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`.
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
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
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
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
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
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
`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
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.
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.
- 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.
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).
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.
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
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.
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
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
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.
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.
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
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
Added missing documentation for `draw_cursor_add` and
`draw_cursor_remove` methods for `WindowManager`.
Differential Revision: https://developer.blender.org/D14860
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
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
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.
`9c14039a8f4b5f` broke blenlib tests in release builds, due to how
`EXPECT_BLI_ASSERT` works (in release builds it just calls the given
function, so if that crashes then the test fails).
For now remove that check in the test.
Remove the use of a separate contiguous positions array now that
they are stored that way in the first place. This allows removing the
complexity of tracking whether it is allocated and deformed in the
mesh modifier stack.
Instead of deferring the creation of the final mesh until after the
positions have been copied and deformed, create the final mesh
first and then deform its positions.
Since vertex and face normals are calculated lazily, we can rely on
individual modifiers to calculate them as necessary and simplify
the modifier stack. This was hard to change before because of the
separate array of deformed positions.
Differential Revision: https://developer.blender.org/D16971
When activating a rotation with the Transform gizmo for example, some
gizmos are hidden but they don't reappear when changing the mode.
Make sure the gizmos corresponding to the mode always reappear.
This patch optimises subsurface intersection queries on MetalRT. Currently intersect_local traverses from the scene root, retrospectively discarding all non-local hits. Using a lookup of bottom level acceleration structures, we can explicitly query only the relevant instance. On M1 Max, with MetalRT selected, this can give a render speedup of 15-20% for scenes like Monster which make heavy use of subsurface scattering.
Patch authored by Marco Giordano.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17153
`em_setup_vivewcontext` cannot be used in this function now as it
expects `obedit` to be a mesh. It also duplicated the viewcontext init.
Instead `BKE_editmesh_from_object` is called only when type is a mesh.
Existing `BKE_main_namemap_destroy` is too specific when a entire Main
needs to have its namemaps cleared, since it would not handle the
Library ones.
While in regular situation current code is fine, ID management code that
may also edit linked data needs a wider, simpler clearing tool.
Current `BKE_id_remapper_add` would not replace an already existing
mapping rule, now `BKE_id_remapper_add_overwrite` allows that behavior
if necessary.
If identity pairs (i.e. old ID pointer being same as new one) was
forbidden, then this should be asserted against in code defining
remapping, not in code applying it.
But it is actually sometimes usefull to allow/use identity pairs, so
simply early-return on these instead of asserting.
The goal is to give technical artists the ability to optimize modifier usage
and/or geometry node groups for performance. In the long term, it
would be useful if Blender could provide its own UI to display profiling
information to users. However, right now, there are too many open
design questions making it infeasible to tackle this in the short term.
This commit uses a simpler approach: Instead of adding new ui for
profiling data, it exposes the execution-time of modifiers in the Python
API. This allows technical artists to access the information and to build
their own UI to display the relevant information. In the long term this
will hopefully also help us to integrate a native ui for this in Blender
by observing how users use this information.
Note: The execution time of a modifier highly depends on what other
things the CPU is doing at the same time. For example, in many more
complex files, many objects and therefore modifiers are evaluated at
the same time by multiple threads which makes the measurement
much less reliable. For best results, make sure that only one object
is evaluated at a time (e.g. by changing it in isolation) and that no
other process on the system keeps the CPU busy.
As shown below, the execution time has to be accessed on the
evaluated object, not the original object.
```lang=python
import bpy
depsgraph = bpy.context.view_layer.depsgraph
ob = bpy.context.active_object
ob_eval = ob.evaluated_get(depsgraph)
modifier_eval = ob_eval.modifiers[0]
print(modifier_eval.execution_time, "s")
```
Differential Revision: https://developer.blender.org/D17185
The `SNAP_FORCED` setting is set to the operation and not the snap
status.
Therefore, this option should not be cleared along with the other
statuses when resetting snapping.
Move then the location of this setting to `TransInfo::modifiers`.
BGL deprecation calls used to be reported on each use. As bgl calls
are typically part of a handler that is triggered at refresh this
could lead to overflow of messages and slowing down systems when
the terminal/console had to be refreshed as well.
This patch only reports the first 100 bgl deprecation calls. This
gives enough feedback to the developer that changes needs to be made
. But still provides good responsiveness to users when they have
such add-on enabled. Only the first frames can have a slowdown.
This patch adds two new kernels: SORT_BUCKET_PASS and SORT_WRITE_PASS. These replace PREFIX_SUM and SORTED_PATHS_ARRAY on supported devices (currently implemented on Metal, but will be trivial to enable on the other backends). The new kernels exploit sort partitioning (see D15331) by sorting each partition separately using local atomics. This can give an overall render speedup of 2-3% depending on architecture. As before, we fall back to the original non-partitioned sorting when the shader count is "too high".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16909
This patch removes the option to select both AMD and Intel GPUs on system that have both. Currently both devices will be selected by default which results in crashes and other poorly understood behaviour. This patch adds precedence for using any discrete AMD GPU over an integrated Intel one. This can be overridden with CYCLES_METAL_FORCE_INTEL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17166
This patch fixes T103393 by undefining `__LIGHT_TREE__` on Metal/AMD as it has an unexpected & major impact on performance even when light trees are not in use.
Patch authored by Prakash Kamliya.
Reviewed By: brecht
Maniphest Tasks: T103393
Differential Revision: https://developer.blender.org/D17167
The merge down operator was sometimes copying the wrong frame, which altered the animation.
While merging the layers, it is sometimes needed to duplicate a keyframe,
when the lowest layer does not have a keyframe but the highest layer does.
Instead of duplicating the previous keyframe of the lowest layer, the code
was actually duplicating the active frame of the layer which was the current frame in the timeline.
This patch fixes the issue by setting the previous keyframe of the layer as its active frame before duplication.
Related issue: T104371.
Differential Revision: https://developer.blender.org/D17214
Mutex locks for manipulating GHOST_System::m_timerManager from
GHOST_SystemWayland relied on WAYLAND being the only user of the
timer-manager.
This isn't the case as timers are fired from
`GHOST_System::dispatchEvents`.
Resolve by using a separate timer-manager for wayland key-repeat timers.
Resolve a thread safety issue reported by valgrind's helgrind checker,
although I wasn't able to redo the error in practice.
NULL check on the key-repeat timer also needs to lock, otherwise it's
possible the timer is set in another thread before the lock is acquired.
Now all key-repeat timer access which may run from a thread
locks the timer mutex before any checks or timer manipulation.
There were two errors with the function used to convert face sets
to the legacy mesh format for keeping forward compatibility:
- It was moved before `CustomData_blend_write_prepare` so it
operated on an empty span.
- It modified the mesh when it's only supposed to change the copy
of the layers written to the file.
Differential Revision: https://developer.blender.org/D17210
This implements two optimizations:
* If the duplication count is constant, the offsets array can be
filled directly in parallel.
* Otherwise, extracting the counts from the virtual array is parallelized.
But there is still a serial loop over all elements in the end to compute
the offsets.
In the unlikely case an area could not be created OPERATOR_CANCELLED
was returned, this has the same value of WM_HANDLER_HANDLED however
break is logical in this situation and both flags work.
If GetFileAttributesW returns an error, only debug assert if the reason
is file not found.
See D17204 for more details.
Differential Revision: https://developer.blender.org/D17204
Reviewed by Ray Molenkamp
Allow preview region to change cursor as per the selected tool
Reviewed by: campbellbarton, ISS
Differential Revision: https://developer.blender.org/D16878
This makes the code more readable.
In this commit also the `int curr_side_unclamp` member was moved to
`EdgeSlideParams` as it is a common value for all "Containers".
There was an inconsistency between geometry sample nodes and mesh/curve
sample nodes, where the latter didn't have a special "Sample" category,
and we categorized as "Operations", which they were not. Also put the
sample category between "Read" and "Write" since the verb name is
more consistent and sampling is an advanced form of reading.
In some cases panels without headers were drawn too wide in sidebars
with region overlap.
Instead of always using the maximum width the view allows, headerless
panels now also use the width calculated in
`panel_draw_width_from_max_width_get`. The function already returns the
correct width in all cases and also takes care of insetting the panels,
when their backdrop needs to be drawn, which is necessary for headerless
panels, too, when there is region overlap.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D17194
This is both a cleanup and a preparation for the Principled v2 changes.
