8 @@ void CUDADevice::tex_alloc(device_texture &mem)
texDesc.filterMode = filter_mode;
texDesc.flags = CU_TRSF_NORMALIZED_COORDINATES;
thread_scoped_lock lock(cuda_mem_map_mutex);
cmem = &cuda_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
cmem = &device_mem_map[&mem];
cuda_assert(cuTexObjectCreate(&cmem->texobject, &resDesc, &texDesc, NULL));
@@ -1153,9 +897,9 @@ void CUDADevice::tex_free(device_texture &mem)
{
if (mem.device_pointer) {
CUDAContextScope scope(this);
thread_scoped_lock lock(cuda_mem_map_mutex);
DCHECK(cuda_mem_map.find(&mem) != cuda_mem_map.end());
const CUDAMem &cmem = cuda_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
DCHECK(device_mem_map.find(&mem) != device_mem_map.end());
const Mem &cmem = device_mem_map[&mem];
if (cmem.texobject) {
/* Free bindless texture. */
@@ -1164,16 +908,16 @@ void CUDADevice::tex_free(device_texture &mem)
if (!mem.is_resident(this)) {
/* Do not free memory here, since it was allocated on a different device. */
cuda_mem_map.erase(cuda_mem_map.find(&mem));
device_mem_map.erase(device_mem_map.find(&mem));
}
else if (cmem.array) {
/* Free array. */
cuArrayDestroy(cmem.array);
cuArrayDestroy(reinterpret_cast<CUarray>(cmem.array));
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
cuda_mem_map.erase(cuda_mem_map.find(&mem));
device_mem_map.erase(device_mem_map.find(&mem));
}
else {
lock.unlock();

View File

@@ -21,7 +21,7 @@ CCL_NAMESPACE_BEGIN
class DeviceQueue;
class CUDADevice : public Device {
class CUDADevice : public GPUDevice {
friend class CUDAContextScope;
@@ -29,36 +29,11 @@ class CUDADevice : public Device {
CUdevice cuDevice;
CUcontext cuContext;
CUmodule cuModule;
size_t device_texture_headroom;
size_t device_working_headroom;
bool move_texture_to_host;
size_t map_host_used;
size_t map_host_limit;
int can_map_host;
int pitch_alignment;
int cuDevId;
int cuDevArchitecture;
bool first_error;
struct CUDAMem {
CUDAMem() : texobject(0), array(0), use_mapped_host(false)
{
}
CUtexObject texobject;
CUarray array;
/* If true, a mapped host memory in shared_pointer is being used. */
bool use_mapped_host;
};
typedef map<device_memory *, CUDAMem> CUDAMemMap;
CUDAMemMap cuda_mem_map;
thread_mutex cuda_mem_map_mutex;
/* Bindless Textures */
device_vector<TextureInfo> texture_info;
bool need_texture_info;
CUDADeviceKernels kernels;
static bool have_precompiled_kernels();
@@ -88,17 +63,13 @@ class CUDADevice : public Device {
void reserve_local_memory(const uint kernel_features);
void init_host_memory();
void load_texture_info();
void move_textures_to_host(size_t size, bool for_texture);
CUDAMem *generic_alloc(device_memory &mem, size_t pitch_padding = 0);
void generic_copy_to(device_memory &mem);
void generic_free(device_memory &mem);
virtual void get_device_memory_info(size_t &total, size_t &free) override;
virtual bool alloc_device(void *&device_pointer, size_t size) override;
virtual void free_device(void *device_pointer) override;
virtual bool alloc_host(void *&shared_pointer, size_t size) override;
virtual void free_host(void *shared_pointer) override;
virtual void transform_host_pointer(void *&device_pointer, void *&shared_pointer) override;
virtual void copy_host_to_device(void *device_pointer, void *host_pointer, size_t size) override;
void mem_alloc(device_memory &mem) override;

View File

@@ -452,6 +452,320 @@ void *Device::get_cpu_osl_memory()
return nullptr;
}
GPUDevice::~GPUDevice() noexcept(false)
{
}
bool GPUDevice::load_texture_info()
{
if (need_texture_info) {
/* Unset flag before copying, so this does not loop indefinitely if the copy below calls
* into 'move_textures_to_host' (which calls 'load_texture_info' again). */
need_texture_info = false;
texture_info.copy_to_device();
return true;
}
else {
return false;
}
}
void GPUDevice::init_host_memory(size_t preferred_texture_headroom,
size_t preferred_working_headroom)
{
/* Limit amount of host mapped memory, because allocating too much can
* cause system instability. Leave at least half or 4 GB of system
* memory free, whichever is smaller. */
size_t default_limit = 4 * 1024 * 1024 * 1024LL;
size_t system_ram = system_physical_ram();
if (system_ram > 0) {
if (system_ram / 2 > default_limit) {
map_host_limit = system_ram - default_limit;
}
else {
map_host_limit = system_ram / 2;
}
}
else {
VLOG_WARNING << "Mapped host memory disabled, failed to get system RAM";
map_host_limit = 0;
}
/* Amount of device memory to keep free after texture memory
* and working memory allocations respectively. We set the working
* memory limit headroom lower than the working one so there
* is space left for it. */
device_working_headroom = preferred_working_headroom > 0 ? preferred_working_headroom :
32 * 1024 * 1024LL; // 32MB
device_texture_headroom = preferred_texture_headroom > 0 ? preferred_texture_headroom :
128 * 1024 * 1024LL; // 128MB
VLOG_INFO << "Mapped host memory limit set to " << string_human_readable_number(map_host_limit)
<< " bytes. (" << string_human_readable_size(map_host_limit) << ")";
}
void GPUDevice::move_textures_to_host(size_t size, bool for_texture)
{
/* Break out of recursive call, which can happen when moving memory on a multi device. */
static bool any_device_moving_textures_to_host = false;
if (any_device_moving_textures_to_host) {
return;
}
/* Signal to reallocate textures in host memory only. */
move_texture_to_host = true;
while (size > 0) {
/* Find suitable memory allocation to move. */
device_memory *max_mem = NULL;
size_t max_size = 0;
bool max_is_image = false;
thread_scoped_lock lock(device_mem_map_mutex);
foreach (MemMap::value_type &pair, device_mem_map) {
device_memory &mem = *pair.first;
Mem *cmem = &pair.second;
/* Can only move textures allocated on this device (and not those from peer devices).
* And need to ignore memory that is already on the host. */
if (!mem.is_resident(this) || cmem->use_mapped_host) {
continue;
}
bool is_texture = (mem.type == MEM_TEXTURE || mem.type == MEM_GLOBAL) &&
(&mem != &texture_info);
bool is_image = is_texture && (mem.data_height > 1);
/* Can't move this type of memory. */
if (!is_texture || cmem->array) {
continue;
}
/* For other textures, only move image textures. */
if (for_texture && !is_image) {
continue;
}
/* Try to move largest allocation, prefer moving images. */
if (is_image > max_is_image || (is_image == max_is_image && mem.device_size > max_size)) {
max_is_image = is_image;
max_size = mem.device_size;
max_mem = &mem;
}
}
lock.unlock();
/* Move to host memory. This part is mutex protected since
* multiple backend devices could be moving the memory. The
* first one will do it, and the rest will adopt the pointer. */
if (max_mem) {
VLOG_WORK << "Move memory from device to host: " << max_mem->name;
static thread_mutex move_mutex;
thread_scoped_lock lock(move_mutex);
any_device_moving_textures_to_host = true;
/* Potentially need to call back into multi device, so pointer mapping
* and peer devices are updated. This is also necessary since the device
* pointer may just be a key here, so cannot be accessed and freed directly.
* Unfortunately it does mean that memory is reallocated on all other
* devices as well, which is potentially dangerous when still in use (since
* a thread rendering on another devices would only be caught in this mutex
* if it so happens to do an allocation at the same time as well. */
max_mem->device_copy_to();
size = (max_size >= size) ? 0 : size - max_size;
any_device_moving_textures_to_host = false;
}
else {
break;
}
}
/* Unset flag before texture info is reloaded, since it should stay in device memory. */
move_texture_to_host = false;
/* Update texture info array with new pointers. */
load_texture_info();
}
GPUDevice::Mem *GPUDevice::generic_alloc(device_memory &mem, size_t pitch_padding)
{
void *device_pointer = 0;
size_t size = mem.memory_size() + pitch_padding;
bool mem_alloc_result = false;
const char *status = "";
/* First try allocating in device memory, respecting headroom. We make
* an exception for texture info. It is small and frequently accessed,
* so treat it as working memory.
*
* If there is not enough room for working memory, we will try to move
* textures to host memory, assuming the performance impact would have
* been worse for working memory. */
bool is_texture = (mem.type == MEM_TEXTURE || mem.type == MEM_GLOBAL) && (&mem != &texture_info);
bool is_image = is_texture && (mem.data_height > 1);
size_t headroom = (is_texture) ? device_texture_headroom : device_working_headroom;
size_t total = 0, free = 0;
get_device_memory_info(total, free);
/* Move textures to host memory if needed. */
if (!move_texture_to_host && !is_image && (size + headroom) >= free && can_map_host) {
move_textures_to_host(size + headroom - free, is_texture);
get_device_memory_info(total, free);
}
/* Allocate in device memory. */
if (!move_texture_to_host && (size + headroom) < free) {
mem_alloc_result = alloc_device(device_pointer, size);
if (mem_alloc_result) {
device_mem_in_use += size;
status = " in device memory";
}
}
/* Fall back to mapped host memory if needed and possible. */
void *shared_pointer = 0;
if (!mem_alloc_result && can_map_host && mem.type != MEM_DEVICE_ONLY) {
if (mem.shared_pointer) {
/* Another device already allocated host memory. */
mem_alloc_result = true;
shared_pointer = mem.shared_pointer;
}
else if (map_host_used + size < map_host_limit) {
/* Allocate host memory ourselves. */
mem_alloc_result = alloc_host(shared_pointer, size);
assert((mem_alloc_result && shared_pointer != 0) ||
(!mem_alloc_result && shared_pointer == 0));
}
if (mem_alloc_result) {
transform_host_pointer(device_pointer, shared_pointer);
map_host_used += size;
status = " in host memory";
}
}
if (!mem_alloc_result) {
if (mem.type == MEM_DEVICE_ONLY) {
status = " failed, out of device memory";
set_error("System is out of GPU memory");
}
else {
status = " failed, out of device and host memory";
set_error("System is out of GPU and shared host memory");
}
}
if (mem.name) {
VLOG_WORK << "Buffer allocate: " << mem.name << ", "
<< string_human_readable_number(mem.memory_size()) << " bytes. ("
<< string_human_readable_size(mem.memory_size()) << ")" << status;
}
mem.device_pointer = (device_ptr)device_pointer;
mem.device_size = size;
stats.mem_alloc(size);
if (!mem.device_pointer) {
return NULL;
}
/* Insert into map of allocations. */
thread_scoped_lock lock(device_mem_map_mutex);
Mem *cmem = &device_mem_map[&mem];
if (shared_pointer != 0) {
/* Replace host pointer with our host allocation. Only works if
* memory layout is the same and has no pitch padding. Also
* does not work if we move textures to host during a render,
* since other devices might be using the memory. */
if (!move_texture_to_host && pitch_padding == 0 && mem.host_pointer &&
mem.host_pointer != shared_pointer) {
memcpy(shared_pointer, mem.host_pointer, size);
/* A Call to device_memory::host_free() should be preceded by
* a call to device_memory::device_free() for host memory
* allocated by a device to be handled properly. Two exceptions
* are here and a call in OptiXDevice::generic_alloc(), where
* the current host memory can be assumed to be allocated by
* device_memory::host_alloc(), not by a device */
mem.host_free();
mem.host_pointer = shared_pointer;
}
mem.shared_pointer = shared_pointer;
mem.shared_counter++;
cmem->use_mapped_host = true;
}
else {
cmem->use_mapped_host = false;
}
return cmem;
}
void GPUDevice::generic_free(device_memory &mem)
{
if (mem.device_pointer) {
thread_scoped_lock lock(device_mem_map_mutex);
DCHECK(device_mem_map.find(&mem) != device_mem_map.end());
const Mem &cmem = device_mem_map[&mem];
/* If cmem.use_mapped_host is true, reference counting is used
* to safely free a mapped host memory. */
if (cmem.use_mapped_host) {
assert(mem.shared_pointer);
if (mem.shared_pointer) {
assert(mem.shared_counter > 0);
if (--mem.shared_counter == 0) {
if (mem.host_pointer == mem.shared_pointer) {
mem.host_pointer = 0;
}
free_host(mem.shared_pointer);
mem.shared_pointer = 0;
}
}
map_host_used -= mem.device_size;
}
else {
/* Free device memory. */
free_device((void *)mem.device_pointer);
device_mem_in_use -= mem.device_size;
}
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
device_mem_map.erase(device_mem_map.find(&mem));
}
}
void GPUDevice::generic_copy_to(device_memory &mem)
{
if (!mem.host_pointer || !mem.device_pointer) {
return;
}
/* If use_mapped_host of mem is false, the current device only uses device memory allocated by
* backend device allocation regardless of mem.host_pointer and mem.shared_pointer, and should
* copy data from mem.host_pointer. */
thread_scoped_lock lock(device_mem_map_mutex);
if (!device_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
copy_host_to_device((void *)mem.device_pointer, mem.host_pointer, mem.memory_size());
}
}
/* DeviceInfo */
CCL_NAMESPACE_END

