Fix #105778: Prevent invalid links with link swap #105809

Merged
Leon Schittek merged 2 commits from lone_noel/blender:fix-105778-invalid-link-swap into blender-v3.5-release 2023-03-16 21:39:43 +01:00
50 changed files with 661 additions and 276 deletions
Showing only changes of commit 1841154c4d - Show all commits

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

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

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@ -723,6 +723,8 @@ class EmissionNode : public ShaderNode {
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, surface_mix_weight)
bool from_auto_conversion = false;
};
class BackgroundNode : public ShaderNode {

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@ -671,6 +671,7 @@ class ShaderImageTextureWrapper():
tree.links.new(node_image.outputs["Alpha" if self.use_alpha else "Color"], self.socket_dst)
if self.use_alpha:
self.owner_shader.material.blend_method = 'BLEND'
self.owner_shader.material.show_transparent_back = False
self._node_image = node_image
return self._node_image

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@ -726,7 +726,7 @@ class USERPREF_PT_viewport_display(ViewportPanel, CenterAlignMixIn, Panel):
col.separator()
col.prop(view, "mini_axis_type", text="3D Viewport Axis")
col.prop(view, "mini_axis_type", text="3D Viewport Axes")
if view.mini_axis_type == 'MINIMAL':
col.prop(view, "mini_axis_size", text="Size")

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@ -25,6 +25,7 @@ class AssetIdentifier {
AssetIdentifier(const AssetIdentifier &) = default;
std::string full_path() const;
std::string full_library_path() const;
};
} // namespace blender::asset_system

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@ -21,6 +21,8 @@ const char *AS_asset_representation_name_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
AssetMetaData *AS_asset_representation_metadata_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
struct ID *AS_asset_representation_local_id_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
bool AS_asset_representation_is_local_id(const AssetRepresentation *asset) ATTR_WARN_UNUSED_RESULT;
bool AS_asset_representation_is_never_link(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;

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@ -82,6 +82,9 @@ class AssetRepresentation {
* #get_import_method(). Also returns true if there is no predefined import method
* (when #get_import_method() returns no value). */
bool may_override_import_method() const;
/** If this asset is stored inside this current file (#is_local_id() is true), this returns the
* ID's pointer, otherwise null. */
ID *local_id() const;
/** Returns if this asset is stored inside this current file, and as such fully editable. */
bool is_local_id() const;
const AssetLibrary &owner_asset_library() const;
@ -92,7 +95,11 @@ class AssetRepresentation {
/* C-Handle */
struct AssetRepresentation;
const std::string AS_asset_representation_full_path_get(const ::AssetRepresentation *asset);
std::string AS_asset_representation_full_path_get(const ::AssetRepresentation *asset);
/** Get the absolute path to the .blend file containing the given asset. String will be empty if
* the asset could not be mapped to a valid .blend file path. Valid in this case also means that
* the file needs to exist on disk. */
std::string AS_asset_representation_full_library_path_get(const ::AssetRepresentation *asset);
std::optional<eAssetImportMethod> AS_asset_representation_import_method_get(
const ::AssetRepresentation *asset_handle);
bool AS_asset_representation_may_override_import_method(const ::AssetRepresentation *asset_handle);

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@ -5,6 +5,7 @@ set(INC
intern
../blenkernel
../blenlib
../blenloader
../makesdna
../../../intern/clog
../../../intern/guardedalloc

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@ -4,8 +4,11 @@
* \ingroup asset_system
*/
#include <string>
#include "BLO_readfile.h"
#include "BLI_path_util.h"
#include <iostream>
#include "AS_asset_identifier.hh"
@ -24,4 +27,16 @@ std::string AssetIdentifier::full_path() const
return path;
}
std::string AssetIdentifier::full_library_path() const
{
std::string asset_path = full_path();
char blend_path[1090 /*FILE_MAX_LIBEXTRA*/];
if (!BLO_library_path_explode(asset_path.c_str(), blend_path, nullptr, nullptr)) {
return {};
}
return blend_path;
}
} // namespace blender::asset_system