Notable changes:
- Clearcoat weight is now folded into the closure weight, there's no reason
to track this separately.
- There's a general-purpose helper for computing a Closure's albedo, which is
currently used by the denoising albedo and diffuse/gloss/transmission color
passes.
- The d/g/t color passes didn't account for closure albedo before, this means
that e.g. metallic shaders with Principled v2 now have their color texture
included in the glossy color pass. Also fixes T104041 (sheen albedo).
- Instead of precomputing and storing the albedo during shader setup, compute
it when needed. This is technically redundant since we still need to compute
it on shader setup to adjust the sample weight, but the operation is cheap
enough that freeing up the storage seems worth it.
- Future changes (Principled v2) are easier to integrate since the Fresnel
handling isn't all over the place anymore.
- Fresnel handling in the Multiscattering GGX code is still ugly, but since
removing that entirely is the next step, putting effort into cleaning it up
doesn't seem worth it.
- Apart from the d/g/t color passes, no changes to render results are expected.
Differential Revision: https://developer.blender.org/D17101
Useful for validating changes when sampling/noise changes:
- First run with BLENDER_TEST_UPDATE=1 and e.g. CYCLESTEST_SPP_MULTIPLIER=32
- Apply your change
- Run with only CYCLESTEST_SPP_MULTIPLIER=32
- Compare
- Reset the SVN repo
Differential Revision: https://developer.blender.org/D17107
Cycles ignores the size of spot lights, therefore the illuminated area doesn't match the gizmo. This patch resolves this discrepancy.
| Before (Cycles) | After (Cycles) | Eevee
|{F14200605}|{F14200595}|{F14200600}|
This is done by scaling the ray direction by the size of the cone. The implementation of `spot_light_attenuation()` in `spot.h` matches `spot_attenuation()` in `lights_lib.glsl`.
**Test file**:
{F14200728}
Differential Revision: https://developer.blender.org/D17129
Own mistake in d204830107.
For some buttons the type is changed after construction, which means the button
has to be reconstructed. For example number buttons can be turned into number
slider buttons this way. New code was unintentionally overriding the button
type after reconstruction with the old type again.
Use the `SharedCache` concept introduced in D16204 to share lazily
calculated evaluated data between original and multiple evaluated
curves data-blocks. Combined with D14139, this should basically remove
most costs associated with copying large curves data-blocks (though
they add slightly higher constant overhead). The caches should
interact well with undo steps, limiting recalculations on undo/redo.
Options for avoiding the new overhead associated with the shared
caches are described in T104327 and can be addressed separately.
Simple situations affected by this change are using any of the following data
on an evaluated curves data-block without first invalidating it:
- Evaluated offsets (size of evaluated curves)
- Evaluated positions
- Evaluated tangents
- Evaluated normals
- Evaluated lengths (spline parameter node)
- Internal Bezier and NURBS caches
In a test with 4m points and 170k curves, using curve normals in a
procedural setup that didn't change positions procedurally gave 5x
faster playback speeds. Avoiding recalculating the offsets on every
update saved about 3 ms for every sculpt update for brushes that don't
change topology.
Differential Revision: https://developer.blender.org/D17134
This will add a proper modal keymap for the node link drag operator.
It allows the user to customize the keys used to start drag and so on.
Also it gets rid of the custom status bar message.
Differential Revision: https://developer.blender.org/D17190
No user-visible changes expected.
Essentially, this makes it possible to use C++ types like `std::function`
inside `uiBut`. This has plenty of benefits, for example this should help
significantly reducing unsafe `void *` use (since a `std::function` can hold
arbitrary data while preserving types).
----
I wanted to use a non-trivially-constructible C++ type (`std::function`) inside
`uiBut`. But this would mean we can't use `MEM_cnew()` like allocation anymore.
Rather than writing worse code, allow non-trivial construction for `uiBut`.
Member-initializing all members is annoying since there are so many, but rather
safe than sorry. As we use more C++ types (e.g. convert callbacks to use
`std::function`), this should become less since they initialize properly on
default construction.
Also use proper C++ inheritance for `uiBut` subtypes, the old way to allocate
based on size isn't working anymore.
Differential Revision: https://developer.blender.org/D17164
Reviewed by: Hans Goudey
Currently this conversion (which happens when using modifiers in edit
mode, for example) is completely single threaded. It's harder than some
other areas to multithread because BMesh elements don't always know
their indices (and vise versa), and because the dynamic AoS format
used by BMesh makes some typical solutions not helpful.
This patch proposes to split the operation into two steps. The first
updates the indices of BMesh elements and builds tables for easy
iteration later. It also checks if some optional mesh attributes
should be added. The second uses parallel loops over all elements,
copying attribute values and building the Mesh topology.
Both steps process different domains in separate threads (though the
first has to combine faces and loops). Though this isn't proper data
parallelism, it's quite helpful because each domain doesn't affect the
others.
**Timings**
I tested this on a Ryzen 7950x with a 1 million face grid, with no
extra attributes and then with several color attributes and vertex
groups.
| File | Before | After |
| Simple | 101.6 ms | 59.6 ms |
| More Attributes | 149.2 ms | 65.6 ms |
The optimization scales better with more attributes on the BMesh. The
speedup isn't as linear as multithreading other operations, indicating
added overhead. I think this is worth it though, because the user is
usually actively interacting with a mesh in edit mode.
See the differential revision for more timing information.
Differential Revision: https://developer.blender.org/D16249
Whenever a transform operation is activated by gizmo, the gizmo
modal is maintained, but its drawing remains the same even if the
transform mode or constrain is changed.
So update the gizmo according to the mode or constrain set.
NOTE: Currently only 3D view gizmo is affected
The operator has the option to add to selected FCurves instead
of only the active, but it was only exposed in the redo panel.
This patch adds the operator to the right-click menu on FCurve channels,
and to the channel menu in the Graph editor.
Both times with configured to add to selected
instead of only the active FCurve
Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D17066
Ref: D17066
Implements T103858: in OBJ importer and exporter, and in Collada
exporter, present axis choices as a dropdown instead of inline button
row.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D17186
- Replace type annotations with doc-strings, the current conventions is
not to use type annotations in startup scripts.
- Replace abbreviation "idx" with "index" in public arguments/properties.
- Replace `len(..) > 0` with boolean checks.
- Add `__all__` to list public members.
- Use `arg` instead of `param` for doc-strings.
- Locate the doc-string so it shows as `__doc__`.
The recursion depth was checked for equality with a maximum depth,
allowing leaves with more primitives if a certain depth was reached.
However, a single leaf must always use the same material (including
set_smooth), so if a leaf contained multiple materials it was split
anyway. This meant that in the next recursion step the depth was
larger than the cutoff value and it would go back to recursing until
the number of primitives was small enough, ignoring the recursion
depth for the rest of the process.
In certain edge cases this could lead to a stack overflow.
Even with the check changed from 'equality' to 'larger or equal'
this could still fail in the pathological case where every primitive
has another material. But that can't be helped, and it wouldn't
realistically happen either.
Differential Revsision: https://developer.blender.org/D17188
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.
This declaration change tells the evaluation system that the radius
field is evaluated on the input geometry. Which in turn means that
attributes referenced by the radius field should be propagated to
the geometry.
After Win32 API call GetFileAttributesW, check for
INVALID_FILE_ATTRIBUTES, which is returned on error,
usually if file not found.
See D17176 for more details.
Differential Revision: https://developer.blender.org/D17176
Reviewed by Ray Molenkamp
The declaration of group nodes using unavailable linked groups contains
a `skip_updating_sockets` tag, which indicates that the node shouldn't
change. This information was not used properly further down the line.
Versioning code in `do_versions_after_linking_260` inserted new group input
and output nodes. And (reasonably?) expected sockets to exist on those nodes.
However, `nodeAddStaticNode` did not initialize sockets on nodes with that use
`declare_dynamic` yet. This patch changes it so that `declare_dynamic` is used
in more places, which caused issues during file loading when node groups are
updated in somewhat arbitrary order (not in an order that is based on which
groups use which).
Differential Revision: https://developer.blender.org/D17183
Adds two operators to select linked vertices in weight paint mode.
Similar to how it works in edit mode.