View File

@@ -182,7 +182,7 @@ class Device {
{
}
/* Return true if device is ready for rendering, or report status if not. */
/* Report status and return true if device is ready for rendering. */
virtual bool is_ready(string & /*status*/) const
{
return true;
@@ -309,6 +309,93 @@ class Device {
static uint devices_initialized_mask;
};
/* Device, which is GPU, with some common functionality for GPU backends */
class GPUDevice : public Device {
protected:
GPUDevice(const DeviceInfo &info_, Stats &stats_, Profiler &profiler_)
: Device(info_, stats_, profiler_),
texture_info(this, "texture_info", MEM_GLOBAL),
need_texture_info(false),
can_map_host(false),
map_host_used(0),
map_host_limit(0),
device_texture_headroom(0),
device_working_headroom(0),
device_mem_map(),
device_mem_map_mutex(),
move_texture_to_host(false),
device_mem_in_use(0)
{
}
public:
virtual ~GPUDevice() noexcept(false);
/* For GPUs that can use bindless textures in some way or another. */
device_vector<TextureInfo> texture_info;
bool need_texture_info;
/* Returns true if the texture info was copied to the device (meaning, some more
* re-initialization might be needed). */
virtual bool load_texture_info();
protected:
/* Memory allocation, only accessed through device_memory. */
friend class device_memory;
bool can_map_host;
size_t map_host_used;
size_t map_host_limit;
size_t device_texture_headroom;
size_t device_working_headroom;
typedef unsigned long long texMemObject;
typedef unsigned long long arrayMemObject;
struct Mem {
Mem() : texobject(0), array(0), use_mapped_host(false)
{
}
texMemObject texobject;
arrayMemObject array;
/* If true, a mapped host memory in shared_pointer is being used. */
bool use_mapped_host;
};
typedef map<device_memory *, Mem> MemMap;
MemMap device_mem_map;
thread_mutex device_mem_map_mutex;
bool move_texture_to_host;
/* Simple counter which will try to track amount of used device memory */
size_t device_mem_in_use;
virtual void init_host_memory(size_t preferred_texture_headroom = 0,
size_t preferred_working_headroom = 0);
virtual void move_textures_to_host(size_t size, bool for_texture);
/* Allocation, deallocation and copy functions, with corresponding
* support of device/host allocations. */
virtual GPUDevice::Mem *generic_alloc(device_memory &mem, size_t pitch_padding = 0);
virtual void generic_free(device_memory &mem);
virtual void generic_copy_to(device_memory &mem);
/* total - amount of device memory, free - amount of available device memory */
virtual void get_device_memory_info(size_t &total, size_t &free) = 0;
virtual bool alloc_device(void *&device_pointer, size_t size) = 0;
virtual void free_device(void *device_pointer) = 0;
virtual bool alloc_host(void *&shared_pointer, size_t size) = 0;
virtual void free_host(void *shared_pointer) = 0;
/* This function should return device pointer corresponding to shared pointer, which
* is host buffer, allocated in `alloc_host`. The function should `true`, if such
* address transformation is possible and `false` otherwise. */
virtual void transform_host_pointer(void *&device_pointer, void *&shared_pointer) = 0;
virtual void copy_host_to_device(void *device_pointer, void *host_pointer, size_t size) = 0;
};
CCL_NAMESPACE_END
#endif /* __DEVICE_H__ */

View File

@@ -53,8 +53,12 @@ void HIPDevice::set_error(const string &error)
}
HIPDevice::HIPDevice(const DeviceInfo &info, Stats &stats, Profiler &profiler)
: Device(info, stats, profiler), texture_info(this, "texture_info", MEM_GLOBAL)
: GPUDevice(info, stats, profiler)
{
/* Verify that base class types can be used with specific backend types */
static_assert(sizeof(texMemObject) == sizeof(hipTextureObject_t));
static_assert(sizeof(arrayMemObject) == sizeof(hArray));
first_error = true;
hipDevId = info.num;
@@ -65,12 +69,6 @@ HIPDevice::HIPDevice(const DeviceInfo &info, Stats &stats, Profiler &profiler)
need_texture_info = false;
device_texture_headroom = 0;
device_working_headroom = 0;
move_texture_to_host = false;
map_host_limit = 0;
map_host_used = 0;
can_map_host = 0;
pitch_alignment = 0;
/* Initialize HIP. */
@@ -91,7 +89,9 @@ HIPDevice::HIPDevice(const DeviceInfo &info, Stats &stats, Profiler &profiler)
/* hipDeviceMapHost for mapping host memory when out of device memory.
* hipDeviceLmemResizeToMax for reserving local memory ahead of render,
* so we can predict which memory to map to host. */
hip_assert(hipDeviceGetAttribute(&can_map_host, hipDeviceAttributeCanMapHostMemory, hipDevice));
int value;
hip_assert(hipDeviceGetAttribute(&value, hipDeviceAttributeCanMapHostMemory, hipDevice));
can_map_host = value != 0;
hip_assert(
hipDeviceGetAttribute(&pitch_alignment, hipDeviceAttributeTexturePitchAlignment, hipDevice));
@@ -460,305 +460,57 @@ void HIPDevice::reserve_local_memory(const uint kernel_features)
# endif
}
void HIPDevice::init_host_memory()
{
/* Limit amount of host mapped memory, because allocating too much can
* cause system instability. Leave at least half or 4 GB of system
* memory free, whichever is smaller. */
size_t default_limit = 4 * 1024 * 1024 * 1024LL;
size_t system_ram = system_physical_ram();
if (system_ram > 0) {
if (system_ram / 2 > default_limit) {
map_host_limit = system_ram - default_limit;
}
else {
map_host_limit = system_ram / 2;
}
}
else {
VLOG_WARNING << "Mapped host memory disabled, failed to get system RAM";
map_host_limit = 0;
}
/* Amount of device memory to keep is free after texture memory
* and working memory allocations respectively. We set the working
* memory limit headroom lower so that some space is left after all
* texture memory allocations. */
device_working_headroom = 32 * 1024 * 1024LL; // 32MB
device_texture_headroom = 128 * 1024 * 1024LL; // 128MB
VLOG_INFO << "Mapped host memory limit set to " << string_human_readable_number(map_host_limit)
<< " bytes. (" << string_human_readable_size(map_host_limit) << ")";
}
void HIPDevice::load_texture_info()
{
if (need_texture_info) {
/* Unset flag before copying, so this does not loop indefinitely if the copy below calls
* into 'move_textures_to_host' (which calls 'load_texture_info' again). */
need_texture_info = false;
texture_info.copy_to_device();
}
}
void HIPDevice::move_textures_to_host(size_t size, bool for_texture)
{
/* Break out of recursive call, which can happen when moving memory on a multi device. */
static bool any_device_moving_textures_to_host = false;
if (any_device_moving_textures_to_host) {
return;
}
/* Signal to reallocate textures in host memory only. */
move_texture_to_host = true;
while (size > 0) {
/* Find suitable memory allocation to move. */
device_memory *max_mem = NULL;
size_t max_size = 0;
bool max_is_image = false;
thread_scoped_lock lock(hip_mem_map_mutex);
foreach (HIPMemMap::value_type &pair, hip_mem_map) {
device_memory &mem = *pair.first;
HIPMem *cmem = &pair.second;
/* Can only move textures allocated on this device (and not those from peer devices).
* And need to ignore memory that is already on the host. */
if (!mem.is_resident(this) || cmem->use_mapped_host) {
continue;
}
bool is_texture = (mem.type == MEM_TEXTURE || mem.type == MEM_GLOBAL) &&
(&mem != &texture_info);
bool is_image = is_texture && (mem.data_height > 1);
/* Can't move this type of memory. */
if (!is_texture || cmem->array) {
continue;
}
/* For other textures, only move image textures. */
if (for_texture && !is_image) {
continue;
}
/* Try to move largest allocation, prefer moving images. */
if (is_image > max_is_image || (is_image == max_is_image && mem.device_size > max_size)) {
max_is_image = is_image;
max_size = mem.device_size;
max_mem = &mem;
}
}
lock.unlock();
/* Move to host memory. This part is mutex protected since
* multiple HIP devices could be moving the memory. The
* first one will do it, and the rest will adopt the pointer. */
if (max_mem) {
VLOG_WORK << "Move memory from device to host: " << max_mem->name;
static thread_mutex move_mutex;
thread_scoped_lock lock(move_mutex);
any_device_moving_textures_to_host = true;
/* Potentially need to call back into multi device, so pointer mapping
* and peer devices are updated. This is also necessary since the device
* pointer may just be a key here, so cannot be accessed and freed directly.
* Unfortunately it does mean that memory is reallocated on all other
* devices as well, which is potentially dangerous when still in use (since
* a thread rendering on another devices would only be caught in this mutex
* if it so happens to do an allocation at the same time as well. */
max_mem->device_copy_to();
size = (max_size >= size) ? 0 : size - max_size;
any_device_moving_textures_to_host = false;
}
else {
break;
}
}
/* Unset flag before texture info is reloaded, since it should stay in device memory. */
move_texture_to_host = false;
/* Update texture info array with new pointers. */
load_texture_info();
}
HIPDevice::HIPMem *HIPDevice::generic_alloc(device_memory &mem, size_t pitch_padding)
void HIPDevice::get_device_memory_info(size_t &total, size_t &free)
{
HIPContextScope scope(this);
hipDeviceptr_t device_pointer = 0;
size_t size = mem.memory_size() + pitch_padding;
hipError_t mem_alloc_result = hipErrorOutOfMemory;
const char *status = "";
/* First try allocating in device memory, respecting headroom. We make
* an exception for texture info. It is small and frequently accessed,
* so treat it as working memory.
*
* If there is not enough room for working memory, we will try to move
* textures to host memory, assuming the performance impact would have
* been worse for working memory. */
bool is_texture = (mem.type == MEM_TEXTURE || mem.type == MEM_GLOBAL) && (&mem != &texture_info);
bool is_image = is_texture && (mem.data_height > 1);
size_t headroom = (is_texture) ? device_texture_headroom : device_working_headroom;
size_t total = 0, free = 0;
hipMemGetInfo(&free, &total);
/* Move textures to host memory if needed. */
if (!move_texture_to_host && !is_image && (size + headroom) >= free && can_map_host) {
move_textures_to_host(size + headroom - free, is_texture);
hipMemGetInfo(&free, &total);
}
/* Allocate in device memory. */
if (!move_texture_to_host && (size + headroom) < free) {
mem_alloc_result = hipMalloc(&device_pointer, size);
if (mem_alloc_result == hipSuccess) {
status = " in device memory";
}
}
/* Fall back to mapped host memory if needed and possible. */
void *shared_pointer = 0;
if (mem_alloc_result != hipSuccess && can_map_host) {
if (mem.shared_pointer) {
/* Another device already allocated host memory. */
mem_alloc_result = hipSuccess;
shared_pointer = mem.shared_pointer;
}
else if (map_host_used + size < map_host_limit) {
/* Allocate host memory ourselves. */
mem_alloc_result = hipHostMalloc(
&shared_pointer, size, hipHostMallocMapped | hipHostMallocWriteCombined);
assert((mem_alloc_result == hipSuccess && shared_pointer != 0) ||
(mem_alloc_result != hipSuccess && shared_pointer == 0));
}
if (mem_alloc_result == hipSuccess) {
hip_assert(hipHostGetDevicePointer(&device_pointer, shared_pointer, 0));
map_host_used += size;
status = " in host memory";
}
}
if (mem_alloc_result != hipSuccess) {
status = " failed, out of device and host memory";
set_error("System is out of GPU and shared host memory");
}
if (mem.name) {
VLOG_WORK << "Buffer allocate: " << mem.name << ", "
<< string_human_readable_number(mem.memory_size()) << " bytes. ("
<< string_human_readable_size(mem.memory_size()) << ")" << status;
}
mem.device_pointer = (device_ptr)device_pointer;
mem.device_size = size;
stats.mem_alloc(size);
if (!mem.device_pointer) {
return NULL;
}
/* Insert into map of allocations. */
thread_scoped_lock lock(hip_mem_map_mutex);
HIPMem *cmem = &hip_mem_map[&mem];
if (shared_pointer != 0) {
/* Replace host pointer with our host allocation. Only works if
* HIP memory layout is the same and has no pitch padding. Also
* does not work if we move textures to host during a render,
* since other devices might be using the memory. */
if (!move_texture_to_host && pitch_padding == 0 && mem.host_pointer &&
mem.host_pointer != shared_pointer) {
memcpy(shared_pointer, mem.host_pointer, size);
/* A Call to device_memory::host_free() should be preceded by
* a call to device_memory::device_free() for host memory
* allocated by a device to be handled properly. Two exceptions
* are here and a call in OptiXDevice::generic_alloc(), where
* the current host memory can be assumed to be allocated by
* device_memory::host_alloc(), not by a device */
mem.host_free();
mem.host_pointer = shared_pointer;
}
mem.shared_pointer = shared_pointer;
mem.shared_counter++;
cmem->use_mapped_host = true;
}
else {
cmem->use_mapped_host = false;
}
return cmem;
}
void HIPDevice::generic_copy_to(device_memory &mem)
bool HIPDevice::alloc_device(void *&device_pointer, size_t size)
{
if (!mem.host_pointer || !mem.device_pointer) {
return;
}
HIPContextScope scope(this);
/* If use_mapped_host of mem is false, the current device only uses device memory allocated by
* hipMalloc regardless of mem.host_pointer and mem.shared_pointer, and should copy data from
* mem.host_pointer. */
thread_scoped_lock lock(hip_mem_map_mutex);
if (!hip_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
const HIPContextScope scope(this);
hip_assert(
hipMemcpyHtoD((hipDeviceptr_t)mem.device_pointer, mem.host_pointer, mem.memory_size()));
}
hipError_t mem_alloc_result = hipMalloc((hipDeviceptr_t *)&device_pointer, size);
return mem_alloc_result == hipSuccess;
}
void HIPDevice::generic_free(device_memory &mem)
void HIPDevice::free_device(void *device_pointer)
{
if (mem.device_pointer) {
HIPContextScope scope(this);
thread_scoped_lock lock(hip_mem_map_mutex);
DCHECK(hip_mem_map.find(&mem) != hip_mem_map.end());
const HIPMem &cmem = hip_mem_map[&mem];
HIPContextScope scope(this);
/* If cmem.use_mapped_host is true, reference counting is used
* to safely free a mapped host memory. */
hip_assert(hipFree((hipDeviceptr_t)device_pointer));
}
if (cmem.use_mapped_host) {
assert(mem.shared_pointer);
if (mem.shared_pointer) {
assert(mem.shared_counter > 0);
if (--mem.shared_counter == 0) {
if (mem.host_pointer == mem.shared_pointer) {
mem.host_pointer = 0;
}
hipHostFree(mem.shared_pointer);
mem.shared_pointer = 0;
}
}
map_host_used -= mem.device_size;
}
else {
/* Free device memory. */
hip_assert(hipFree(mem.device_pointer));
}
bool HIPDevice::alloc_host(void *&shared_pointer, size_t size)
{
HIPContextScope scope(this);
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
hipError_t mem_alloc_result = hipHostMalloc(
&shared_pointer, size, hipHostMallocMapped | hipHostMallocWriteCombined);
hip_mem_map.erase(hip_mem_map.find(&mem));
}
return mem_alloc_result == hipSuccess;
}
void HIPDevice::free_host(void *shared_pointer)
{
HIPContextScope scope(this);
hipHostFree(shared_pointer);
}
void HIPDevice::transform_host_pointer(void *&device_pointer, void *&shared_pointer)
{
HIPContextScope scope(this);
hip_assert(hipHostGetDevicePointer((hipDeviceptr_t *)&device_pointer, shared_pointer, 0));
}
void HIPDevice::copy_host_to_device(void *device_pointer, void *host_pointer, size_t size)
{
const HIPContextScope scope(this);
hip_assert(hipMemcpyHtoD((hipDeviceptr_t)device_pointer, host_pointer, size));
}
void HIPDevice::mem_alloc(device_memory &mem)
@@ -823,8 +575,8 @@ void HIPDevice::mem_zero(device_memory &mem)
/* If use_mapped_host of mem is false, mem.device_pointer currently refers to device memory
* regardless of mem.host_pointer and mem.shared_pointer. */
thread_scoped_lock lock(hip_mem_map_mutex);
if (!hip_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
thread_scoped_lock lock(device_mem_map_mutex);
if (!device_mem_map[&mem].use_mapped_host || mem.host_pointer != mem.shared_pointer) {
const HIPContextScope scope(this);
hip_assert(hipMemsetD8((hipDeviceptr_t)mem.device_pointer, 0, mem.memory_size()));
}
@@ -951,19 +703,19 @@ void HIPDevice::tex_alloc(device_texture &mem)
return;
}
HIPMem *cmem = NULL;
Mem *cmem = NULL;
hArray array_3d = NULL;
size_t src_pitch = mem.data_width * dsize * mem.data_elements;
size_t dst_pitch = src_pitch;
if (!mem.is_resident(this)) {
thread_scoped_lock lock(hip_mem_map_mutex);
cmem = &hip_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
cmem = &device_mem_map[&mem];
cmem->texobject = 0;
if (mem.data_depth > 1) {
array_3d = (hArray)mem.device_pointer;
cmem->array = array_3d;
cmem->array = reinterpret_cast<arrayMemObject>(array_3d);
}
else if (mem.data_height > 0) {
dst_pitch = align_up(src_pitch, pitch_alignment);
@@ -1007,10 +759,10 @@ void HIPDevice::tex_alloc(device_texture &mem)
mem.device_size = size;
stats.mem_alloc(size);
thread_scoped_lock lock(hip_mem_map_mutex);
cmem = &hip_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
cmem = &device_mem_map[&mem];
cmem->texobject = 0;
cmem->array = array_3d;
cmem->array = reinterpret_cast<arrayMemObject>(array_3d);
}
else if (mem.data_height > 0) {
/* 2D texture, using pitch aligned linear memory. */
@@ -1095,8 +847,8 @@ void HIPDevice::tex_alloc(device_texture &mem)
texDesc.filterMode = filter_mode;
texDesc.flags = HIP_TRSF_NORMALIZED_COORDINATES;
thread_scoped_lock lock(hip_mem_map_mutex);
cmem = &hip_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
cmem = &device_mem_map[&mem];
hip_assert(hipTexObjectCreate(&cmem->texobject, &resDesc, &texDesc, NULL));
@@ -1111,9 +863,9 @@ void HIPDevice::tex_free(device_texture &mem)
{
if (mem.device_pointer) {
HIPContextScope scope(this);
thread_scoped_lock lock(hip_mem_map_mutex);
DCHECK(hip_mem_map.find(&mem) != hip_mem_map.end());
const HIPMem &cmem = hip_mem_map[&mem];
thread_scoped_lock lock(device_mem_map_mutex);
DCHECK(device_mem_map.find(&mem) != device_mem_map.end());
const Mem &cmem = device_mem_map[&mem];
if (cmem.texobject) {
/* Free bindless texture. */
@@ -1122,16 +874,16 @@ void HIPDevice::tex_free(device_texture &mem)
if (!mem.is_resident(this)) {
/* Do not free memory here, since it was allocated on a different device. */
hip_mem_map.erase(hip_mem_map.find(&mem));
device_mem_map.erase(device_mem_map.find(&mem));
}
else if (cmem.array) {
/* Free array. */
hipArrayDestroy(cmem.array);
hipArrayDestroy(reinterpret_cast<hArray>(cmem.array));
stats.mem_free(mem.device_size);
mem.device_pointer = 0;
mem.device_size = 0;
hip_mem_map.erase(hip_mem_map.find(&mem));
device_mem_map.erase(device_mem_map.find(&mem));
}
else {
lock.unlock();
@@ -1153,7 +905,7 @@ bool HIPDevice::should_use_graphics_interop()
* possible, but from the empiric measurements it can be considerably slower than using naive
* pixels copy. */
/* Disable graphics interop for now, because of driver bug in 21.40. See T92972 */
/* Disable graphics interop for now, because of driver bug in 21.40. See #92972 */
# if 0
HIPContextScope scope(this);