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@ -97,6 +97,11 @@ bool AssetRepresentation::may_override_import_method() const
return owner_asset_library_->may_override_import_method_;
}
ID *AssetRepresentation::local_id() const
{
return is_local_id_ ? local_asset_id_ : nullptr;
}
bool AssetRepresentation::is_local_id() const
{
return is_local_id_;
@ -111,7 +116,7 @@ const AssetLibrary &AssetRepresentation::owner_asset_library() const
using namespace blender;
const std::string AS_asset_representation_full_path_get(const AssetRepresentation *asset_handle)
std::string AS_asset_representation_full_path_get(const AssetRepresentation *asset_handle)
{
const asset_system::AssetRepresentation *asset =
reinterpret_cast<const asset_system::AssetRepresentation *>(asset_handle);
@ -119,6 +124,13 @@ const std::string AS_asset_representation_full_path_get(const AssetRepresentatio
return identifier.full_path();
}
std::string AS_asset_representation_full_library_path_get(const AssetRepresentation *asset_handle)
{
const asset_system::AssetRepresentation *asset =
reinterpret_cast<const asset_system::AssetRepresentation *>(asset_handle);
return asset->get_identifier().full_library_path();
}
std::optional<eAssetImportMethod> AS_asset_representation_import_method_get(
const AssetRepresentation *asset_handle)
{
@ -152,6 +164,13 @@ AssetMetaData *AS_asset_representation_metadata_get(const AssetRepresentation *a
return &asset->get_metadata();
}
ID *AS_asset_representation_local_id_get(const AssetRepresentation *asset_handle)
{
const asset_system::AssetRepresentation *asset =
reinterpret_cast<const asset_system::AssetRepresentation *>(asset_handle);
return asset->local_id();
}
bool AS_asset_representation_is_local_id(const AssetRepresentation *asset_handle)
{
const asset_system::AssetRepresentation *asset =

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@ -381,6 +381,8 @@ bool CTX_data_editable_gpencil_strokes(const bContext *C, ListBase *list);
const struct AssetLibraryReference *CTX_wm_asset_library_ref(const bContext *C);
struct AssetHandle CTX_wm_asset_handle(const bContext *C, bool *r_is_valid);
struct AssetRepresentation *CTX_wm_asset(const bContext *C);
bool CTX_wm_interface_locked(const bContext *C);
/**

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@ -1493,6 +1493,11 @@ AssetHandle CTX_wm_asset_handle(const bContext *C, bool *r_is_valid)
return AssetHandle{nullptr};
}
AssetRepresentation *CTX_wm_asset(const bContext *C)
{
return static_cast<AssetRepresentation *>(ctx_data_pointer_get(C, "asset"));
}
Depsgraph *CTX_data_depsgraph_pointer(const bContext *C)
{
Main *bmain = CTX_data_main(C);

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@ -24,6 +24,7 @@ set(SRC
intern/asset_catalog.cc
intern/asset_filter.cc
intern/asset_handle.cc
intern/asset_import.cc
intern/asset_indexer.cc
intern/asset_library_reference.cc
intern/asset_library_reference_enum.cc
@ -37,6 +38,7 @@ set(SRC
ED_asset_catalog.hh
ED_asset_filter.h
ED_asset_handle.h
ED_asset_import.h
ED_asset_indexer.h
ED_asset_library.h
ED_asset_list.h

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@ -21,6 +21,7 @@ extern "C" {
struct AssetHandle;
struct AssetRepresentation *ED_asset_handle_get_representation(const struct AssetHandle *asset);
const char *ED_asset_handle_get_name(const struct AssetHandle *asset);
struct AssetMetaData *ED_asset_handle_get_metadata(const struct AssetHandle *asset);
struct ID *ED_asset_handle_get_local_id(const struct AssetHandle *asset);
@ -45,11 +46,4 @@ void ED_asset_handle_get_full_library_path(
std::optional<eAssetImportMethod> ED_asset_handle_get_import_method(
const struct AssetHandle *asset);
namespace blender::ed::asset {
/** If the ID already exists in the database, return it, otherwise add it. */
ID *get_local_id_from_asset_or_append_and_reuse(Main &bmain, AssetHandle asset);
} // namespace blender::ed::asset
#endif