Press "L" to select vertices under the cursor,
or CTRL + "L" to select anything linked to the current selection.
Reviewed by: Sybren A. Stüvel, Hans Goudey, Marion Stalke
Differential Revision: https://developer.blender.org/D16848
Ref: D16848
`ED_GIZMO_CAGE2D_STYLE_CIRCLE` now draw circles. The previous `ED_GIZMO_CAGE2D_STYLE_CIRCLE`, which drew rectangles, is renamed to `ED_GIZMO_CAGE2D_STYLE_RECTANGLE`. The meaning of `ED_GIZMO_CAGE2D_STYLE_BOX` is now unclear and probably needs to be renamed too.
Ref T104280
Maniphest Tasks: T104280
Differential Revision: https://developer.blender.org/D17174
Remove some assumptions that an FCurve with a single keyframe always is
extrapolated in constant fashion. There's no reason for the Beziér handles
to be ignored in such a case.
FCurve evaluation already worked properly, it was just the drawing in the
graph editor and the selectability of the handles that needed adjustments.
Test case is a smaller step towards supporting Vulkan. Other
test cases rely on SSBOs as well so it is better to first satisfy
this step before handling the others.
Even though the dope sheet respects the pinned channels, it did not show the icon to interact with the pinned state.
This adds the icon to the dope sheet as well.
{F14178715}
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D17061
Ref: D17061
n versioning, when converting CD_SCULPT_FACE_SETS to CD_PROP_INT32
the layers were not kept properly ordered by type.
This was discovered while investigating T104053
Differential Revision: D17165
Previously, having the "Encoding speed" set to "slowest" would choose
libaom-av1 first and librav1e second. This change makes Blender choose
librav1e first (and has a fallback to whatever other AV1 codec is
available if librav1e is not installed).
Addresses /T103849 on systems where librav1e codec available.
Reviewed By: sergey, ISS
Maniphest Tasks: T103849
Differential Revision: https://developer.blender.org/D17002
In the previous situation the message was shown for Apple devices.
But this is not correct and confusing.
- Apple with Metal backend are supported, OpenGL on Apple isn't
- Legacy devices on Windows or Linux are also not supported.
This change will check that the capabilities of the GPU match the
requirements to use Viewport compositor. Based on those capabilities
a message is shown and the panel is activated.
In File Browser, correct full path creation so that it works correctly
in recursive listings.
See D17175 for more details.
Differential Revision: https://developer.blender.org/D17175
Reviewed by Julian Eisel
Blender crashes when Simplify is enabled and set to 0.
This is because mesh_to_volume_grid returns nullptr at voxel size 0.
A simple null-check fixes this problem.
Differential Revision: https://developer.blender.org/D17122
`WM_modalkeymap_items_to_string` is expected to always return a string.
But in the special case of zero length, the returned string was not
terminated with `'\0'`.
This can cause problems with the header of the knife tool for example.
It always uses the returned string.
(This issue was observed when investigating T103804).
This reverts commit 11a9578a19.
Reverting this because there was a miscommunication between Simon and me. Shortly
before I committed the change, Simon noticed that there are cases when "Hide Value"
is checked to hide the value in a group node, but we still want to show the value
in the modifier.
Normals falloff mask is created inverted compared
to how other falloffs work. It's now un-inverted
in a final step at the end.
Also exposed the normals falloff smooth steps as
an RNA property.
When the "Hide Value" option of a group input is enabled, only its name
is displayed in group nodes. Modifiers should have the same behavior.
However, for modifiers, only showing the name does not make sense
when the user can't edit the value. Therefore the value is not shown at all.
The image manager used to handle OSL textures on the GPU by
default loads images after displacement is evaluated. This is a
problem when the displacement shader uses any textures, hence
why the geometry manager already makes the image manager
load any images used in the displacement shader graph early
(`GeometryManager::device_update_displacement_images`).
This only handled Cycles image nodes however, not OSL nodes, so
if any `texture` calls were made in OSL those would be missed and
therefore crash when accessed on the GPU. Unfortunately it is not
simple to determine which textures referenced by OSL are needed
for displacement, so the solution for now is to simply load all of
them early if true displacement is used.
This patch also fixes the result of the displacement shader not
being used properly in OptiX.
Maniphest Tasks: T104240
Differential Revision: https://developer.blender.org/D17162
Was using squared cosine instead of cosine. The problem is obvious for large spread angles.
|before|after
|{F14220946}|{F14220948}
The images are generating by returning `floor(spotmask)` in function `spot_attenuation()` in `lights_lib.glsl`.
Thoses are added for better component masking syntax.
This avoids the harder to read `float2(my_vec4)`.
This is not meant to be fully usable swizzling support but could be
extended in the future.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2()`).
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D17160
Reduces the GLSL to MSL translation stage of shader compilation from 120 ms to 5 ms for complex EEVEE materials. This manifests in faster overall compilations, and faster cache hits for secondary compilations, as the MSL variant is needed as a key.
Startup time is also improved for both first-run and second-run. Note that this change does not affect shader compilation times within the Metal API.
Also disables shader output to disk
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16990
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17033
Replace texelFetch calls with a texture point-sample rather than a textureRead call. This increases texture cache utilisation when mixing between sampled calls and reads. Bounds checking can also be removed from these functions, reducing instruction count and branch divergence, as the sampler routine handles range clamping.
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16923
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17021
Test results were generated from incorrect code.
Code was fixed, but test results weren't updated.
This patch updates the test results to match the implementation.
- `projection_perspective.w.w == 0.0`
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
Authored by Sonny Campbell.
Currently when importing a USD file, some of the camera properties are
ignored, or the units are not converted correctly from USD world units.
On import we currently set the focal length, but not the camera sensor
size (horizontal and vertical aperture), so the camera field of view
is wrong. The sensor size information is in the USD file, but is ignored
for perspective cameras.
USD uses "tenth of a world unit" scale for some physical camera properties
like focal length and aperture.
https://graphics.pixar.com/usd/release/api/class_usd_geom_camera.html#UsdGeom_CameraUnits
I have added the UsdStage's metersPerUnit parameter to the ImportSettings
so the camera can do the required conversion on import. This will convert from
the USD file's world units to millimeters for Blender's camera settings.
Reviewed by: Sybren and makowalski.
Differential Revision: https://developer.blender.org/D16019
The `MultiDevice` implementation of `get_cpu_osl_memory` returns a
nullptr when there is no CPU device in the mix. As such access to that
crashed in `update_osl_globals`. But that only updates maps that are not
currently used on the GPU anyway, so can just skip that when the CPU
is not used for rendering.
Maniphest Tasks: T104216
The glsl files + create infos of shaders that are only used
during development where still being compiled into blender.
This isn't needed and shouldn't be included. This change will
only include them when WITH_GTEST and WITH_OPENGL_DRAW_TESTS are
enabled. All other cases those files will be skipped.
Resolve an issue where released buffers were returned to the reusable memory pool before GPU work associated with these buffers had been encoded. Usually release of memory pools is dependent on successful completion of GPU work via command buffer callbacks. However, if the pool refresh operation occurs between encoding of work and submission, buffer ref-count is prematurely decremented.
Patch also ensures safe buffer free lists are only flushed once a set number of buffers have been used. This reduces overhead of small and frequent flushes, without raising the memory ceiling significantly.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17118
Compute test case still used legacy API to construct
GLSL shaders. This change will migrate it to use the
GPUShaderCreateInfo's.
In preparation to run test-cases against non-opengl
back-ends.
Due to shader global scope emulation via class interface, global constant arrays in shaders are allocated in per-thread shader local memory. To reduce memory pressure, placing these constant arrays inside function scope will ensure they only reside within device constant memory. This results in a tangible 1.5-2x performance uplift for the specific shaders affected.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17089
Paths to vulkan libraries, paths and related components were
hardcoded in the platform cmake file. This patch separates
this by using adding CMake modules for Vulkan and ShaderC.
This change has only been applied to the macOs configuration as
that is currently our main platform for development. Other platforms
will be added during the development of the Vulkan back-end.
Metal backend does not support primtiive restart for point primtiives. Hence strip_restart_indices removes restart indices by swapping them to the end of the index buffer and reducing the length.