View File

@@ -18,7 +18,7 @@ CCL_NAMESPACE_BEGIN
class DeviceQueue;
class HIPDevice : public Device {
class HIPDevice : public GPUDevice {
friend class HIPContextScope;
@@ -26,36 +26,11 @@ class HIPDevice : public Device {
hipDevice_t hipDevice;
hipCtx_t hipContext;
hipModule_t hipModule;
size_t device_texture_headroom;
size_t device_working_headroom;
bool move_texture_to_host;
size_t map_host_used;
size_t map_host_limit;
int can_map_host;
int pitch_alignment;
int hipDevId;
int hipDevArchitecture;
bool first_error;
struct HIPMem {
HIPMem() : texobject(0), array(0), use_mapped_host(false)
{
}
hipTextureObject_t texobject;
hArray array;
/* If true, a mapped host memory in shared_pointer is being used. */
bool use_mapped_host;
};
typedef map<device_memory *, HIPMem> HIPMemMap;
HIPMemMap hip_mem_map;
thread_mutex hip_mem_map_mutex;
/* Bindless Textures */
device_vector<TextureInfo> texture_info;
bool need_texture_info;
HIPDeviceKernels kernels;
static bool have_precompiled_kernels();
@@ -81,17 +56,13 @@ class HIPDevice : public Device {
virtual bool load_kernels(const uint kernel_features) override;
void reserve_local_memory(const uint kernel_features);
void init_host_memory();
void load_texture_info();
void move_textures_to_host(size_t size, bool for_texture);
HIPMem *generic_alloc(device_memory &mem, size_t pitch_padding = 0);
void generic_copy_to(device_memory &mem);
void generic_free(device_memory &mem);
virtual void get_device_memory_info(size_t &total, size_t &free) override;
virtual bool alloc_device(void *&device_pointer, size_t size) override;
virtual void free_device(void *device_pointer) override;
virtual bool alloc_host(void *&shared_pointer, size_t size) override;
virtual void free_host(void *shared_pointer) override;
virtual void transform_host_pointer(void *&device_pointer, void *&shared_pointer) override;
virtual void copy_host_to_device(void *device_pointer, void *host_pointer, size_t size) override;
void mem_alloc(device_memory &mem) override;

View File

@@ -51,7 +51,7 @@ static inline bool hipSupportsDevice(const int hipDevId)
hipDeviceGetAttribute(&major, hipDeviceAttributeComputeCapabilityMajor, hipDevId);
hipDeviceGetAttribute(&minor, hipDeviceAttributeComputeCapabilityMinor, hipDevId);
return (major >= 10);
return (major >= 9);
}
CCL_NAMESPACE_END

View File

@@ -247,6 +247,8 @@ class device_memory {
bool is_resident(Device *sub_device) const;
protected:
friend class Device;
friend class GPUDevice;
friend class CUDADevice;
friend class OptiXDevice;
friend class HIPDevice;

View File

@@ -29,7 +29,8 @@ class MetalDevice : public Device {
id<MTLArgumentEncoder> mtlAncillaryArgEncoder =
nil; /* encoder used for fetching device pointers from MTLBuffers */
string source[PSO_NUM];
string source_md5[PSO_NUM];
string kernels_md5[PSO_NUM];
string global_defines_md5[PSO_NUM];
bool capture_enabled = false;
@@ -112,6 +113,10 @@ class MetalDevice : public Device {
bool use_local_atomic_sort() const;
string preprocess_source(MetalPipelineType pso_type,
const uint kernel_features,
string *source = nullptr);
bool make_source_and_check_if_compile_needed(MetalPipelineType pso_type);
void make_source(MetalPipelineType pso_type, const uint kernel_features);