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@ -0,0 +1,23 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#pragma once
#include "DNA_ID_enums.h"
struct AssetRepresentation;
struct Main;
#ifdef __cplusplus
extern "C" {
#endif
struct ID *ED_asset_get_local_id_from_asset_or_append_and_reuse(
struct Main *bmain, const struct AssetRepresentation *asset_c_ptr, ID_Type idtype);
#ifdef __cplusplus
}
#endif

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@ -6,11 +6,12 @@
#pragma once
#include "DNA_asset_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetHandle;
struct AssetLibraryReference;
struct ID;
struct bContext;
@ -49,6 +50,9 @@ void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
*/
void ED_assetlist_storage_exit(void);
AssetHandle ED_assetlist_asset_get_by_index(const AssetLibraryReference *library_reference,
int asset_index);
struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
/**

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@ -30,4 +30,8 @@ blender::asset_system::AssetLibrary *ED_assetlist_library_get_once_available(
/* Can return false to stop iterating. */
using AssetListIterFn = blender::FunctionRef<bool(AssetHandle)>;
/**
* \warning Never keep the asset handle passed to \a fn outside of \a fn's scope. While iterating,
* the file data wrapped by the asset handle can be freed, since the file cache has a maximum size.
*/
void ED_assetlist_iterate(const AssetLibraryReference &library_reference, AssetListIterFn fn);

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@ -9,13 +9,16 @@
#include "AS_asset_representation.h"
#include "AS_asset_representation.hh"
#include "DNA_space_types.h"
#include "BLI_string.h"
#include "BLO_readfile.h"
#include "DNA_space_types.h"
#include "ED_asset_handle.h"
#include "WM_api.h"
AssetRepresentation *ED_asset_handle_get_representation(const AssetHandle *asset)
{
return asset->file_data->asset;
}
const char *ED_asset_handle_get_name(const AssetHandle *asset)
{
@ -53,36 +56,11 @@ void ED_asset_handle_get_full_library_path(const AssetHandle *asset_handle,
{
*r_full_lib_path = '\0';
std::string asset_path = AS_asset_representation_full_path_get(asset_handle->file_data->asset);
if (asset_path.empty()) {
std::string library_path = AS_asset_representation_full_library_path_get(
asset_handle->file_data->asset);
if (library_path.empty()) {
return;
}
BLO_library_path_explode(asset_path.c_str(), r_full_lib_path, nullptr, nullptr);
BLI_strncpy(r_full_lib_path, library_path.c_str(), FILE_MAX);
}
namespace blender::ed::asset {
ID *get_local_id_from_asset_or_append_and_reuse(Main &bmain, const AssetHandle asset)
{
if (ID *local_id = ED_asset_handle_get_local_id(&asset)) {
return local_id;
}
char blend_path[FILE_MAX_LIBEXTRA];
ED_asset_handle_get_full_library_path(&asset, blend_path);
const char *id_name = ED_asset_handle_get_name(&asset);
return WM_file_append_datablock(&bmain,
nullptr,
nullptr,
nullptr,
blend_path,
ED_asset_handle_get_id_type(&asset),
id_name,
BLO_LIBLINK_APPEND_RECURSIVE |
BLO_LIBLINK_APPEND_ASSET_DATA_CLEAR |
BLO_LIBLINK_APPEND_LOCAL_ID_REUSE);
}
} // namespace blender::ed::asset