An edge-case existed where all indices within the index buffer were restarts and no valid swap-index would be found, resulting in a buffer underflow.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17088
This patch adds support for compilation and execution of GLSL compute shaders. This, along with a few systematic changes and fixes, enable realtime compositor functionality with the Metal backend on macOS. A number of GLSL source modifications have been made to add the required level of type explicitness, allowing all compilations to succeed.
GLSL Compute shader compilation follows a similar path to Vertex/Fragment translation, with added support for shader atomics, shared memory blocks and barriers.
Texture flags have also been updated to ensure correct read/write specification for textures used within the compositor pipeline. GPU command submission changes have also been made in the high level path, when Metal is used, to address command buffer time-outs caused by certain expensive compute shaders.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T99210
Reviewed By: fclem
Maniphest Tasks: T99210, T96261
Differential Revision: https://developer.blender.org/D16990
Recent changes in our GLSL libraries didn't compile on Vulkan. This
change reverts a compile directive that was removed, but required
in order to compile using the Vulkan backend.
Extract:
- EEVEE: Compiling Shaders (the same message exists in EEVEE Next, but
it uses string concatenation and I don't know yet how to deal with
those--see T92758)
Disambiguate:
- Pan (audio, camera)
- Box (TextSequence)
- Mix (noun in constraints, GP materials)
- Volume (object type, file system)
- Floor (math integer part, 3D viewport horizontal plane)
- Impossible to disambiguate the constraint name because
bConstraintTypeInfo doesn't have a context field.
- Show Overlay (in the sequence editor, use the same message as other
editors to avoid a confusion with the Frame Overlay feature, also
called "Show Overlay")
Additionally, fix a few issues reported by Joan Pujolar (@jpujolar)
in T101830.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D17114
When moving or linking an object to a collection, the report was not
properly translatable. In French for instance, it would give
nonsensical half-translated sentences such as "<Object> moved vers
<collection>", instead of "<Object> déplacé vers <collection>".
Instead, separate the report into the four possible translations (one
or multiple objects, linking or moving). This is very verbose and less
legible, but it ensure the sentences can be properly translated,
including plurals in languages which use grammatical agreement.
In addition, use BKE_collection_ui_name_get() to get the collection
name, because the Scene Collection's name is hardcoded, but it can be
localized.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D17112
This operator updates scene strip internal length to reflect target
scene length. Previously scene strip had to be deleted and added from
scratch. Scene strip length in timeline will not be changed.
The code removed here was intended to be an optimization that
avoids creating an additional node to join multiple attribute sets.
However, that optimization did not work, because it did not take
into account whether the single attribute set is required or not.
Allow to explicitly swap node links by pressing the alt-key while
reconnecting node links. This replaces the old auto-swapping based on
matching prefixes in socket names.
The new behavior works as follows:
* By default plugging links into already occupied (single input)
sockets will connect the dragged link and remove the existing one.
* Pressing the alt-key while dragging an existing node link from one
socket to another socket that is already connected will swap the
links' destinations.
* Pressing the alt-key while dragging a new node link into an already
linked socket will try to reconnect the existing links into another
socket of the same type and remove the links, if no matching socket
is found on the node. This is similar to the old auto-swapping.
Swapping links from or to multi input sockets is not supported.
This commit also makes the link drag tooltip better visible, when using
light themes by using the text theme color.
Reviewed By: Hans Goudey, Simon Thommes
Differential Revision: https://developer.blender.org/D16244
Most operations where strips are duplicated use `SEQ_animation` API,
which handles keyframe animation. Now drivers are handled as well.
When group of strips is duplicated and driver references other strip,
it will still reference original strip. However, this is much better,
than previous behavior, when strip duplication results in "transfer" of
driver from original strip to duplicated one.
Fixes T104141
Simplify `BM_uv_element_map_create` by using `BM_face_calc_area_uv_signed`.
Remove unused UV winding code in `BM_uv_vert_map_create`.
Fixes unlikely memory leak in `BKE_mesh_uv_vert_map_create`.
No functional changes.
Differential Revision: https://developer.blender.org/D17137
This adds a new operator: bpy.ops.mesh.flip_quad_tessellation()
This operator rotates the internal loops of the selected quads, allowing
the user to control tessellation without destructively altering the
mesh.
{F14201995}
This operator can be found in the "Face" menu (Ctrl+F) under "Face
Data".
{F14201997}
Reviewed By: campbellbarton, dbystedt
Differential Revision: https://developer.blender.org/D17056
Some miscellaneous cleanups left over from a fix/cleanup combo:
- Use const variables
- Use the C++ `math` namespace functions
- Use `std::array` for arrays with size known at compile time
- Use `MutableSpan` instead of reference to array
Differential Revision: https://developer.blender.org/D17094
In the node groups for T103730, the "Points of Curve" node is often used to
retrieve the root point of every curve. Since the curve point offsets array
already contains that data directly, we can detect this as a special case and
avoid all the other work.
Differential Revision: https://developer.blender.org/D17128
MoltenVK wasn't found as it was previous part of lib/vulkan.
as lib/vulkan now doesn't contain
the full sdk, we will use a moltenvk folder.
At this moment the moltenvk folder isn't filled, but will eventually be.
These changes were authored by Michael B Johnson (drwave).
The default Blender USD export currently produces files that trigger
errors in the usdchecker that ships with USD 22.11.
The changes are:
- Set the defaultPrim if no defaultPrim is set. This sets it to the
first prim in the hierarchy which matches the behaviour of Pixar's
referencing (where referencing a USD layer without a defaultPrim will
pick the first prim) as well as matches the logic in Pixar's Maya USD
exporter code.
- Applies the MaterialBindingAPI to prims with material binding
attributes. This is a relatively new requirement for USD as it will
help for efficiency with upcoming changes to Hydra.
- Removes the preview scope in the USD shader hierarchy, because it
is no longer valid for shaders to have any non-container ancestors in
their hierarchy up until the enclosing Material prim.
Reviewed by: Michael Kowalski
Differential Revision: https://developer.blender.org/D17041
Removing all OSL script nodes from the shader graph would cause that
graph to no longer report it using `KERNEL_FEATURE_SHADER_RAYTRACE`
via `ShaderManager::get_graph_kernel_features`, but the shader object
itself still would have the `has_surface_raytrace` field set.
This caused kernels to be reloaded without shader raytracing support, but
later the `DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE`
kernel would still be invoked since the shader continued to report it
requiring that through the `SD_HAS_RAYTRACE` flag set because of
`has_surface_raytrace`.
Fix that by ensuring `has_surface_raytrace` is reset on every shader update,
so that when all OSL script nodes are deleted it is set to false, and only
stays true when there are still OSL script nodes (or other nodes using it).
Maniphest Tasks: T104157
Differential Revision: https://developer.blender.org/D17140
BKE blendfile should not be allowed to deal with DNA deprectaed data, so
move recent check in rB138b3815e528 into BLO readfile, in a new
`blo_read_file_checks` util that is being called at the very end of main
readfile code (`blo_read_file_internal` and `library_link_end`).
rB7f564d74f9ed (6 years ago!) forgot to clear the deprecated
`Window->screen` pointer on file read for recent-enough .blend files.
This is required since a valid value is always written in .blend files
for that pointer, to ensure backward compatibility.
The issue was never detected so far because that pointer is explicitely
reset to NULL after filewrite, which includes any memfile undostep
write, and usually existing UI data is re-used instead of loading the
one from the .blend file, so thedden assert in `blo_lib_link_restore`
would never be triggered.
Now moved the assert at the end of `setup_app_data` to ensure it always
get checked.
This patch adds a draw_ui_list() function, which is a wrapper around
layout.template_list(). It implements generic add/remove/move buttons,
passing the correct "row" integer to template_list(), as well as a
drop-down menu, if provided, making it a complete solution for
consistent UILists for addons.
Differential Revision: https://developer.blender.org/D14119
The node does not support blurring booleans, but that was not handled
property in link drag search.
Differential Revision: https://developer.blender.org/D17139
Only the area where the source buffer will be drawn on the destination buffer
will be evaluated. This will improve performance in sequencer and image editors as
less calcuations needs to happen.
Micro improvement to store delta uv per subsample. This reduces
branching that might happen on the CPU, but also makes it possible
to add other sub-sampling filters as well.
No changes for the end-user.