View File

@@ -105,6 +105,7 @@ MetalDevice::MetalDevice(const DeviceInfo &info, Stats &stats, Profiler &profile
}
case METAL_GPU_AMD: {
max_threads_per_threadgroup = 128;
use_metalrt = info.use_metalrt;
break;
}
case METAL_GPU_APPLE: {
@@ -224,11 +225,15 @@ MetalDevice::MetalDevice(const DeviceInfo &info, Stats &stats, Profiler &profile
mtlAncillaryArgEncoder = [mtlDevice newArgumentEncoderWithArguments:ancillary_desc];
// preparing the blas arg encoder
MTLArgumentDescriptor *arg_desc_blas = [[MTLArgumentDescriptor alloc] init];
arg_desc_blas.dataType = MTLDataTypeInstanceAccelerationStructure;
arg_desc_blas.access = MTLArgumentAccessReadOnly;
mtlBlasArgEncoder = [mtlDevice newArgumentEncoderWithArguments:@[ arg_desc_blas ]];
[arg_desc_blas release];
if (@available(macos 11.0, *)) {
if (use_metalrt) {
MTLArgumentDescriptor *arg_desc_blas = [[MTLArgumentDescriptor alloc] init];
arg_desc_blas.dataType = MTLDataTypeInstanceAccelerationStructure;
arg_desc_blas.access = MTLArgumentAccessReadOnly;
mtlBlasArgEncoder = [mtlDevice newArgumentEncoderWithArguments:@[ arg_desc_blas ]];
[arg_desc_blas release];
}
}
for (int i = 0; i < ancillary_desc.count; i++) {
[ancillary_desc[i] release];
@@ -294,7 +299,9 @@ bool MetalDevice::use_local_atomic_sort() const
return DebugFlags().metal.use_local_atomic_sort;
}
void MetalDevice::make_source(MetalPipelineType pso_type, const uint kernel_features)
string MetalDevice::preprocess_source(MetalPipelineType pso_type,
const uint kernel_features,
string *source)
{
string global_defines;
if (use_adaptive_compilation()) {
@@ -334,6 +341,61 @@ void MetalDevice::make_source(MetalPipelineType pso_type, const uint kernel_feat
NSOperatingSystemVersion macos_ver = [processInfo operatingSystemVersion];
global_defines += "#define __KERNEL_METAL_MACOS__ " + to_string(macos_ver.majorVersion) + "\n";
/* Replace specific KernelData "dot" dereferences with a Metal function_constant identifier of
* the same character length. Build a string of all active constant values which is then hashed
* in order to identify the PSO.
*/
if (pso_type != PSO_GENERIC) {
if (source) {
const double starttime = time_dt();
# define KERNEL_STRUCT_BEGIN(name, parent) \
string_replace_same_length(*source, "kernel_data." #parent ".", "kernel_data_" #parent "_");
bool next_member_is_specialized = true;
# define KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE next_member_is_specialized = false;
# define KERNEL_STRUCT_MEMBER(parent, _type, name) \
if (!next_member_is_specialized) { \
string_replace( \
*source, "kernel_data_" #parent "_" #name, "kernel_data." #parent ".__unused_" #name); \
next_member_is_specialized = true; \
}
# include "kernel/data_template.h"
# undef KERNEL_STRUCT_MEMBER
# undef KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
# undef KERNEL_STRUCT_BEGIN
metal_printf("KernelData patching took %.1f ms\n", (time_dt() - starttime) * 1000.0);
}
/* Opt in to all of available specializations. This can be made more granular for the
* PSO_SPECIALIZED_INTERSECT case in order to minimize the number of specialization requests,
* but the overhead should be negligible as these are very quick to (re)build and aren't
* serialized to disk via MTLBinaryArchives.
*/
global_defines += "#define __KERNEL_USE_DATA_CONSTANTS__\n";
}
# if 0
metal_printf("================\n%s================\n",
global_defines.c_str());
# endif
if (source) {
*source = global_defines + *source;
}
MD5Hash md5;
md5.append(global_defines);
return md5.get_hex();
}
void MetalDevice::make_source(MetalPipelineType pso_type, const uint kernel_features)
{
string &source = this->source[pso_type];
source = "\n#include \"kernel/device/metal/kernel.metal\"\n";
source = path_source_replace_includes(source, path_get("source"));
@@ -342,62 +404,7 @@ void MetalDevice::make_source(MetalPipelineType pso_type, const uint kernel_feat
* With Metal function constants we can generate a single variant of the kernel source which can
* be repeatedly respecialized.
*/
string baked_constants;
/* Replace specific KernelData "dot" dereferences with a Metal function_constant identifier of
* the same character length. Build a string of all active constant values which is then hashed
* in order to identify the PSO.
*/
if (pso_type != PSO_GENERIC) {
const double starttime = time_dt();
# define KERNEL_STRUCT_BEGIN(name, parent) \
string_replace_same_length(source, "kernel_data." #parent ".", "kernel_data_" #parent "_");
bool next_member_is_specialized = true;
# define KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE next_member_is_specialized = false;
/* Add constants to md5 so that 'get_best_pipeline' is able to return a suitable match. */
# define KERNEL_STRUCT_MEMBER(parent, _type, name) \
if (next_member_is_specialized) { \
baked_constants += string(#parent "." #name "=") + \
to_string(_type(launch_params.data.parent.name)) + "\n"; \
} \
else { \
string_replace( \
source, "kernel_data_" #parent "_" #name, "kernel_data." #parent ".__unused_" #name); \
next_member_is_specialized = true; \
}
# include "kernel/data_template.h"
/* Opt in to all of available specializations. This can be made more granular for the
* PSO_SPECIALIZED_INTERSECT case in order to minimize the number of specialization requests,
* but the overhead should be negligible as these are very quick to (re)build and aren't
* serialized to disk via MTLBinaryArchives.
*/
global_defines += "#define __KERNEL_USE_DATA_CONSTANTS__\n";
metal_printf("KernelData patching took %.1f ms\n", (time_dt() - starttime) * 1000.0);
}
source = global_defines + source;
# if 0
metal_printf("================\n%s================\n\%s================\n",
global_defines.c_str(),
baked_constants.c_str());
# endif
/* Generate an MD5 from the source and include any baked constants. This is used when caching
* PSOs. */
MD5Hash md5;
md5.append(baked_constants);
md5.append(source);
if (use_metalrt) {
md5.append(std::to_string(kernel_features & METALRT_FEATURE_MASK));
}
source_md5[pso_type] = md5.get_hex();
global_defines_md5[pso_type] = preprocess_source(pso_type, kernel_features, &source);
}
bool MetalDevice::load_kernels(const uint _kernel_features)
@@ -431,9 +438,49 @@ bool MetalDevice::load_kernels(const uint _kernel_features)
bool MetalDevice::make_source_and_check_if_compile_needed(MetalPipelineType pso_type)
{
if (this->source[pso_type].empty()) {
string defines_md5 = preprocess_source(pso_type, kernel_features);
/* Rebuild the source string if the injected block of #defines has changed. */
if (global_defines_md5[pso_type] != defines_md5) {
make_source(pso_type, kernel_features);
}
string constant_values;
if (pso_type != PSO_GENERIC) {
bool next_member_is_specialized = true;
# define KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE next_member_is_specialized = false;
/* Add specialization constants to md5 so that 'get_best_pipeline' is able to return a suitable
* match. */
# define KERNEL_STRUCT_MEMBER(parent, _type, name) \
if (next_member_is_specialized) { \
constant_values += string(#parent "." #name "=") + \
to_string(_type(launch_params.data.parent.name)) + "\n"; \
} \
else { \
next_member_is_specialized = true; \
}
# include "kernel/data_template.h"
# undef KERNEL_STRUCT_MEMBER
# undef KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
# if 0
metal_printf("================\n%s================\n",
constant_values.c_str());
# endif
}
MD5Hash md5;
md5.append(constant_values);
md5.append(source[pso_type]);
if (use_metalrt) {
md5.append(string_printf("metalrt_features=%d", kernel_features & METALRT_FEATURE_MASK));
}
kernels_md5[pso_type] = md5.get_hex();
return MetalDeviceKernels::should_load_kernels(this, pso_type);
}
@@ -520,6 +567,10 @@ void MetalDevice::compile_and_load(int device_id, MetalPipelineType pso_type)
thread_scoped_lock lock(existing_devices_mutex);
if (MetalDevice *instance = get_device_by_ID(device_id, lock)) {
if (mtlLibrary) {
if (error && [error localizedDescription]) {
VLOG_WARNING << "MSL compilation messages: " << [[error localizedDescription] UTF8String];
}
instance->mtlLibrary[pso_type] = mtlLibrary;
starttime = time_dt();
@@ -585,7 +636,7 @@ void MetalDevice::erase_allocation(device_memory &mem)
if (it != metal_mem_map.end()) {
MetalMem *mmem = it->second.get();
/* blank out reference to MetalMem* in the launch params (fixes crash T94736) */
/* blank out reference to MetalMem* in the launch params (fixes crash #94736) */
if (mmem->pointer_index >= 0) {
device_ptr *pointers = (device_ptr *)&launch_params;
pointers[mmem->pointer_index] = 0;
@@ -861,6 +912,11 @@ void MetalDevice::cancel()
bool MetalDevice::is_ready(string &status) const
{
if (!error_msg.empty()) {
/* Avoid hanging if we had an error. */
return true;
}
int num_loaded = MetalDeviceKernels::get_loaded_kernel_count(this, PSO_GENERIC);
if (num_loaded < DEVICE_KERNEL_NUM) {
status = string_printf("%d / %d render kernels loaded (may take a few minutes the first time)",
@@ -868,6 +924,17 @@ bool MetalDevice::is_ready(string &status) const
DEVICE_KERNEL_NUM);
return false;
}
if (int num_requests = MetalDeviceKernels::num_incomplete_specialization_requests()) {
status = string_printf("%d kernels to optimize", num_requests);
}
else if (kernel_specialization_level == PSO_SPECIALIZED_INTERSECT) {
status = "Using optimized intersection kernels";
}
else if (kernel_specialization_level == PSO_SPECIALIZED_SHADE) {
status = "Using optimized kernels";
}
metal_printf("MetalDevice::is_ready(...) --> true\n");
return true;
}
@@ -904,7 +971,7 @@ void MetalDevice::optimize_for_scene(Scene *scene)
}
if (specialize_in_background) {
if (!MetalDeviceKernels::any_specialization_happening_now()) {
if (MetalDeviceKernels::num_incomplete_specialization_requests() == 0) {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
specialize_kernels_fn);
}

View File

@@ -63,8 +63,7 @@ enum MetalPipelineType {
};
# define METALRT_FEATURE_MASK \
(KERNEL_FEATURE_HAIR | KERNEL_FEATURE_HAIR_THICK | KERNEL_FEATURE_POINTCLOUD | \
KERNEL_FEATURE_OBJECT_MOTION)
(KERNEL_FEATURE_HAIR | KERNEL_FEATURE_HAIR_THICK | KERNEL_FEATURE_POINTCLOUD)
const char *kernel_type_as_string(MetalPipelineType pso_type);
@@ -76,12 +75,12 @@ struct MetalKernelPipeline {
id<MTLLibrary> mtlLibrary = nil;
MetalPipelineType pso_type;
string source_md5;
string kernels_md5;
size_t usage_count = 0;
KernelData kernel_data_;
bool use_metalrt;
uint32_t metalrt_features = 0;
uint32_t kernel_features = 0;
int threads_per_threadgroup;
@@ -104,7 +103,7 @@ struct MetalKernelPipeline {
/* Cache of Metal kernels for each DeviceKernel. */
namespace MetalDeviceKernels {
bool any_specialization_happening_now();
int num_incomplete_specialization_requests();
int get_loaded_kernel_count(MetalDevice const *device, MetalPipelineType pso_type);
bool should_load_kernels(MetalDevice const *device, MetalPipelineType pso_type);
bool load(MetalDevice *device, MetalPipelineType pso_type);