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@ -0,0 +1,44 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#include "AS_asset_representation.h"
#include "AS_asset_representation.hh"
#include "BLO_readfile.h"
#include "WM_api.h"
#include "ED_asset_import.h"
using namespace blender;
ID *ED_asset_get_local_id_from_asset_or_append_and_reuse(Main *bmain,
const AssetRepresentation *asset_c_ptr,
ID_Type idtype)
{
const asset_system::AssetRepresentation &asset =
*reinterpret_cast<const asset_system::AssetRepresentation *>(asset_c_ptr);
if (ID *local_id = asset.local_id()) {
return local_id;
}
std::string blend_path = asset.get_identifier().full_library_path();
if (blend_path.empty()) {
return nullptr;
}
return WM_file_append_datablock(bmain,
nullptr,
nullptr,
nullptr,
blend_path.c_str(),
idtype,
asset.get_name().c_str(),
BLO_LIBLINK_APPEND_RECURSIVE |
BLO_LIBLINK_APPEND_ASSET_DATA_CLEAR |
BLO_LIBLINK_APPEND_LOCAL_ID_REUSE);
}

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@ -112,6 +112,8 @@ class AssetList : NonCopyable {
void ensurePreviewsJob(const bContext *C);
void clear(bContext *C);
AssetHandle asset_get_by_index(int index) const;
bool needsRefetch() const;
bool isLoaded() const;
asset_system::AssetLibrary *asset_library() const;
@ -139,7 +141,7 @@ void AssetList::setup()
filelist_setlibrary(files, &library_ref_);
filelist_setfilter_options(
files,
false,
true,
true,
true, /* Just always hide parent, prefer to not add an extra user option for this. */
FILE_TYPE_BLENDERLIB,
@ -246,6 +248,11 @@ void AssetList::clear(bContext *C)
WM_main_add_notifier(NC_ASSET | ND_ASSET_LIST, nullptr);
}
AssetHandle AssetList::asset_get_by_index(int index) const
{
return {filelist_file(filelist_, index)};
}
/**
* \return True if the asset-list needs a UI redraw.
*/
@ -472,6 +479,13 @@ asset_system::AssetLibrary *ED_assetlist_library_get_once_available(
return list->asset_library();
}
AssetHandle ED_assetlist_asset_get_by_index(const AssetLibraryReference *library_reference,
int asset_index)
{
const AssetList *list = AssetListStorage::lookup_list(*library_reference);
return list->asset_get_by_index(asset_index);
}
ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle)
{
ImBuf *imbuf = filelist_file_getimage(asset_handle->file_data);

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@ -8,9 +8,15 @@
*/
#include <new>
#include <string>
#include "AS_asset_representation.h"
#include "AS_asset_representation.hh"
#include "DNA_space_types.h"
#include "ED_asset.h"
#include "BKE_report.h"
#include "BLI_utility_mixins.hh"
@ -19,17 +25,16 @@
#include "MEM_guardedalloc.h"
#include "ED_asset_handle.h"
#include "ED_asset_temp_id_consumer.h"
using namespace blender;
class AssetTemporaryIDConsumer : NonCopyable, NonMovable {
const AssetHandle &handle_;
const AssetRepresentation *asset_;
TempLibraryContext *temp_lib_context_ = nullptr;
public:
AssetTemporaryIDConsumer(const AssetHandle &handle) : handle_(handle)
AssetTemporaryIDConsumer(const AssetRepresentation *asset) : asset_(asset)
{
}
~AssetTemporaryIDConsumer()
@ -41,20 +46,20 @@ class AssetTemporaryIDConsumer : NonCopyable, NonMovable {
ID *get_local_id()
{
return ED_asset_handle_get_local_id(&handle_);
return AS_asset_representation_local_id_get(asset_);
}
ID *import_id(ID_Type id_type, Main &bmain, ReportList &reports)
{
const char *asset_name = ED_asset_handle_get_name(&handle_);
char blend_file_path[FILE_MAX_LIBEXTRA];
ED_asset_handle_get_full_library_path(&handle_, blend_file_path);
const char *asset_name = AS_asset_representation_name_get(asset_);
std::string blend_file_path = AS_asset_representation_full_library_path_get(asset_);
temp_lib_context_ = BLO_library_temp_load_id(
&bmain, blend_file_path, id_type, asset_name, &reports);
&bmain, blend_file_path.c_str(), id_type, asset_name, &reports);
if (temp_lib_context_ == nullptr || temp_lib_context_->temp_id == nullptr) {
BKE_reportf(&reports, RPT_ERROR, "Unable to load %s from %s", asset_name, blend_file_path);
BKE_reportf(
&reports, RPT_ERROR, "Unable to load %s from %s", asset_name, blend_file_path.c_str());
return nullptr;
}
@ -70,7 +75,7 @@ AssetTempIDConsumer *ED_asset_temp_id_consumer_create(const AssetHandle *handle)
}
BLI_assert(handle->file_data->asset != nullptr);
return reinterpret_cast<AssetTempIDConsumer *>(
MEM_new<AssetTemporaryIDConsumer>(__func__, *handle));
MEM_new<AssetTemporaryIDConsumer>(__func__, ED_asset_handle_get_representation(handle)));
}
void ED_asset_temp_id_consumer_free(AssetTempIDConsumer **consumer)