Adds new options to UV Face selection in the UV Editor, with UV > Select > Select Similar
In multi object edit mode, "Similar Object" selects faces which have the same object.
"Similar Winding" will select faces which have the same winding, i.e. are they
facing upwards or downwards.
Resolves: T103975
Differential Revision: https://developer.blender.org/D17125
Change the 2D Gizmo drawing function to provide a usable transform matrix,
if it would otherwise be degenerate.
Differential Revision: https://developer.blender.org/D17113
If an object has a geometry nodes modifier, the UVs on that object might change
in response to any change on any other object.
Now we will redraw the UV editor on any object change, not just the active object.
Differential Revision: https://developer.blender.org/D17124
Based on T99607:
- Existing Angle Control shortcuts are removed
- Voxel, Dyntopo and Hair resolution shortcuts are remapped to `R`
Since voxel remeshing is not compatible with dyntopo, each can use the shortcut `R` for the remeshing resolution without causing a conflict.
The shortcut `R` is not currently used for anything important.
The angle control menu is commonly not used.
And sculpt mode is only coincidentally inheriting the rotate operator shortcut on `R` because nothing else is mapped to the key.
Reviewed By: Julien Kaspar and Hans Goudey and Joseph Eagar
Differential Revision: https://developer.blender.org/D16511
Ref D16511
This addressed feature request T99811.
Added the following features to fully support importing USDZ archives:
- Added .usdz to the list of supported extensions.
- Added new USD import options to copy textures from USDZ archives. The
textures may be imported as packed data (the default) or to a directory
on disk.
- Extended the USD material import logic to handle package-relative texture
assets paths by invoking the USD asset resolver to copy the textures from
the USDZ archive to a directory on disk. When importing in Packed mode,
the textures are first saved to Blender's temporary session directory
prior to packing.
The new USD import options are
- Import Textures: Behavior when importing textures from a USDZ archive
- Textures Directory: Path to the directory where imported textures will
be copied
- File Name Collision: Behavior when the name of an imported texture file
conflicts with an existing file
Import Textures menu options:
- None: Don't import textures
- Packed: Import textures as packed data (the default)
- Copy: Copy files to Textures Directory
File Name Collision menu options:
- Use Existing: If a file with the same name already exists, use that
instead of copying (the default)
- Overwrite: Overwrite existing files
Reviewed by: Bastien
Differential Revision: https://developer.blender.org/D17074
In 7536abbe16 changes make possible to input field as Count field.
But changes of declaration probably was forgotten. So now this input
can take field and node will be work. But input link was red. This
patch resolves this issue.
Differential Revision: https://developer.blender.org/D17131
When the sort weights are a single value, they have no effect,
so sorting the relevant indices for the element will be wasted work.
The sorting is expensive compared to the rest of the node. In my
simple test of the points of curve node, it became 6 times faster
when the weights are a single value.
On some occasions, as in cases where transform operations are triggered
via gizmos, the constrain orientations that can be toggled with
multiple clicks of X, Y or Z were repeated.
There is no use in maintaining repeated orientations.
Image Transform use linear or nearest sampling during editing and exporting.
This gets sampling is fine for images that aren't scaled. When sequencing
however you mostly want use some sort of scaling, that leads to poorer
quality.
This change will use sub-sampling to improve the quality. This is only
enabled when rendering. During editing the subsampling is disabled to
keep the user interface reacting as expected.
Another improvement is that image transform is stopped at the moment
it hadn't sampled at least 4 samples for a scan line. In that case we
expect that there are no further samples that would change to result.
In a future patch this could be replaced by a ray/bounding bo intersection
as that would remove some unneeded loops in both the single sampled and
sub sampled approach.
Add an `object.modifiers.move()` method, similar to the one
for constraints and some other collections. Currently reordering
modifiers requires using operators, which depend on context.
The implementation is straightforward, except for the need to
make the severity of errors reported by the underlying editor
code into a parameter, so that the new Python API function
reports any problems as Python exceptions, and refactoring
the code to allow aborting a blocked move before making any
changes. I also turn the negative index condition from an assert
into an error.
Differential Revision: https://developer.blender.org/D16966
The list was populated from the base (unevaluated) object, but now that
Geometry nodes can generate various layers this is impractical..
Differential Revision: https://developer.blender.org/D17093
The clear functions for grease pencil data/frame/layer
was not followed by immediate update in the viewport.
Some notifiers were missing in the rna definition of these functions,
which are added in by this patch.
Reviewed By: Antonio Vazquez
Differential Revision: https://developer.blender.org/D17120
Only one point should be used to create a reference rotation for other
points to follow. Using two caused the resulting twist to be
asymmetric, especially noticeable on symmetrical, cyclic curves.
An update to [0] which broke curve_to_mesh & deform_modifiers tests,
now this change only applies to cyclic curves as the final result was
much greater for non-cyclic curves because of a difference between how
end-point directions are calculated (see code-comments for details).
Alternate fix to D11886 which caused T101843.
[0]: 36a82314a0.
Regression in [0] which cleared the redo-panel if an operator added
its own undo step. This worked for sculpt to fix T101743, but caused
the redo-panel to be cleared for actions who's undo steps where created
by nested operators (which is the case for the spin operator).
Fix by checking an undo-step is added without registering an operator.
[0]: f68e50a263
Various new CI tests for USD Import / Export functionalty:
Import:
- Added mesh import tests for topology types and multiple UV sets. (Python)
Export:
- Added a verification tests for mesh topology. (C++)
- Added a test to make sure UsdPreviewSurface export conversion of materials
is correct. (C++)
Reviewed by: Sybren and Hans.
Differential Revision: https://developer.blender.org/D16274
This reverts commit 36a82314a0.
as it has broken tests for the last day and a half, it likely just
needs a test file update, but we can't keep this failing longer
than it already has.
A mistake in the node type descriptions gave the node a description for
the reverse curve node.
Differential Revision: https://developer.blender.org/D17111
Added a new Import All Materials USD import option. When this
option is enabled, USD materials not used by any geometry will
be included in the import. Imported materials with no users
will have a fake user assigned.
Maniphest Tasks: T97195
Differential Revision: https://developer.blender.org/D16172
This commit fixes T100674, Renamed the "axis" label under viewport display
panel to "axes" in object properties.
Differential Revision: https://developer.blender.org/D16650
We should always have an active vertexgroup (making sure this is the
case was just not happening on the greasepencil side).
Now do this (similar to what is done for other object types in
`object_defgroup_remove_common`).
Maniphest Tasks: T104089
Differential Revision: https://developer.blender.org/D17091
User site-packages were disabled unless `--python-use-system-env`
argument was given. This was done to prevent Blender's Python
unintentionally using modules that happened to be installed locally,
however it meant so pip installing modules from Blender would fail to
load those modules (for some users).
Enable user site-packages since it's needed for installing additional
packages via pip, see code-comments for details.
Resolves T104000.
- Don't call exit() when memory allocation fails, while unlikely
internal failures should not be exiting the application.
- Don't print a message when the directory is empty as it's
unnecessarily noisy.
- Print errors the the stderr & include the reason for opendir failing.
When constructing run-time paths native slashes are preferred as WIN32
doesn't have full support for forward slashes in paths.
It can also cause problems when performing exact matches on paths
which are normalized, where normalizing one of the paths makes
comparisons fail.
Using the system native slash would have avoided T103385.
Originally, function `sequencer_generic_invoke_xy_guess_channel`
looked in what channel the last strip of the same type is and the
channel used for new strip placement. This was changed as a workaround
when sound strips were added below movie strips
(58bea005c5).
Now these workarounds aren't necessary, but the function was left
unchanged.
Current logic is for adding movie strip to channel 1 is:
- Sound is added to channel 1
- Video is added to channel 2
- If there is only video, it is added to channel 1
Since movie may, or may not contain sound, it is not possible to align
added strips in a way that was done before, unless timeline is analyzed
more in detail, but this would be quite inefficient.
Also, note, that the code did not work, if strip is added next to
previous one, so it mostly did not work as intended.
This commit changes:
- Fix alignment not working when strip is added right next to previous
strip
- Assume that movie strips have sound strip underneath it, so channel
below last movie strip is picked
- For other strip types, pick channel of the last strip of same type
Ultimately, the code is still rather weak, and better system, like using
channel where strip was manually moved, or concept of "typed channels"
would improve this feature.