View File

@@ -161,25 +161,12 @@ ShaderCache::~ShaderCache()
running = false;
cond_var.notify_all();
int num_incomplete = int(incomplete_requests);
if (num_incomplete) {
/* Shutting down the app with incomplete shader compilation requests. Give 1 second's grace for
* clean shutdown. */
metal_printf("ShaderCache busy (incomplete_requests = %d)...\n", num_incomplete);
std::this_thread::sleep_for(std::chrono::seconds(1));
num_incomplete = int(incomplete_requests);
}
if (num_incomplete && !MetalDeviceKernels::is_benchmark_warmup()) {
metal_printf("ShaderCache still busy (incomplete_requests = %d). Terminating...\n",
num_incomplete);
std::terminate();
}
metal_printf("ShaderCache idle. Shutting down.\n");
metal_printf("Waiting for ShaderCache threads... (incomplete_requests = %d)\n",
int(incomplete_requests));
for (auto &thread : compile_threads) {
thread.join();
}
metal_printf("ShaderCache shut down.\n");
}
void ShaderCache::wait_for_all()
@@ -292,7 +279,7 @@ bool ShaderCache::should_load_kernel(DeviceKernel device_kernel,
/* check whether the kernel has already been requested / cached */
thread_scoped_lock lock(cache_mutex);
for (auto &pipeline : pipelines[device_kernel]) {
if (pipeline->source_md5 == device->source_md5[pso_type]) {
if (pipeline->kernels_md5 == device->kernels_md5[pso_type]) {
return false;
}
}
@@ -332,7 +319,7 @@ void ShaderCache::load_kernel(DeviceKernel device_kernel,
memcpy(&pipeline->kernel_data_, &device->launch_params.data, sizeof(pipeline->kernel_data_));
pipeline->pso_type = pso_type;
pipeline->mtlDevice = mtlDevice;
pipeline->source_md5 = device->source_md5[pso_type];
pipeline->kernels_md5 = device->kernels_md5[pso_type];
pipeline->mtlLibrary = device->mtlLibrary[pso_type];
pipeline->device_kernel = device_kernel;
pipeline->threads_per_threadgroup = device->max_threads_per_threadgroup;
@@ -344,9 +331,7 @@ void ShaderCache::load_kernel(DeviceKernel device_kernel,
/* metalrt options */
pipeline->use_metalrt = device->use_metalrt;
pipeline->metalrt_features = device->use_metalrt ?
(device->kernel_features & METALRT_FEATURE_MASK) :
0;
pipeline->kernel_features = device->kernel_features;
{
thread_scoped_lock lock(cache_mutex);
@@ -357,65 +342,36 @@ void ShaderCache::load_kernel(DeviceKernel device_kernel,
MetalKernelPipeline *ShaderCache::get_best_pipeline(DeviceKernel kernel, const MetalDevice *device)
{
/* metalrt options */
bool use_metalrt = device->use_metalrt;
bool device_metalrt_hair = use_metalrt && device->kernel_features & KERNEL_FEATURE_HAIR;
bool device_metalrt_hair_thick = use_metalrt &&
device->kernel_features & KERNEL_FEATURE_HAIR_THICK;
bool device_metalrt_pointcloud = use_metalrt &&
device->kernel_features & KERNEL_FEATURE_POINTCLOUD;
bool device_metalrt_motion = use_metalrt &&
device->kernel_features & KERNEL_FEATURE_OBJECT_MOTION;
MetalKernelPipeline *best_pipeline = nullptr;
while (!best_pipeline) {
while (running) {
/* Search all loaded pipelines with matching kernels_md5 checksums. */
MetalKernelPipeline *best_match = nullptr;
{
thread_scoped_lock lock(cache_mutex);
for (auto &pipeline : pipelines[kernel]) {
if (!pipeline->loaded) {
/* still loading - ignore */
continue;
}
bool pipeline_metalrt_hair = pipeline->metalrt_features & KERNEL_FEATURE_HAIR;
bool pipeline_metalrt_hair_thick = pipeline->metalrt_features & KERNEL_FEATURE_HAIR_THICK;
bool pipeline_metalrt_pointcloud = pipeline->metalrt_features & KERNEL_FEATURE_POINTCLOUD;
bool pipeline_metalrt_motion = use_metalrt &&
pipeline->metalrt_features & KERNEL_FEATURE_OBJECT_MOTION;
if (pipeline->use_metalrt != use_metalrt || pipeline_metalrt_hair != device_metalrt_hair ||
pipeline_metalrt_hair_thick != device_metalrt_hair_thick ||
pipeline_metalrt_pointcloud != device_metalrt_pointcloud ||
pipeline_metalrt_motion != device_metalrt_motion) {
/* wrong combination of metalrt options */
continue;
}
if (pipeline->pso_type != PSO_GENERIC) {
if (pipeline->source_md5 == device->source_md5[PSO_SPECIALIZED_INTERSECT] ||
pipeline->source_md5 == device->source_md5[PSO_SPECIALIZED_SHADE]) {
best_pipeline = pipeline.get();
for (auto &candidate : pipelines[kernel]) {
if (candidate->loaded &&
candidate->kernels_md5 == device->kernels_md5[candidate->pso_type]) {
/* Replace existing match if candidate is more specialized. */
if (!best_match || candidate->pso_type > best_match->pso_type) {
best_match = candidate.get();
}
}
else if (!best_pipeline) {
best_pipeline = pipeline.get();
}
}
}
if (!best_pipeline) {
std::this_thread::sleep_for(std::chrono::milliseconds(100));
if (best_match) {
if (best_match->usage_count == 0 && best_match->pso_type != PSO_GENERIC) {
metal_printf("Swapping in %s version of %s\n",
kernel_type_as_string(best_match->pso_type),
device_kernel_as_string(kernel));
}
best_match->usage_count += 1;
return best_match;
}
}
if (best_pipeline->usage_count == 0 && best_pipeline->pso_type != PSO_GENERIC) {
metal_printf("Swapping in %s version of %s\n",
kernel_type_as_string(best_pipeline->pso_type),
device_kernel_as_string(kernel));
/* Spin until a matching kernel is loaded, or we're shutting down. */
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
best_pipeline->usage_count += 1;
return best_pipeline;
return nullptr;
}
bool MetalKernelPipeline::should_use_binary_archive() const
@@ -428,11 +384,12 @@ bool MetalKernelPipeline::should_use_binary_archive() const
return false;
}
}
/* Workaround for Intel GPU having issue using Binary Archives */
MetalGPUVendor gpu_vendor = MetalInfo::get_device_vendor(mtlDevice);
if (gpu_vendor == METAL_GPU_INTEL) {
return false;
else {
/* Workaround for issues using Binary Archives on non-Apple Silicon systems. */
MetalGPUVendor gpu_vendor = MetalInfo::get_device_vendor(mtlDevice);
if (gpu_vendor != METAL_GPU_APPLE) {
return false;
}
}
if (pso_type == PSO_GENERIC) {
@@ -440,8 +397,10 @@ bool MetalKernelPipeline::should_use_binary_archive() const
return true;
}
if (device_kernel >= DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND &&
device_kernel <= DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW) {
if ((device_kernel >= DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND &&
device_kernel <= DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW) ||
(device_kernel >= DEVICE_KERNEL_SHADER_EVAL_DISPLACE &&
device_kernel <= DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY)) {
/* Archive all shade kernels - they take a long time to compile. */
return true;
}
@@ -567,18 +526,14 @@ void MetalKernelPipeline::compile()
NSArray *table_functions[METALRT_TABLE_NUM] = {nil};
NSArray *linked_functions = nil;
bool metalrt_hair = use_metalrt && (metalrt_features & KERNEL_FEATURE_HAIR);
bool metalrt_hair_thick = use_metalrt && (metalrt_features & KERNEL_FEATURE_HAIR_THICK);
bool metalrt_pointcloud = use_metalrt && (metalrt_features & KERNEL_FEATURE_POINTCLOUD);
if (use_metalrt) {
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 (metalrt_hair) {
if (kernel_features & KERNEL_FEATURE_HAIR) {
/* Add curve intersection programs. */
if (metalrt_hair_thick) {
if (kernel_features & KERNEL_FEATURE_HAIR_THICK) {
/* Slower programs for thick hair since that also slows down ribbons.
* Ideally this should not be needed. */
curve_intersect_default = rt_intersection_function[METALRT_FUNC_CURVE_ALL];
@@ -589,7 +544,7 @@ void MetalKernelPipeline::compile()
curve_intersect_shadow = rt_intersection_function[METALRT_FUNC_CURVE_RIBBON_SHADOW];
}
}
if (metalrt_pointcloud) {
if (kernel_features & KERNEL_FEATURE_POINTCLOUD) {
point_intersect_default = rt_intersection_function[METALRT_FUNC_POINT];
point_intersect_shadow = rt_intersection_function[METALRT_FUNC_POINT_SHADOW];
}
@@ -666,6 +621,8 @@ void MetalKernelPipeline::compile()
MTLPipelineOption pipelineOptions = MTLPipelineOptionNone;
bool use_binary_archive = should_use_binary_archive();
bool loading_existing_archive = false;
bool creating_new_archive = false;
id<MTLBinaryArchive> archive = nil;
string metalbin_path;
@@ -674,20 +631,11 @@ void MetalKernelPipeline::compile()
NSProcessInfo *processInfo = [NSProcessInfo processInfo];
string osVersion = [[processInfo operatingSystemVersionString] UTF8String];
MD5Hash local_md5;
local_md5.append(source_md5);
local_md5.append(kernels_md5);
local_md5.append(osVersion);
local_md5.append((uint8_t *)&this->threads_per_threadgroup,
sizeof(this->threads_per_threadgroup));
string options;
if (use_metalrt && kernel_has_intersection(device_kernel)) {
/* incorporate any MetalRT specializations into the archive name */
options += string_printf(".hair_%d.hair_thick_%d.pointcloud_%d",
metalrt_hair ? 1 : 0,
metalrt_hair_thick ? 1 : 0,
metalrt_pointcloud ? 1 : 0);
}
/* Replace non-alphanumerical characters with underscores. */
string device_name = [mtlDevice.name UTF8String];
for (char &c : device_name) {
@@ -699,77 +647,141 @@ void MetalKernelPipeline::compile()
metalbin_name = device_name;
metalbin_name = path_join(metalbin_name, device_kernel_as_string(device_kernel));
metalbin_name = path_join(metalbin_name, kernel_type_as_string(pso_type));
metalbin_name = path_join(metalbin_name, local_md5.get_hex() + options + ".bin");
metalbin_name = path_join(metalbin_name, local_md5.get_hex() + ".bin");
metalbin_path = path_cache_get(path_join("kernels", metalbin_name));
path_create_directories(metalbin_path);
/* Retrieve shader binary from disk, and update the file timestamp for LRU purging to work as
* intended. */
if (use_binary_archive && path_cache_kernel_exists_and_mark_used(metalbin_path)) {
if (@available(macOS 11.0, *)) {
MTLBinaryArchiveDescriptor *archiveDesc = [[MTLBinaryArchiveDescriptor alloc] init];
/* Check if shader binary exists on disk, and if so, update the file timestamp for LRU purging
* to work as intended. */
loading_existing_archive = path_cache_kernel_exists_and_mark_used(metalbin_path);
creating_new_archive = !loading_existing_archive;
if (@available(macOS 11.0, *)) {
MTLBinaryArchiveDescriptor *archiveDesc = [[MTLBinaryArchiveDescriptor alloc] init];
if (loading_existing_archive) {
archiveDesc.url = [NSURL fileURLWithPath:@(metalbin_path.c_str())];
archive = [mtlDevice newBinaryArchiveWithDescriptor:archiveDesc error:nil];
[archiveDesc release];
}
NSError *error = nil;
archive = [mtlDevice newBinaryArchiveWithDescriptor:archiveDesc error:&error];
if (!archive) {
const char *err = error ? [[error localizedDescription] UTF8String] : nullptr;
metal_printf("newBinaryArchiveWithDescriptor failed: %s\n", err ? err : "nil");
}
[archiveDesc release];
if (loading_existing_archive) {
pipelineOptions = MTLPipelineOptionFailOnBinaryArchiveMiss;
computePipelineStateDescriptor.binaryArchives = [NSArray arrayWithObjects:archive, nil];
}
}
}
__block bool creating_new_archive = false;
if (@available(macOS 11.0, *)) {
if (use_binary_archive) {
if (!archive) {
MTLBinaryArchiveDescriptor *archiveDesc = [[MTLBinaryArchiveDescriptor alloc] init];
archiveDesc.url = nil;
archive = [mtlDevice newBinaryArchiveWithDescriptor:archiveDesc error:nil];
creating_new_archive = true;
}
computePipelineStateDescriptor.binaryArchives = [NSArray arrayWithObjects:archive, nil];
pipelineOptions = MTLPipelineOptionFailOnBinaryArchiveMiss;
bool recreate_archive = false;
/* Lambda to do the actual pipeline compilation. */
auto do_compilation = [&]() {
__block bool compilation_finished = false;
__block string error_str;
if (loading_existing_archive) {
/* Use the blocking variant of newComputePipelineStateWithDescriptor if an archive exists on
* disk. It should load almost instantaneously, and will fail gracefully when loading a
* corrupt archive (unlike the async variant). */
NSError *error = nil;
pipeline = [mtlDevice newComputePipelineStateWithDescriptor:computePipelineStateDescriptor
options:pipelineOptions
reflection:nullptr
error:&error];
const char *err = error ? [[error localizedDescription] UTF8String] : nullptr;
error_str = err ? err : "nil";
}
}
else {
/* TODO / MetalRT workaround:
* Workaround for a crash when addComputePipelineFunctionsWithDescriptor is called *after*
* newComputePipelineStateWithDescriptor with linked functions (i.e. with MetalRT enabled).
* Ideally we would like to call newComputePipelineStateWithDescriptor (async) first so we
* can bail out if needed, but we can stop the crash by flipping the order when there are
* linked functions. However when addComputePipelineFunctionsWithDescriptor is called first
* it will block while it builds the pipeline, offering no way of bailing out. */
auto addComputePipelineFunctionsWithDescriptor = [&]() {
if (creating_new_archive && ShaderCache::running) {
NSError *error;
if (![archive addComputePipelineFunctionsWithDescriptor:computePipelineStateDescriptor
error:&error]) {
NSString *errStr = [error localizedDescription];
metal_printf("Failed to add PSO to archive:\n%s\n",
errStr ? [errStr UTF8String] : "nil");
}
}
};
if (linked_functions) {
addComputePipelineFunctionsWithDescriptor();
}
/* Use the async variant of newComputePipelineStateWithDescriptor if no archive exists on
* disk. This allows us to respond to app shutdown. */
[mtlDevice
newComputePipelineStateWithDescriptor:computePipelineStateDescriptor
options:pipelineOptions
completionHandler:^(id<MTLComputePipelineState> computePipelineState,
MTLComputePipelineReflection *reflection,
NSError *error) {
pipeline = computePipelineState;
/* Retain the pipeline so we can use it safely past the completion
* handler. */
if (pipeline) {
[pipeline retain];
}
const char *err = error ?
[[error localizedDescription] UTF8String] :
nullptr;
error_str = err ? err : "nil";
compilation_finished = true;
}];
/* Immediately wait for either the compilation to finish or for app shutdown. */
while (ShaderCache::running && !compilation_finished) {
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
/* Add pipeline into the new archive (unless we did it earlier). */
if (pipeline && !linked_functions) {
addComputePipelineFunctionsWithDescriptor();
}
}
if (!pipeline) {
metal_printf(
"newComputePipelineStateWithDescriptor failed for \"%s\"%s. "
"Error:\n%s\n",
device_kernel_as_string((DeviceKernel)device_kernel),
(archive && !recreate_archive) ? " Archive may be incomplete or corrupt - attempting "
"recreation.." :
"",
error_str.c_str());
}
};
double starttime = time_dt();
/* Block on load to ensure we continue with a valid kernel function */
if (creating_new_archive) {
starttime = time_dt();
NSError *error;
if (![archive addComputePipelineFunctionsWithDescriptor:computePipelineStateDescriptor
error:&error]) {
NSString *errStr = [error localizedDescription];
metal_printf("Failed to add PSO to archive:\n%s\n", errStr ? [errStr UTF8String] : "nil");
}
}
do_compilation();
pipeline = [mtlDevice newComputePipelineStateWithDescriptor:computePipelineStateDescriptor
options:pipelineOptions
reflection:nullptr
error:&error];
bool recreate_archive = false;
/* An archive might have a corrupt entry and fail to materialize the pipeline. This shouldn't
* happen, but if it does we recreate it. */
if (pipeline == nil && archive) {
NSString *errStr = [error localizedDescription];
metal_printf(
"Failed to create compute pipeline state \"%s\" from archive - attempting recreation... "
"(error: %s)\n",
device_kernel_as_string((DeviceKernel)device_kernel),
errStr ? [errStr UTF8String] : "nil");
pipeline = [mtlDevice newComputePipelineStateWithDescriptor:computePipelineStateDescriptor
options:MTLPipelineOptionNone
reflection:nullptr
error:&error];
recreate_archive = true;
pipelineOptions = MTLPipelineOptionNone;
path_remove(metalbin_path);
do_compilation();
}
double duration = time_dt() - starttime;
if (pipeline == nil) {
NSString *errStr = [error localizedDescription];
error_str = string_printf("Failed to create compute pipeline state \"%s\", error: \n",
device_kernel_as_string((DeviceKernel)device_kernel));
error_str += (errStr ? [errStr UTF8String] : "nil");
metal_printf("%16s | %2d | %-55s | %7.2fs | FAILED!\n",
kernel_type_as_string(pso_type),
device_kernel,
@@ -789,7 +801,8 @@ void MetalKernelPipeline::compile()
if (creating_new_archive || recreate_archive) {
if (![archive serializeToURL:[NSURL fileURLWithPath:@(metalbin_path.c_str())]
error:&error]) {
metal_printf("Failed to save binary archive, error:\n%s\n",
metal_printf("Failed to save binary archive to %s, error:\n%s\n",
metalbin_path.c_str(),
[[error localizedDescription] UTF8String]);
}
else {
@@ -857,16 +870,15 @@ void MetalDeviceKernels::wait_for_all()
}
}
bool MetalDeviceKernels::any_specialization_happening_now()
int MetalDeviceKernels::num_incomplete_specialization_requests()
{
/* Return true if any ShaderCaches have ongoing specialization requests (typically there will be
* only 1). */
int total = 0;
for (int i = 0; i < g_shaderCacheCount; i++) {
if (g_shaderCache[i].second->incomplete_specialization_requests > 0) {
return true;
}
total += g_shaderCache[i].second->incomplete_specialization_requests;
}
return false;
return total;
}
int MetalDeviceKernels::get_loaded_kernel_count(MetalDevice const *device,