There is not much documentation on the "snap_point" property, but by
code it is possible to note that it serves to set a target snap point
and is of internal use as it is hidden from the Redo panel.
However, this property was still very dependent on Tools settings and
if set to an operator's call, it changes the scene configurations
inadequately.
Therefore,
- remove this dependency from UI for rotation and resize operators,
- do not change the state of the snap in the scene and
- cleanup the code.
Some transform modes are changeable, so callbacks should be reset
together.
Currently the unchanged `transform_matrix` callback is not a major
issue as it is only used for gizmos and gizmos stop updating when
changing the operator type.
Use a Vector<std::string> , instead of a Set<std::string> as a Set does
not keep the same order when iterating over it.
Differential Revision: https://developer.blender.org/D17103
In many cases when reading undo memfile, n the 'restore id from old
main' part of the process, the 'id_old' is not set, which means that
the call to `BKE_main_idmap_insert_id` would try to dereference a `nullptr`.
In practice this is likely not an issue (see comment in code for details),
but at least explicitely check for a nullptr `id_old` pointer.
Would deffer actual cleanup of this area for after 3.5 is branched out.
Currently only affects 'UI' IDs (WindowManager, Screen, etc.), but in
the future other types may be affected as well.
NOTE: this is only used in readfile code itself, not in the
post-processing performed by `setup_app_data`, as this code is too
specific for such generic handling.
Based on "Sampling the GGX Distribution of Visible Normals" by Eric Heitz
(https://jcgt.org/published/0007/04/01/).
Also, this removes the lambdaI computation from the Beckmann sampling code and
just recomputes it below. We already need to recompute for two other cases
(GGX and clearcoat), so this makes the code more consistent.
In terms of performance, I don't expect a notable impact since the earlier
computation also was non-trivial, and while it probably was slightly more
accurate, I'd argue that being consistent between evaluation and sampling is
more important than absolute numerical accuracy anyways.
Differential Revision: https://developer.blender.org/D17100
This gives closer results to what I've seen in papers and other renderers when
using the code to precompute albedo later (to replace MultiGGX).
It's usually a tiny difference, the only case where I've seen it matter is
in the `shader/node_group_float.blend` test - but that's a (single-scatter) GGX
closure with 0.9 roughness, so it's not too surprising. In any case, the new
result looks closer to Eevee, so that's good I guess.
Differential Revision: https://developer.blender.org/D17099
Simon mentioned that this gets in the way more than it helps. No geometry
sockets currently show up in the modifier panel. People may build node groups
that have multiple geometry inputs that can be used when the group is used
as node instead of as modifier.
In the future we could also allow e.g. choosing an object to pass into a geometry
socket. That has the problem that we'd also have to duplicate other functionality
of the Object Info node (original vs. relative space).
There were two issues:
* The `new_point_counts_per_curve` was one too large, resulting in
`interpolate_from_neighbors` reading invalid memory.
* Writing the counts into the existing offsets array didn't quite work
because there can be a collision at the offset right between the
last old curve and the first new point. There was a race condition
where this value could be read and written at the same time.
When some path property was displayed in the File Browser, clicking the
icon to open a file browser dialog to choose a file/directory would
show an error. While this makes sense when you are already in a file
browser dialog (we don't support such nested file browser dialogs),
allow it when the file browser is opened as a normal editor, not as a
dialog.
Current implementation had some faulty assumtions and had some work
arounds for crashes that were actually limitation of the implementation.
The main reason for this was that the implementation didn't add new
primitives in the same direction it was already adding. Some when
incorrect behavior was detected it was assumed that the part wasn't
manifold (anymore) and didn't fix that part of the mesh.
The new implementation will extract a solution and use this solution
also as the order to generate primitives in uv space.
This patch fixes several crashes and improves the overall quality
when fixing seam bleeding. It also adds additional debug tools
(print_debug) implementation in order to find issues faster in the
future.
Regression in [0] caused by a change where path joining would
replace a forward slash with a back-slash when joining paths WIN32.
Now the directory is always used as a prefix for the paths returned
by BLI_filelist_dir_contents which resolves the regression.
[0]: 9f6a045e23
`remember_deformed_curve_positions_if_necessary` has to be called before
topology changing operations on curves. Otherwise the crazy-space data
is invalid.
The help circles to fill areas were rotated with the object rotation,
but as the stroke is part of the object, apply the rot matrix again
produced a double rotation, so it can be removed.
Two properties are now exposed in python API :
time of each point, and inittime of each stroke.
Reviewed by: Antonio Vazquez
Differential Revision: https://developer.blender.org/D17104
Speckles and missing lights were experienced in scenes with Nishita Sky
Texture and a Sun Size smaller than 1.5°, such as in Lone Monk and Attic
scenes.
Increasing the precision of cosf fixes it.
Only one point should be used to create a reference rotation for other
points to follow. Using two caused the resulting twist to be
asymmetric, especially noticeable on symmetrical, cyclic curves.
Alternate fix to D11886 which caused T101843.
After object-mode undo (memfile undo), the value wan't lost, but the
property would be temporarily converted back to integer type in order
to be forward compatible. Now only use the forward compatible
writing when writing undo steps. Auto-saves and similar files are
currently not forward compatible anyway.
Make the functions more flexible and more generic by changing the curves
arguments to the curve offsets. This way, theoretically they could become
normal utility functions in the future. Also do a consistency pass over
the algorithms that generate new curves geometry for naming and
code ordering, and use of utility functions. The functions are really
quite similar, and it's much easier to tell this way.
The most time-consuming operation in merge by distance is to find
duplicate faces (faces that are different but have the same vertices).
Therefore, some strategies were planned to optimize this algorithm:
- Store the corner indices in an array thus avoiding multiple calls of `weld_iter_loop_of_poly_next`;
- Create a map of polygons linked to edges instead of linked to vertices - this decreases the number of connections and reduces the calculation of the intersection of polygon indices.
There are other fields to optimize, like reusing the `wpolys` array
instead of creating a new array of corner offsets. And join some arrays
as members of the same struct to be used in the same buffer.
But for now, it is already a nice optimization. And the new
`poly_find_doubles` function can be reused in the future to create a
generic utility.
The result of the optimization varies greatly depending on the number
of polygons, the size of each polygon and the number of duplicates.
On average it was something around 2 times faster.
Worst case tested (old vs new): 0.1ms vs 0.3ms
Best case tested (old vs new): 10.0ms vs 3.2ms
Differential Revision: https://developer.blender.org/D17071
`PBVH_Leaf` nodes are now split into a new `PBVH_TexLeaf`
node type when using the paint brush. These nodes are
split by image pixels, not triangles. This greatly
increases performance when working with large
textures on low-poly meshes.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14900
Ref: D14900
A noticeable (>5%) performance regression in oneAPI backend came with
a501a2dbff. Updating to latest graphics
compiler from driver 101.4032 fixes it.
I've tested it with current min-supported drivers and it runs well but
since compatibility of graphics compiler with older drivers isn't
guaranteed, I'm also bumping the min-supported driver versions.
If end-users consider latest drivers too fresh to switch to (version
isn't released as stable on Linux as of today but should be before
Blender 3.5 release), CYCLES_ONEAPI_ALL_DEVICES=1 env variable can be
used.
Intel Graphics Compiler on Linux will be updated in a later commit
so we can then close D16984.
Reviewed By: sergey, LazyDodo
The problem was that the stroke array was not reset for
each iteration of the loop, so the second time around,
the array was not initialized correctly and
was left with a NaN value.
The USD Preview Surface material import feature is now considered
stable, so this patch removes this option from the Experimental
category in the UI.
The Import USD Preview option is now enabled by default.
The Experimental box has been removed.
A new Materials box has been added to group the Import
USD Preview Surface, Set Material Blend and Material
Collision Mode options.
Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D17053
Rewrite of the Workbench engine using C++ and the new Draw Manager API.
The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.
The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)
To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.
Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)
Reviewed By: fclem
Maniphest Tasks: T101619
Differential Revision: https://developer.blender.org/D16826
Improve handling for cases where maximum in-flight command buffer count is exceeded. This can occur during light-baking operations. Ensures the application handles this gracefully and also improves workload pipelining by situationally stalling until GPU work has completed, if too much work is queued up.
This may have a tangible benefit for T103742 by ensuring Blender does not queue up too much GPU work.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T103742
Depends on D17018
Reviewed By: fclem
Maniphest Tasks: T103742, T96261
Differential Revision: https://developer.blender.org/D17019
Required by Metal backend to have correct usage flags for textures which are read by host.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17020
Affecting render output preview when tone mapping is used, and EEVEE scenes such as Mr Elephant rendering in pink due to missing shaders.
Authored by Apple: Michael Parkin-White
Ref T103635
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T103635, T96261
Differential Revision: https://developer.blender.org/D16923
Decomposing into a quadratic spline did not work. Having
to test each segment individually for the closest point test
wasn't worth it.
New strategy is to (roughly) find the inflection points on
the curve and binary search them for the closest
point test.
Mask from cavity can now pull settings from three
places: the operator properties, scene tool settings
or the brush. This is needed to make the "create mask"
button work as expected.
Asset library data is destructed on file load. Asset lists (weak and
hopefully temporary design) contain pointers into it that would dangle
then. Make sure the asset lists are destructed before the asset library
data.
Previously these were only written to the console with no UI feedback
whatsoever. Just a bit nicer to give the user some info that something
went wrong.
See also T102495.
Differential Revision: https://developer.blender.org/D15732
Cycles already treats denoising fairly separate in its code, with a
dedicated `Denoiser` base class used to describe denoising
behavior. That class has been fully implemented for OIDN
(`denoiser_oidn.cpp`), but for OptiX was mostly empty
(`denoiser_optix.cpp`) and denoising was instead implemented in
the OptiX device. That meant denoising code was split over various
files and directories, making it a bit awkward to work with. This
patch moves the OptiX denoising implementation into the existing
`OptiXDenoiser` class, so that everything is in one place. There are
no functional changes, code has been mostly moved as-is. To
retain support for potential other denoiser implementations based
on a GPU device in the future, the `DeviceDenoiser` base class was
kept and slightly extended (and its file renamed to
`denoiser_gpu.cpp` to follow similar naming rules as
`path_trace_work_*.cpp`).
Differential Revision: https://developer.blender.org/D16502
Include the node name and parameter index in the variable name for easier debugging.
(Enabled for debug builds only)
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D16496
The main problem is that the node tree was not properly updated
after a property in the tree changed. More specifically, the collection
pointer in the Collection Info node was cleared, but the node tree
was not updated after that (usually this is handled by rna updates).
Differential Revision: https://developer.blender.org/D16289
Some operator layout buttons with custom text did not get the proper
context: they'd get * instead of Operator.
This was probably never noticed because the only operator that
actually had this issue was Import Images as Planes in the Add menu.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15993
The property assignment operators' tooltips were never actually
translated when they were constructed dynamically from the description
in the prop's RNA.
This was visible when using such operators in menus (example I found
was the Marker Settings, Shift + E in the Movie Clip Editor).
"%s: %s" is already extracted elsewhere, might as well use it.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16439
- The label for modal keymaps was extracted but did not use the proper
context on translation.
- Same goes for modal keymap items.
- Extract the UI messages from rna_keymap_ui.py
- Translate global keymap names.
- Use the proper context in the status bar for the tool prompt operator
Ref T102071
Maniphest Tasks: T102071
Differential Revision: https://developer.blender.org/D16348
Grease pencil data keyframes were listed twice in the summary.
First by the generic object data listing,
which did not handle properly grease pencil objects,
and did not account for the grease pencil filter.
Second by the specific grease pencil function.
Now only the second call is made,
and the filter hides keyframes in summary as well.
Reviewed By : Jeroen Bakker, Falk David
Differential Revision: https://developer.blender.org/D16369
Operations to rearrange channels in the main dopesheet
did not cover grease pencil layer channels.
Now grease pencil layer channels can be moved up and down
in the main dopesheet just like other channels.
Reviewed By: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D15542
Regression introduced by {rB601995c3b86986cf8f8e5b6e5a65bcfa7f8f2e32}.
Noticed by Heist project as they render final frames with workarounds enabled.
The mentioned patch introduces attaching VBO as textures. This used to be
done by the caller. The mechanism used a different order hence the VBO
could still be unbound when using. This cannot be solved inside the new
mechanism clearly so this patch will just bind when the buffer isn't bound
just before the drawing command is sent to the GPU driver.
Avoid keeping allocated overly large events_pending vector in case of
long delays between processing events.
While in practice this isn't likely to cause problems, it's better to
avoid keeping unnecessarily large allocations.
Also remove invalid comment.
Consume events in a thread to prevent Wayland's event buffer from
overflowing Waylands internal buffer and closing the connection.
From a users perspective this seemed like a crash.
Details:
- This is a workaround for a known bug in Wayland [0].
Threaded event handling has been if-defed so it can be removed when
it's no longer needed.
- GTK & QT use threaded event handling to avoid this problem
(SDL on the other hand doesn't).
- The complexity and number of locks needed to handle events in a
separate thread is a significant down-side, but as far as I can see
this is necessary.
- Re-connecting to the Wayland server is possible but not practical as
the OpenGL context is lost and as far as I can tell it's not possible
to keep it active (see: D16492).
[0]: https://gitlab.freedesktop.org/wayland/wayland/-/issues/159
Using a single draw works in my tests and I couldn't reproduce the
issue noted in the comment.
Also apply minor cleanup, assigning a variable before calling methods to
reduce diff-noise in planned changes.
This commit adds a new "Image Info" node to retrieve various
information from an image like its width, height, and whether
it has an alpha channel. It is also possible to retrieve the FPS
and frame count of video files.
Differential Revision: https://developer.blender.org/D15042
Adjusts behavior for trimming Bezier curves, specifically the outer
Bezier handles for the endpoints which do not influence the actual
curve. Handles are only adjusted if they lie within the same segment
with at most one endpoint being a control point (unless they are the
same in which handles are set to the point itself). The result yields
a curve in which the trim result can be inverted by re-setting the
cyclic property for the curve using 'Set Spline Cyclic' node
(iff both trim endpoints lie within a segment).
Differential Revision: https://developer.blender.org/D16488
Patch fixes versioning issue with NURBS files saved with Blender
version from commit 45d038181a to 0602852860 and opened with
Blender version from commit 0602852860. Cyclic Bezier NURBS
saved and then opened with Blender versions mentioned above
changed their shape.
Bug was reported in comments of T101160, circle problem.
Differential Revision: https://developer.blender.org/D16503
The weird code dealing with `MeshPrimitive` didn't increment the
material indices pointer for geometry types besides triangle fans.
Also use a proper accessor to avoid adding a duplicate material
indices attribute, just in case this code is used on existing meshes.
Selection range is +/-7 pixels to actual clicked position, but strip selection
was biased towards rightmost strip.
To make selection more intuitive, select closest strip to clicked position, and
stop iterating when strip intersects clicked pixel.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15728
To override the default quality and filepath. After changes to unify the image
operator and this method, the quality changed from 75 to 90 to make both
consistent. However there was no way to lower the quality to match the previous
behavior, this adds support for that.
Ref T102421
Though they are sometimes used by users of the BVH tree, mostly
vertex normals when building the BVH tree is unnecessary. Skip it
instead and avoid storing the vertex normals in the BVH tree cache.
They are just calculated in the few places they are actually needed.
This should save at least a few percent of the runtime in some cases
where the normals weren't needed otherwise.
This gives a friendlier interface, an inline buffer, RAII, etc.
Also switch some BMesh functions that were only used by the snap
system's use of BVH utils.
Generally the `extern "C" {` brackets shouldn't be added around other
headers since it causes problems when using C++ features in them.
Follow that convention for the "bmesh.h" header.
This patch adds a "Show Gizmo" toggle to the Movie Clip Editor header, for consistency with other editors.
{F13892765}
Differential Revision: https://developer.blender.org/D16437
Render time is reduced for overexposed scenes, by taking into account absolute
light intensity for adaptive sampling.
This can negatively affect some scenes where compositing or color management
are used to make the scene much darker or lighter. For best results adjust the
Film > Exposure setting to bring the intensity into a good range, and then do
further compositing and color management on top of that. Note that this setting
is different than color management exposure.