View File

@@ -103,7 +103,7 @@ vector<id<MTLDevice>> const &MetalInfo::get_usable_devices()
}
/* If the system has both an AMD GPU (discrete) and an Intel one (integrated), prefer the AMD
* one. This can be overriden with CYCLES_METAL_FORCE_INTEL. */
* one. This can be overridden with CYCLES_METAL_FORCE_INTEL. */
bool has_usable_amd_gpu = false;
if (@available(macos 12.3, *)) {
for (id<MTLDevice> device in MTLCopyAllDevices()) {

View File

@@ -1437,6 +1437,9 @@ void OptiXDevice::build_bvh(BVH *bvh, Progress &progress, bool refit)
BVHOptiX *const blas = static_cast<BVHOptiX *>(ob->get_geometry()->bvh);
OptixTraversableHandle handle = blas->traversable_handle;
if (handle == 0) {
continue;
}
OptixInstance &instance = instances[num_instances++];
memset(&instance, 0, sizeof(instance));

View File

@@ -359,8 +359,12 @@ void PathTraceWorkCPU::guiding_push_sample_data_to_global_storage(
# if PATH_GUIDING_LEVEL >= 2
const bool use_direct_light = kernel_data.integrator.use_guiding_direct_light;
const bool use_mis_weights = kernel_data.integrator.use_guiding_mis_weights;
# if OPENPGL_VERSION_MINOR >= 5
kg->opgl_path_segment_storage->PrepareSamples(use_mis_weights, use_direct_light, false);
# else
kg->opgl_path_segment_storage->PrepareSamples(
false, nullptr, use_mis_weights, use_direct_light, false);
# endif
# endif
# ifdef WITH_CYCLES_DEBUG

View File

@@ -886,7 +886,7 @@ int RenderScheduler::get_num_samples_during_navigation(int resolution_divider) c
{
/* Special trick for fast navigation: schedule multiple samples during fast navigation
* (which will prefer to use lower resolution to keep up with refresh rate). This gives more
* usable visual feedback for artists. There are a couple of tricks though. */
* usable visual feedback for artists. */
if (is_denoise_active_during_update()) {
/* When denoising is used during navigation prefer using a higher resolution with less samples
@@ -896,25 +896,12 @@ int RenderScheduler::get_num_samples_during_navigation(int resolution_divider) c
return 1;
}
if (resolution_divider <= pixel_size_) {
/* When resolution divider is at or below pixel size, schedule one sample. This doesn't effect
* the sample count at this resolution division, but instead assists in the calculation of
* the resolution divider. */
return 1;
}
if (resolution_divider == pixel_size_ * 2) {
/* When resolution divider is the previous step to the final resolution, schedule two samples.
* This is so that rendering on lower resolution does not exceed time that it takes to render
* first sample at the full resolution. */
return 2;
}
/* Always render 4 samples, even if scene is configured for less.
* The idea here is to have enough information on the screen. Resolution divider of 2 allows us
* to have 4 time extra samples, so overall worst case timing is the same as the final resolution
* at one sample. */
return 4;
/* Schedule samples equal to the resolution divider up to a maximum of 4.
* The idea is to have enough information on the screen by increasing the sample count as the
* resolution is decreased. */
/* NOTE: Changing this formula will change the formula in
* `RenderScheduler::calculate_resolution_divider_for_time()`. */
return min(max(1, resolution_divider / pixel_size_), 4);
}
bool RenderScheduler::work_need_adaptive_filter() const
@@ -1100,9 +1087,10 @@ void RenderScheduler::update_start_resolution_divider()
/* TODO(sergey): Need to add hysteresis to avoid resolution divider bouncing around when actual
* render time is somewhere on a boundary between two resolutions. */
/* Never increase resolution to higher than the pixel size (which is possible if the scene is
* simple and compute device is fast). */
start_resolution_divider_ = max(resolution_divider_for_update, pixel_size_);
/* Don't let resolution drop below the desired one. It's better to be slow than provide an
* unreadable viewport render. */
start_resolution_divider_ = min(resolution_divider_for_update,
default_start_resolution_divider_);
VLOG_WORK << "Calculated resolution divider is " << start_resolution_divider_;
}
@@ -1187,24 +1175,24 @@ void RenderScheduler::check_time_limit_reached()
int RenderScheduler::calculate_resolution_divider_for_time(double desired_time, double actual_time)
{
/* TODO(sergey): There should a non-iterative analytical formula here. */
const double ratio_between_times = actual_time / desired_time;
int resolution_divider = 1;
/* We can pass `ratio_between_times` to `get_num_samples_during_navigation()` to get our
* navigation samples because the equation for calculating the resolution divider is as follows:
* `actual_time / desired_time = sqr(resolution_divider) / sample_count`.
* While `resolution_divider` is less than or equal to 4, `resolution_divider = sample_count`
* (This relationship is determined in `get_num_samples_during_navigation()`). With some
* substitution we end up with `actual_time / desired_time = resolution_divider` while the
* resolution divider is less than or equal to 4. Once the resolution divider increases above 4,
* the relationship of `actual_time / desired_time = resolution_divider` is no longer true,
* however the sample count retrieved from `get_num_samples_during_navigation()` is still
* accurate if we continue using this assumption. It should be noted that the interaction between
* `pixel_size`, sample count, and resolution divider are automatically accounted for and that's
* why `pixel_size` isn't included in any of the equations. */
const int navigation_samples = get_num_samples_during_navigation(
ceil_to_int(ratio_between_times));
/* This algorithm iterates through resolution dividers until a divider is found that achieves
* the desired render time. A limit of default_start_resolution_divider_ is put in place as the
* maximum resolution divider to avoid an unreadable viewport due to a low resolution.
* pre_resolution_division_samples and post_resolution_division_samples are used in this
* calculation to better predict the performance impact of changing resolution divisions as
* the sample count can also change between resolution divisions. */
while (actual_time > desired_time && resolution_divider < default_start_resolution_divider_) {
int pre_resolution_division_samples = get_num_samples_during_navigation(resolution_divider);
resolution_divider = resolution_divider * 2;
int post_resolution_division_samples = get_num_samples_during_navigation(resolution_divider);
actual_time /= 4.0 * pre_resolution_division_samples / post_resolution_division_samples;
}
return resolution_divider;
return ceil_to_int(sqrt(navigation_samples * ratio_between_times));
}
int calculate_resolution_divider_for_resolution(int width, int height, int resolution)

View File

@@ -57,21 +57,29 @@ void WorkTileScheduler::reset_scheduler_state()
VLOG_WORK << "Will schedule tiles of size " << tile_size_;
if (VLOG_IS_ON(3)) {
/* The logging is based on multiple tiles scheduled, ignoring overhead of multi-tile scheduling
* and purely focusing on the number of used path states. */
const int num_path_states_in_tile = tile_size_.width * tile_size_.height *
tile_size_.num_samples;
const int num_tiles = max_num_path_states_ / num_path_states_in_tile;
VLOG_WORK << "Number of unused path states: "
<< max_num_path_states_ - num_tiles * num_path_states_in_tile;
const int num_path_states_in_tile = tile_size_.width * tile_size_.height *
tile_size_.num_samples;
if (num_path_states_in_tile == 0) {
num_tiles_x_ = 0;
num_tiles_y_ = 0;
num_tiles_per_sample_range_ = 0;
}
else {
if (VLOG_IS_ON(3)) {
/* The logging is based on multiple tiles scheduled, ignoring overhead of multi-tile
* scheduling and purely focusing on the number of used path states. */
const int num_tiles = max_num_path_states_ / num_path_states_in_tile;
VLOG_WORK << "Number of unused path states: "
<< max_num_path_states_ - num_tiles * num_path_states_in_tile;
}
num_tiles_x_ = divide_up(image_size_px_.x, tile_size_.width);
num_tiles_y_ = divide_up(image_size_px_.y, tile_size_.height);
num_tiles_per_sample_range_ = divide_up(samples_num_, tile_size_.num_samples);
}
num_tiles_x_ = divide_up(image_size_px_.x, tile_size_.width);
num_tiles_y_ = divide_up(image_size_px_.y, tile_size_.height);
total_tiles_num_ = num_tiles_x_ * num_tiles_y_;
num_tiles_per_sample_range_ = divide_up(samples_num_, tile_size_.num_samples);
next_work_index_ = 0;
total_work_size_ = total_tiles_num_ * num_tiles_per_sample_range_;

View File

@@ -412,11 +412,12 @@ if(WITH_CYCLES_CUDA_BINARIES)
# warn for other versions
if((CUDA_VERSION STREQUAL "101") OR
(CUDA_VERSION STREQUAL "102") OR
(CUDA_VERSION_MAJOR STREQUAL "11"))
(CUDA_VERSION_MAJOR STREQUAL "11") OR
(CUDA_VERSION_MAJOR STREQUAL "12"))
else()
message(WARNING
"CUDA version ${CUDA_VERSION_MAJOR}.${CUDA_VERSION_MINOR} detected, "
"build may succeed but only CUDA 11, 10.2 and 10.1 have been tested")
"build may succeed but only CUDA 12, 11, 10.2 and 10.1 have been tested")
endif()
# build for each arch
@@ -514,6 +515,16 @@ if(WITH_CYCLES_CUDA_BINARIES)
else()
message(STATUS "CUDA binaries for ${arch} require CUDA 10 or earlier, skipped.")
endif()
elseif(${arch} MATCHES ".*_3.")
if(DEFINED CUDA11_NVCC_EXECUTABLE)
set(cuda_nvcc_executable ${CUDA11_NVCC_EXECUTABLE})
set(cuda_toolkit_root_dir ${CUDA11_TOOLKIT_ROOT_DIR})
elseif("${CUDA_VERSION}" LESS 120) # Support for sm_35, sm_37 was removed in CUDA 12
set(cuda_nvcc_executable ${CUDA_NVCC_EXECUTABLE})
set(cuda_toolkit_root_dir ${CUDA_TOOLKIT_ROOT_DIR})
else()
message(STATUS "CUDA binaries for ${arch} require CUDA 11 or earlier, skipped.")
endif()
elseif(${arch} MATCHES ".*_7." AND "${CUDA_VERSION}" LESS 100)
message(STATUS "CUDA binaries for ${arch} require CUDA 10.0+, skipped.")
elseif(${arch} MATCHES ".*_8.")
@@ -732,22 +743,21 @@ if(WITH_CYCLES_DEVICE_ONEAPI)
endif()
# SYCL_CPP_FLAGS is a variable that the user can set to pass extra compiler options
set(sycl_compiler_flags
${CMAKE_CURRENT_SOURCE_DIR}/${SRC_KERNEL_DEVICE_ONEAPI}
-fsycl
-fsycl-unnamed-lambda
-fdelayed-template-parsing
-mllvm -inlinedefault-threshold=250
-mllvm -inlinehint-threshold=350
-fsycl-device-code-split=per_kernel
-fsycl-max-parallel-link-jobs=${SYCL_OFFLINE_COMPILER_PARALLEL_JOBS}
-shared
-DWITH_ONEAPI
-ffast-math
-DNDEBUG
-O2
-o ${cycles_kernel_oneapi_lib}
-I${CMAKE_CURRENT_SOURCE_DIR}/..
${SYCL_CPP_FLAGS}
${CMAKE_CURRENT_SOURCE_DIR}/${SRC_KERNEL_DEVICE_ONEAPI}
-fsycl
-fsycl-unnamed-lambda
-fdelayed-template-parsing
-mllvm -inlinedefault-threshold=250
-mllvm -inlinehint-threshold=350
-fsycl-device-code-split=per_kernel
-fsycl-max-parallel-link-jobs=${SYCL_OFFLINE_COMPILER_PARALLEL_JOBS}
-shared
-DWITH_ONEAPI
-ffast-math
-O2
-o"${cycles_kernel_oneapi_lib}"
-I"${CMAKE_CURRENT_SOURCE_DIR}/.."
${SYCL_CPP_FLAGS}
)
if(WITH_CYCLES_ONEAPI_HOST_TASK_EXECUTION)
@@ -774,14 +784,14 @@ if(WITH_CYCLES_DEVICE_ONEAPI)
list(APPEND sycl_compiler_flags -fsycl-targets=${targets_string})
foreach(target ${CYCLES_ONEAPI_SYCL_TARGETS})
if(DEFINED CYCLES_ONEAPI_SYCL_OPTIONS_${target})
list(APPEND sycl_compiler_flags -Xsycl-target-backend=${target} "${CYCLES_ONEAPI_SYCL_OPTIONS_${target}}")
list(APPEND sycl_compiler_flags "-Xsycl-target-backend=${target} \"${CYCLES_ONEAPI_SYCL_OPTIONS_${target}}\"")
endif()
endforeach()
else()
# If AOT is disabled, build for spir64
list(APPEND sycl_compiler_flags
-fsycl-targets=spir64
-Xsycl-target-backend=spir64 "${CYCLES_ONEAPI_SYCL_OPTIONS_spir64}")
"-Xsycl-target-backend=spir64 \"${CYCLES_ONEAPI_SYCL_OPTIONS_spir64}\"")
endif()
if(WITH_NANOVDB)
@@ -795,7 +805,6 @@ if(WITH_CYCLES_DEVICE_ONEAPI)
endif()
get_filename_component(sycl_compiler_root ${SYCL_COMPILER} DIRECTORY)
get_filename_component(sycl_compiler_compiler_name ${SYCL_COMPILER} NAME_WE)
if(UNIX AND NOT APPLE)
if(NOT WITH_CXX11_ABI)
@@ -807,7 +816,7 @@ if(WITH_CYCLES_DEVICE_ONEAPI)
endif()
endif()
if(WIN32)
if(WIN32) # Add Windows specific compiler flags.
list(APPEND sycl_compiler_flags
-fuse-ld=link
-fms-extensions
@@ -834,54 +843,79 @@ if(WITH_CYCLES_DEVICE_ONEAPI)
get_filename_component(WINDOWS_KIT_DIR "${WINDOWS_KIT_DIR}/../" ABSOLUTE)
endif()
list(APPEND sycl_compiler_flags
-L "${MSVC_TOOLS_DIR}/lib/x64"
-L "${WINDOWS_KIT_DIR}/um/x64"
-L "${WINDOWS_KIT_DIR}/ucrt/x64")
-L"${MSVC_TOOLS_DIR}/lib/x64"
-L"${WINDOWS_KIT_DIR}/um/x64"
-L"${WINDOWS_KIT_DIR}/ucrt/x64")
else() # Add Linux specific compiler flags.
list(APPEND sycl_compiler_flags -fPIC)
set(sycl_compiler_flags_Release ${sycl_compiler_flags})
set(sycl_compiler_flags_Debug ${sycl_compiler_flags})
set(sycl_compiler_flags_RelWithDebInfo ${sycl_compiler_flags})
set(sycl_compiler_flags_MinSizeRel ${sycl_compiler_flags})
list(APPEND sycl_compiler_flags_RelWithDebInfo -g)
# We avoid getting __FAST_MATH__ to be defined when building on CentOS-7 and Rocky-8
# until the compilation issues it triggers at either AoT or JIT stages gets fixed.
list(APPEND sycl_compiler_flags -fhonor-nans)
# add $ORIGIN to cycles_kernel_oneapi.so rpath so libsycl.so and
# libpi_level_zero.so can be placed next to it and get found.
list(APPEND sycl_compiler_flags -Wl,-rpath,'$$ORIGIN')
endif()
# Create CONFIG specific compiler flags.
set(sycl_compiler_flags_Release ${sycl_compiler_flags})
set(sycl_compiler_flags_Debug ${sycl_compiler_flags})
set(sycl_compiler_flags_RelWithDebInfo ${sycl_compiler_flags})
list(APPEND sycl_compiler_flags_Release
-DNDEBUG
)
list(APPEND sycl_compiler_flags_RelWithDebInfo
-DNDEBUG
-g
)
list(APPEND sycl_compiler_flags_Debug
-g
)
if(WIN32)
list(APPEND sycl_compiler_flags_Debug
-g
-D_DEBUG
-nostdlib -Xclang --dependent-lib=msvcrtd)
-nostdlib
-Xclang --dependent-lib=msvcrtd
)
add_custom_command(
OUTPUT ${cycles_kernel_oneapi_lib} ${cycles_kernel_oneapi_linker_lib}
COMMAND ${CMAKE_COMMAND} -E env
"LIB=${sycl_compiler_root}/../lib" # for compiler to find sycl.lib
"LIB=${sycl_compiler_root}/../lib\;${sycl_compiler_root}/../compiler/lib/intel64_win" # for compiler to find sycl.lib and in case of icpx, libircmt.lib
"PATH=${OCLOC_INSTALL_DIR}\;${sycl_compiler_root}"
${SYCL_COMPILER}
"$<$<CONFIG:Release>:${sycl_compiler_flags_Release}>"
"$<$<CONFIG:RelWithDebInfo>:${sycl_compiler_flags_RelWithDebInfo}>"
"$<$<CONFIG:Debug>:${sycl_compiler_flags_Debug}>"
"$<$<CONFIG:MinSizeRel>:${sycl_compiler_flags_Release}>"
COMMAND_EXPAND_LISTS
DEPENDS ${cycles_oneapi_kernel_sources})
COMMAND_EXPAND_LISTS
DEPENDS ${cycles_oneapi_kernel_sources})
else()
list(APPEND sycl_compiler_flags -fPIC)
# We avoid getting __FAST_MATH__ to be defined when building on CentOS-7 until the compilation
# crash it triggers at either AoT or JIT stages gets fixed.
# TODO: check if this is still needed on Rocky-8.
list(APPEND sycl_compiler_flags -fhonor-nans)
# add $ORIGIN to cycles_kernel_oneapi.so rpath so libsycl.so and
# libpi_level_zero.so can be placed next to it and get found.
list(APPEND sycl_compiler_flags -Wl,-rpath,'$$ORIGIN')
if(NOT IGC_INSTALL_DIR)
get_filename_component(IGC_INSTALL_DIR "${sycl_compiler_root}/../lib/igc" ABSOLUTE)
endif()
# The following join/replace operations are to prevent cmake from
# escaping space chars with backslashes in add_custom_command.
list(JOIN sycl_compiler_flags_Release " " sycl_compiler_flags_Release_str)
string(REPLACE " " ";" sycl_compiler_flags_Release_str ${sycl_compiler_flags_Release_str})
list(JOIN sycl_compiler_flags_RelWithDebInfo " " sycl_compiler_flags_RelWithDebInfo_str)
string(REPLACE " " ";" sycl_compiler_flags_RelWithDebInfo_str ${sycl_compiler_flags_RelWithDebInfo_str})
list(JOIN sycl_compiler_flags_Debug " " sycl_compiler_flags_Debug_str)
string(REPLACE " " ";" sycl_compiler_flags_Debug_str ${sycl_compiler_flags_Debug_str})
add_custom_command(
OUTPUT ${cycles_kernel_oneapi_lib}
COMMAND ${CMAKE_COMMAND} -E env
"LD_LIBRARY_PATH=${sycl_compiler_root}/../lib:${OCLOC_INSTALL_DIR}/lib:${IGC_INSTALL_DIR}/lib"
# `$ENV{PATH}` is for compiler to find `ld`.
"PATH=${OCLOC_INSTALL_DIR}/bin:${sycl_compiler_root}:$ENV{PATH}"
${SYCL_COMPILER} $<$<CONFIG:Debug>:-g>$<$<CONFIG:RelWithDebInfo>:-g> ${sycl_compiler_flags}
${SYCL_COMPILER}
"$<$<CONFIG:Release>:${sycl_compiler_flags_Release_str}>"
"$<$<CONFIG:RelWithDebInfo>:${sycl_compiler_flags_RelWithDebInfo_str}>"
"$<$<CONFIG:Debug>:${sycl_compiler_flags_Debug_str}>"
"$<$<CONFIG:MinSizeRel>:${sycl_compiler_flags_Release_str}>"
COMMAND_EXPAND_LISTS
DEPENDS ${cycles_oneapi_kernel_sources})
endif()

View File

@@ -686,7 +686,7 @@ ccl_device_inline Spectrum bsdf_albedo(ccl_private const ShaderData *sd,
albedo *= ((ccl_private const PrincipledSheenBsdf *)sc)->avg_value;
break;
case CLOSURE_BSDF_HAIR_PRINCIPLED_ID:
albedo *= bsdf_principled_hair_albedo(sc);
albedo *= bsdf_principled_hair_albedo(sd, sc);
break;
default:
break;

View File

@@ -478,10 +478,18 @@ ccl_device_inline float bsdf_principled_hair_albedo_roughness_scale(
return (((((0.245f * x) + 5.574f) * x - 10.73f) * x + 2.532f) * x - 0.215f) * x + 5.969f;
}
ccl_device Spectrum bsdf_principled_hair_albedo(ccl_private const ShaderClosure *sc)
ccl_device Spectrum bsdf_principled_hair_albedo(ccl_private const ShaderData *sd,
ccl_private const ShaderClosure *sc)
{
ccl_private PrincipledHairBSDF *bsdf = (ccl_private PrincipledHairBSDF *)sc;
return exp(-sqrt(bsdf->sigma) * bsdf_principled_hair_albedo_roughness_scale(bsdf->v));
const float cos_theta_o = cos_from_sin(dot(sd->wi, safe_normalize(sd->dPdu)));
const float cos_gamma_o = cos_from_sin(bsdf->extra->geom.w);
const float f = fresnel_dielectric_cos(cos_theta_o * cos_gamma_o, bsdf->eta);
const float roughness_scale = bsdf_principled_hair_albedo_roughness_scale(bsdf->v);
/* TODO(lukas): Adding the Fresnel term here as a workaround until the proper refactor. */
return exp(-sqrt(bsdf->sigma) * roughness_scale) + make_spectrum(f);
}
ccl_device_inline Spectrum

View File

@@ -20,6 +20,7 @@ KERNEL_STRUCT_BEGIN(KernelBackground, background)
/* xyz store direction, w the angle. float4 instead of float3 is used
* to ensure consistent padding/alignment across devices. */
KERNEL_STRUCT_MEMBER(background, float4, sun)
KERNEL_STRUCT_MEMBER(background, int, use_sun_guiding)
/* Only shader index. */
KERNEL_STRUCT_MEMBER(background, int, surface_shader)
KERNEL_STRUCT_MEMBER(background, int, volume_shader)
@@ -39,6 +40,10 @@ KERNEL_STRUCT_MEMBER(background, int, use_mis)
KERNEL_STRUCT_MEMBER(background, int, lightgroup)
/* Light Index. */
KERNEL_STRUCT_MEMBER(background, int, light_index)
/* Padding. */
KERNEL_STRUCT_MEMBER(background, int, pad1)
KERNEL_STRUCT_MEMBER(background, int, pad2)
KERNEL_STRUCT_MEMBER(background, int, pad3)
KERNEL_STRUCT_END(KernelBackground)
/* BVH: own BVH2 if no native device acceleration struct used. */

View File

@@ -10,7 +10,7 @@
#ifndef WITH_CYCLES_OPTIMIZED_KERNEL_AVX2
# define KERNEL_STUB
#else
/* SSE optimization disabled for now on 32 bit, see bug T36316. */
/* SSE optimization disabled for now on 32 bit, see bug #36316. */
# if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
# define __KERNEL_SSE__
# define __KERNEL_SSE2__

View File

@@ -10,7 +10,7 @@
#ifndef WITH_CYCLES_OPTIMIZED_KERNEL_SSE2
# define KERNEL_STUB
#else
/* SSE optimization disabled for now on 32 bit, see bug T36316. */
/* SSE optimization disabled for now on 32 bit, see bug #36316. */
# if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
# define __KERNEL_SSE2__
# endif

View File

@@ -10,7 +10,7 @@
#ifndef WITH_CYCLES_OPTIMIZED_KERNEL_SSE41
# define KERNEL_STUB
#else
/* SSE optimization disabled for now on 32 bit, see bug T36316. */
/* SSE optimization disabled for now on 32 bit, see bug #36316. */
# if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
# define __KERNEL_SSE2__
# define __KERNEL_SSE3__

View File

@@ -645,7 +645,7 @@ ccl_device_inline void kernel_gpu_film_convert_half_write(ccl_global uchar4 *rgb
const int y,
const half4 half_pixel)
{
/* Work around HIP issue with half float display, see T92972. */
/* Work around HIP issue with half float display, see #92972. */
#ifdef __KERNEL_HIP__
ccl_global half *out = ((ccl_global half *)rgba) + (rgba_offset + y * rgba_stride + x) * 4;
out[0] = half_pixel.x;

View File

@@ -38,7 +38,7 @@ ccl_device_inline void gpu_parallel_sort_bucket_pass(const uint num_states,
ccl_gpu_shared int *buckets,
const ushort local_id,
const ushort local_size,
const ushort grid_id)
const uint grid_id)
{
/* Zero the bucket sizes. */
if (local_id < max_shaders) {
@@ -89,7 +89,7 @@ ccl_device_inline void gpu_parallel_sort_write_pass(const uint num_states,
ccl_gpu_shared int *local_offset,
const ushort local_id,
const ushort local_size,
const ushort grid_id)
const uint grid_id)
{
/* Calculate each partition's global offset from the prefix sum of the active state counts per
* partition. */

View File

@@ -109,7 +109,7 @@ struct kernel_gpu_##name \
const uint metal_global_id, \
const ushort metal_local_id, \
const ushort metal_local_size, \
const ushort metal_grid_id, \
const uint metal_grid_id, \
uint simdgroup_size, \
uint simd_lane_index, \
uint simd_group_index, \
@@ -122,7 +122,7 @@ kernel void cycles_metal_##name(device const kernel_gpu_##name *params_struct, \
const uint metal_global_id [[thread_position_in_grid]], \
const ushort metal_local_id [[thread_position_in_threadgroup]], \
const ushort metal_local_size [[threads_per_threadgroup]], \
const ushort metal_grid_id [[threadgroup_position_in_grid]], \
const uint metal_grid_id [[threadgroup_position_in_grid]], \
uint simdgroup_size [[threads_per_simdgroup]], \
uint simd_lane_index [[thread_index_in_simdgroup]], \
uint simd_group_index [[simdgroup_index_in_threadgroup]], \
@@ -135,7 +135,7 @@ void kernel_gpu_##name::run(thread MetalKernelContext& context, \
const uint metal_global_id, \
const ushort metal_local_id, \
const ushort metal_local_size, \
const ushort metal_grid_id, \
const uint metal_grid_id, \
uint simdgroup_size, \
uint simd_lane_index, \
uint simd_group_index, \

View File

@@ -89,7 +89,7 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg,
float u = sd->u;
float v = sd->v;
float w = 1.0f - u - v;
sd->N = (w * normals[0] + u * normals[1] + v * normals[2]);
sd->N = safe_normalize(w * normals[0] + u * normals[1] + v * normals[2]);
}
}