Previously Cycles' adaptive sampling used sqrt(I) to normalize noise level to
conform to a viewer's eye sensitivity. It is great for darker regions of the
image, but also requests too much samples in bright regions, sometimes several
times more than needed. Highlights can tolerate more noise because in most
examples it is still less noticeable then the noise in darker areas in the same
render.
Differential Revision: https://developer.blender.org/D16392
The anims data is a runtime cache similar to the image buffer or GPU texture
and needs to be preserved through undo in the same way.
Found as part of D15042 development.
Disable the zoom in and out buttons on the when they would have no effect.
This also removes an incorrect comment that indicates the maximum zoom level
was 20x when in fact it was 25x.
Differential Revision: https://developer.blender.org/D16252
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.
Motivation:
- Makes the asset system design more present (term wasn't even used in
code before).
- An `asset_system` directory is quite descriptive (trivial to identify
core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
`Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
map quite nicely to the `asset_system` directory.
Checked with some other core devs, consensus seems that this makes
sense.
Ensure each graph material_function only evaluates the input links that are connected to it.
Differential Revision: https://developer.blender.org/D16425
This implements the base needed for supporting multiple view concurently
inside the same drawcall.
The view used by common macros and view related functions is indexed using
a global variable `drw_view_id` which can be set arbitrarly or read
from the `drw_ResourceID`.
This is needed for EEVEE-Next shadow but can be used for other purpose
in the future.
Note that a shader specialization is needed for it to work. `DRW_VIEW_LEN`
needs to be defined to the amount of view the shader will access.
The number of views contained in a `draw::View` is set at construction
time.
Note that the maximum number of object correctly drawn by the shaders
using multiple views will be lower than thoses who don't.
Without this, a fatal error simply floods the stderr with the same
message without exiting.
Also add note on why reconnecting to the display server isn't practical.
If the edge you are going to slide along is very close to in line
with the adjacent beveled edge, then there will be sharp overshoots.
There is an epsilon comparison to just abandon loop slide if this
situation is happening. That epsilon used to be 0.25 radians, but
bug T86768 complained that that value was too high, so it was changed
to .0001 radians (5 millidegrees). Now this current bug shows that
that was too aggressively small, so this change ups it by a factor
of 10, to .001 radians (5 centidegrees). All previous bug reports
remained fixed.
Implement a new topology-based copy and paste solution for UVs.
Usage notes:
* Open the UV Editor
* Use the selection tools to select a Quad joined to a Triangle joined to another Quad.
* From the menu, choose UV > UV Copy
* The UV co-ordinates for your quad<=>tri<=>quad are now stored internally
* Use the selection tools to select a different Quad joined to a Triangle joined to a Quad.
* (Optional) From the menu, choose UV > Split > Selection
* From the menu, choose UV > UV Paste
* The UV co-ordinates for the new selection will be moved to match the stored UVs.
Repeat selection / UV Paste steps as many times as desired.
For performance considerations, see https://en.wikipedia.org/wiki/Graph_isomorphism_problem
In theory, UV Copy and Paste should work with all UV selection modes.
Please report any problems.
A copy has been made of the Graph Isomorphism code from https://github.com/stefanoquer/graphISO
Copyright (c) 2019 Stefano Quer stefano.quer@polito.it GPL v3 or later.
Additional integration code Copyright (c) 2022 by Blender Foundation, GPL v2 or later.
Maniphest Tasks: T77911
Differential Revision: https://developer.blender.org/D16278
OSD Lists as 0, 0, 0 this is due to opensubdiv_capi.cc not actually including
the OSD version header, so it's not getting the version define, and the code
in openSubdiv_getVersionHex is really well prepared to deal with any or no
version at all of OSD, catches the problem and returns 0, 0, 0
Given this file is only build when OSD is enabled we can just blindly include
opensubdiv/version.h here
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D16398
* Support bidirectional type lookups. E.g. finding the base type of a
field was supported, but not the other way around. This also removes
the todo in `get_vector_type`. To achieve this, types have to be
registered up-front.
* Separate `CPPType` from other "type traits". For example, previously
`ValueOrFieldCPPType` adds additional behavior on top of `CPPType`.
Previously, it was a subclass, now it just contains a reference to the
`CPPType` it corresponds to. This follows the composition-over-inheritance
idea. This makes it easier to have self-contained "type traits" without
having to put everything into `CPPType`.
Differential Revision: https://developer.blender.org/D16479
rBa8f7d41d3898 added a "duplicate" check for being in curves sculptmode
unnecessarily afaict (`in_sculpt_curve_mode` in addition to the
previously existing `in_curves_sculpt_mode`).
Over time, the later evolved to also take into account the output of a
viewer node, see rBc55d38f00b8c (the previously existing
`in_curves_sculpt_mode` did not receive this).
This all results in the fact that selection is not drawn with a viewer
node (can be useful though, and there are separate opacity controls for
both selection and the viewer attribute, so these can be used/blended to
everyones liking).
So now deduplicate the check.
Differential Revision: https://developer.blender.org/D16467
It wasn't so obvious which functions were part of the GHOST API
and which system functions were utilities.
This convention was already in place but not always followed.
Add a non-blocking version wrapper for wl_display_dispatch_pending.
This uses roughly the same logic as Wayland_PumpEvents in SDL.
Noticed this when investigating T100855.
Note that performing a round-trip doesn't seem necessary from looking
into QT/GTK & SDL event handling loops.
A Loop to poly map was passed as an optional output to the loop normal
calculation. That meant it was often recalculated more than necessary.
Instead, treat it as an optional argument. This also helps relieve
unnecessary responsibilities from the already-complicated loop normal
calculation code.
First time reporting? See [tips](https://wiki.blender.org/wiki/Process/Bug_Reports) and [walkthrough video](https://www.youtube.com/watch?v=JTD0OJq_rF4).
First time reporting? See [tips](https://wiki.blender.org/wiki/Process/Bug_Reports).
* Use **Help > Report a Bug** in Blender to fill system information and exact Blender version.
* Test [daily builds](https://builder.blender.org/) to verify if the issue is already fixed.
option(WITH_SYSTEM_BULLET"Use the systems bullet library (currently unsupported due to missing features in upstream!)")
mark_as_advanced(WITH_SYSTEM_BULLET)
option(WITH_OPENCOLORIO"Enable OpenColorIO color management"ON)
set(_option_defaultON)
if(APPLE)
# There's no OpenXR runtime in sight for macOS, neither is code well
# tested there -> disable it by default.
option(WITH_XR_OPENXR"Enable VR features through the OpenXR specification"OFF)
mark_as_advanced(WITH_XR_OPENXR)
else()
option(WITH_XR_OPENXR"Enable VR features through the OpenXR specification"ON)
set(_option_defaultOFF)
endif()
option(WITH_XR_OPENXR"Enable VR features through the OpenXR specification"${_option_default})
if(APPLE)
mark_as_advanced(WITH_XR_OPENXR)
endif()
unset(_option_default)
option(WITH_GMP"Enable features depending on GMP (Exact Boolean)"ON)
# Compositor
@@ -353,12 +370,13 @@ else()
set(WITH_COREAUDIOOFF)
endif()
if(NOTWIN32)
set(_option_defaultON)
if(APPLE)
option(WITH_JACK"Enable JACK Support (http://www.jackaudio.org)"OFF)
else()
option(WITH_JACK"Enable JACK Support (http://www.jackaudio.org)"ON)
set(_option_defaultOFF)
endif()
option(WITH_JACK_DYNLOAD"Enable runtime dynamic JACK libraries loading"OFF)
option(WITH_JACK "Enable JACK Support (http://www.jackaudio.org)"${_option_default})
unset(_option_default)
option(WITH_JACK_DYNLOAD"Enable runtime dynamic JACK libraries loading"OFF)
else()
set(WITH_JACKOFF)
endif()
@@ -506,7 +524,7 @@ endif()
if(NOTAPPLE)
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_ARCHgfx900gfx906gfx90cgfx902 gfx1010gfx1011gfx1012gfx1030gfx1031gfx1032gfx1034gfx1035gfx1100gfx1101gfx1102CACHESTRING"AMD HIP architectures to build binaries for")
set(CYCLES_HIP_BINARIES_ARCHgfx1010gfx1011gfx1012gfx1030gfx1031gfx1032gfx1034gfx1035gfx1100gfx1101gfx1102CACHESTRING"AMD HIP architectures to build binaries for")
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