View File

@@ -454,8 +454,13 @@ ccl_device_forceinline bool guiding_bsdf_init(KernelGlobals kg,
ccl_private float &rand)
{
#if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 4
# if OPENPGL_VERSION_MINOR >= 5
if (kg->opgl_surface_sampling_distribution->Init(
kg->opgl_guiding_field, guiding_point3f(P), rand)) {
# else
if (kg->opgl_surface_sampling_distribution->Init(
kg->opgl_guiding_field, guiding_point3f(P), rand, true)) {
# endif
kg->opgl_surface_sampling_distribution->ApplyCosineProduct(guiding_point3f(N));
return true;
}
@@ -506,8 +511,13 @@ ccl_device_forceinline bool guiding_phase_init(KernelGlobals kg,
return false;
}
# if OPENPGL_VERSION_MINOR >= 5
if (kg->opgl_volume_sampling_distribution->Init(
kg->opgl_guiding_field, guiding_point3f(P), rand)) {
# else
if (kg->opgl_volume_sampling_distribution->Init(
kg->opgl_guiding_field, guiding_point3f(P), rand, true)) {
# endif
kg->opgl_volume_sampling_distribution->ApplySingleLobeHenyeyGreensteinProduct(guiding_vec3f(D),
g);
return true;

View File

@@ -149,7 +149,7 @@ ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
return;
continue;
}
#endif
@@ -159,7 +159,7 @@ ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
* generate a firefly for small lights since it is improbable. */
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
if (klight->use_caustics)
return;
continue;
}
#endif /* __MNEE__ */
@@ -169,7 +169,7 @@ ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
Spectrum light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, ray_time);
if (is_zero(light_eval)) {
return;
continue;
}
/* MIS weighting. */

View File

@@ -619,7 +619,12 @@ ccl_device_forceinline void volume_integrate_heterogeneous(
const Spectrum emission = volume_emission_integrate(
&coeff, closure_flag, transmittance, dt);
accum_emission += result.indirect_throughput * emission;
guiding_record_volume_emission(kg, state, emission);
# if OPENPGL_VERSION_MINOR < 5 // WORKAROUND #104329
if (kernel_data.integrator.max_volume_bounce > 1)
# endif
{
guiding_record_volume_emission(kg, state, emission);
}
}
}
@@ -961,9 +966,13 @@ ccl_device_forceinline bool integrate_volume_phase_scatter(
const Spectrum phase_weight = bsdf_eval_sum(&phase_eval) / phase_pdf;
/* Add phase function sampling data to the path segment. */
guiding_record_volume_bounce(
kg, state, sd, phase_weight, phase_pdf, normalize(phase_wo), sampled_roughness);
# if OPENPGL_VERSION_MINOR < 5 // WORKAROUND #104329
if (kernel_data.integrator.max_volume_bounce > 1)
# endif
{
guiding_record_volume_bounce(
kg, state, sd, phase_weight, phase_pdf, normalize(phase_wo), sampled_roughness);
}
/* Update throughput. */
const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
const Spectrum throughput_phase = throughput * phase_weight;
@@ -1058,7 +1067,11 @@ ccl_device VolumeIntegrateEvent volume_integrate(KernelGlobals kg,
const float3 direct_P = ray->P + result.direct_t * ray->D;
# ifdef __PATH_GUIDING__
# if OPENPGL_VERSION_MINOR < 5 // WORKAROUND #104329
if (kernel_data.integrator.use_guiding && kernel_data.integrator.max_volume_bounce > 1) {
# else
if (kernel_data.integrator.use_guiding) {
# endif
# if PATH_GUIDING_LEVEL >= 1
if (result.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
/* If the direct scatter event is generated using VOLUME_SAMPLE_DISTANCE the direct event
@@ -1130,7 +1143,12 @@ ccl_device VolumeIntegrateEvent volume_integrate(KernelGlobals kg,
# if defined(__PATH_GUIDING__)
# if PATH_GUIDING_LEVEL >= 1
if (!guiding_generated_new_segment) {
guiding_record_volume_segment(kg, state, sd.P, sd.wi);
# if OPENPGL_VERSION_MINOR < 5 // WORKAROUND #104329
if (kernel_data.integrator.max_volume_bounce > 1)
# endif
{
guiding_record_volume_segment(kg, state, sd.P, sd.wi);
}
}
# endif
# if PATH_GUIDING_LEVEL >= 4

View File

@@ -342,7 +342,7 @@ ccl_device_forceinline void area_light_update_position(const ccl_global KernelLi
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = invarea;
if (klight->area.tan_half_spread > 0) {
if (klight->area.normalize_spread > 0) {
ls->eval_fac = 0.25f * invarea;
ls->eval_fac *= area_light_spread_attenuation(
ls->D, ls->Ng, klight->area.tan_half_spread, klight->area.normalize_spread);

View File

@@ -113,13 +113,16 @@ ccl_device_noinline bool light_sample(KernelGlobals kg,
{
int prim;
MeshLight mesh_light;
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
ccl_global const KernelLightTreeEmitter *kemitter = &kernel_data_fetch(light_tree_emitters,
emitter_index);
prim = kemitter->prim;
mesh_light = kemitter->mesh_light;
}
else {
else
#endif
{
ccl_global const KernelLightDistribution *kdistribution = &kernel_data_fetch(
light_distribution, emitter_index);
prim = kdistribution->prim;

View File

@@ -132,11 +132,11 @@ color sky_radiance_nishita(vector dir, float nishita_data[10], string filename)
/* definitions */
vector sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2);
float sun_dir_angle = precise_angle(dir, sun_dir);
float half_angular = angular_diameter / 2.0;
float half_angular = angular_diameter * 0.5;
float dir_elevation = M_PI_2 - direction[0];
/* if ray inside sun disc render it, otherwise render sky.
* alternatively, ignore the sun if we're evaluating the background texture. */
/* If the ray is inside the sun disc, render it, otherwise render the sky.
* Alternatively, ignore the sun if we're evaluating the background texture. */
if (sun_dir_angle < half_angular && sun_disc == 1 && raytype("importance_bake") != 1) {
/* get 2 pixels data */
color pixel_bottom = color(nishita_data[0], nishita_data[1], nishita_data[2]);

View File

@@ -84,8 +84,8 @@ ccl_device_inline void sample_uniform_cone(const float3 N,
ccl_device_inline float pdf_uniform_cone(const float3 N, float3 D, float angle)
{
float zMin = cosf(angle);
float z = dot(N, D);
if (z > zMin) {
float z = precise_angle(N, D);
if (z < angle) {
return M_1_2PI_F / (1.0f - zMin);
}
return 0.0f;

View File

@@ -138,12 +138,13 @@ ccl_device float3 sky_radiance_nishita(KernelGlobals kg,
/* definitions */
float3 sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2_F);
float sun_dir_angle = precise_angle(dir, sun_dir);
float half_angular = angular_diameter / 2.0f;
float half_angular = angular_diameter * 0.5f;
float dir_elevation = M_PI_2_F - direction.x;
/* if ray inside sun disc render it, otherwise render sky.
* alternatively, ignore the sun if we're evaluating the background texture. */
if (sun_disc && sun_dir_angle < half_angular && !(path_flag & PATH_RAY_IMPORTANCE_BAKE)) {
/* If the ray is inside the sun disc, render it, otherwise render the sky.
* Alternatively, ignore the sun if we're evaluating the background texture. */
if (sun_disc && sun_dir_angle < half_angular &&
!((path_flag & PATH_RAY_IMPORTANCE_BAKE) && kernel_data.background.use_sun_guiding)) {
/* get 2 pixels data */
float y;

View File

@@ -13,6 +13,7 @@
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/osl.h"
#include "scene/pointcloud.h"
#include "scene/scene.h"
#include "scene/shader.h"
@@ -25,7 +26,6 @@
#ifdef WITH_OSL
# include "kernel/osl/globals.h"
# include "kernel/osl/services.h"
#endif
#include "util/foreach.h"
@@ -1717,20 +1717,7 @@ void GeometryManager::device_update_displacement_images(Device *device,
/* If any OSL node is used for displacement, it may reference a texture. But it's
* unknown which ones, so have to load them all. */
if (has_osl_node) {
set<OSLRenderServices *> services_shared;
device->foreach_device([&services_shared](Device *sub_device) {
OSLGlobals *og = (OSLGlobals *)sub_device->get_cpu_osl_memory();
services_shared.insert(og->services);
});
for (OSLRenderServices *services : services_shared) {
for (auto it = services->textures.begin(); it != services->textures.end(); ++it) {
if (it->second->handle.get_manager() == image_manager) {
const int slot = it->second->handle.svm_slot();
bump_images.insert(slot);
}
}
}
OSLShaderManager::osl_image_slots(device, image_manager, bump_images);
}
#endif

View File

@@ -255,8 +255,10 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
kintegrator->scrambling_distance = scrambling_distance;
kintegrator->sobol_index_mask = reverse_integer_bits(next_power_of_two(aa_samples - 1) - 1);
kintegrator->use_light_tree = scene->integrator->use_light_tree;
if (light_sampling_threshold > 0.0f) {
/* NOTE: The kintegrator->use_light_tree is assigned to the efficient value in the light manager,
* and the synchronization code is expected to tag the light manager for update when the
* `use_light_tree` is changed. */
if (light_sampling_threshold > 0.0f && !kintegrator->use_light_tree) {
kintegrator->light_inv_rr_threshold = scene->film->get_exposure() / light_sampling_threshold;
}
else {

View File

@@ -750,7 +750,7 @@ void LightManager::device_update_background(Device *device,
/* Determine sun direction from lat/long and texture mapping. */
float latitude = sky->get_sun_elevation();
float longitude = M_2PI_F - sky->get_sun_rotation() + M_PI_2_F;
float longitude = sky->get_sun_rotation() + M_PI_2_F;
float3 sun_direction = make_float3(
cosf(latitude) * cosf(longitude), cosf(latitude) * sinf(longitude), sinf(latitude));
Transform sky_transform = transform_inverse(sky->tex_mapping.compute_transform());
@@ -772,7 +772,8 @@ void LightManager::device_update_background(Device *device,
}
/* If there's more than one sun, fall back to map sampling instead. */
if (num_suns != 1) {
kbackground->use_sun_guiding = (num_suns == 1);
if (!kbackground->use_sun_guiding) {
kbackground->sun_weight = 0.0f;
environment_res.x = max(environment_res.x, 4096);
environment_res.y = max(environment_res.y, 2048);

View File

@@ -394,7 +394,7 @@ bool OSLShaderManager::osl_compile(const string &inputfile, const string &output
/* Compile.
*
* Mutex protected because the OSL compiler does not appear to be thread safe, see T92503. */
* Mutex protected because the OSL compiler does not appear to be thread safe, see #92503. */
static thread_mutex osl_compiler_mutex;
thread_scoped_lock lock(osl_compiler_mutex);
@@ -665,6 +665,27 @@ OSLNode *OSLShaderManager::osl_node(ShaderGraph *graph,
return node;
}
/* Static function, so only this file needs to be compile with RTTT. */
void OSLShaderManager::osl_image_slots(Device *device,
ImageManager *image_manager,
set<int> &image_slots)
{
set<OSLRenderServices *> services_shared;
device->foreach_device([&services_shared](Device *sub_device) {
OSLGlobals *og = (OSLGlobals *)sub_device->get_cpu_osl_memory();
services_shared.insert(og->services);
});
for (OSLRenderServices *services : services_shared) {
for (auto it = services->textures.begin(); it != services->textures.end(); ++it) {
if (it->second->handle.get_manager() == image_manager) {
const int slot = it->second->handle.svm_slot();
image_slots.insert(slot);
}
}
}
}
/* Graph Compiler */
OSLCompiler::OSLCompiler(OSLShaderManager *manager, OSL::ShadingSystem *ss, Scene *scene)

View File

@@ -92,6 +92,9 @@ class OSLShaderManager : public ShaderManager {
const std::string &bytecode_hash = "",
const std::string &bytecode = "");
/* Get image slots used by OSL services on device. */
static void osl_image_slots(Device *device, ImageManager *image_manager, set<int> &image_slots);
private:
void texture_system_init();
void texture_system_free();

View File

@@ -153,6 +153,16 @@ static float3 output_estimate_emission(ShaderOutput *output, bool &is_constant)
estimate *= node->get_float(strength_in->socket_type);
}
/* Lower importance of emission nodes from automatic value/color to shader
* conversion, as these are likely used for previewing and can be slow to
* build a light tree for on dense meshes. */
if (node->type == EmissionNode::get_node_type()) {
EmissionNode *emission_node = static_cast<EmissionNode *>(node);
if (emission_node->from_auto_conversion) {
estimate *= 0.1f;
}
}
return estimate;
}
else if (node->type == LightFalloffNode::get_node_type() ||
@@ -573,7 +583,7 @@ void ShaderManager::device_update_common(Device * /*device*/,
kfilm->is_rec709 = is_rec709;
}
void ShaderManager::device_free_common(Device *, DeviceScene *dscene, Scene *scene)
void ShaderManager::device_free_common(Device * /*device*/, DeviceScene *dscene, Scene * /*scene*/)
{
dscene->shaders.free();
}

View File

@@ -260,6 +260,7 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
if (to->type() == SocketType::CLOSURE) {
EmissionNode *emission = create_node<EmissionNode>();
emission->from_auto_conversion = true;
emission->set_color(one_float3());
emission->set_strength(1.0f);
convert = add(emission);

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