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@ -25,6 +25,7 @@ void ED_operatortypes_asset(void);
#include "../asset/ED_asset_catalog.h"
#include "../asset/ED_asset_filter.h"
#include "../asset/ED_asset_handle.h"
#include "../asset/ED_asset_import.h"
#include "../asset/ED_asset_library.h"
#include "../asset/ED_asset_list.h"
#include "../asset/ED_asset_mark_clear.h"

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@ -8,6 +8,7 @@
#include <memory>
#include "BLI_function_ref.hh"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
@ -17,8 +18,10 @@ namespace blender::nodes::geo_eval_log {
struct GeometryAttributeInfo;
}
struct PointerRNA;
struct StructRNA;
struct uiBlock;
struct uiList;
struct uiSearchItems;
namespace blender::ui {
@ -53,6 +56,60 @@ void attribute_search_add_items(StringRefNull str,
} // namespace blender::ui
enum eUIListFilterResult {
/** Never show this item, even when filter results are inverted (#UILST_FLT_EXCLUDE). */
UI_LIST_ITEM_NEVER_SHOW,
/** Show this item, unless filter results are inverted (#UILST_FLT_EXCLUDE). */
UI_LIST_ITEM_FILTER_MATCHES,
/** Don't show this item, unless filter results are inverted (#UILST_FLT_EXCLUDE). */
UI_LIST_ITEM_FILTER_MISMATCHES,
};
/**
* Function object for UI list item filtering that does the default name comparison with '*'
* wildcards. Create an instance of this once and pass it to #UI_list_filter_and_sort_items(), do
* NOT create an instance for every item, this would be costly.
*/
class uiListNameFilter {
/* Storage with an inline buffer for smaller strings (small buffer optimization). */
struct {
char filter_buff[32];
char *filter_dyn = nullptr;
} storage_;
char *filter_ = nullptr;
public:
uiListNameFilter(uiList &list);
~uiListNameFilter();
eUIListFilterResult operator()(const PointerRNA &itemptr,
blender::StringRefNull name,
int index);
};
using uiListItemFilterFn = blender::FunctionRef<eUIListFilterResult(
const PointerRNA &itemptr, blender::StringRefNull name, int index)>;
using uiListItemGetNameFn =
blender::FunctionRef<std::string(const PointerRNA &itemptr, int index)>;
/**
* Filter list items using \a item_filter_fn and sort the result. This respects the normal UI list
* filter settings like alphabetical sorting (#UILST_FLT_SORT_ALPHA), and result inverting
* (#UILST_FLT_EXCLUDE).
*
* Call this from a #uiListType::filter_items callback with any #item_filter_fn. #uiListNameFilter
* can be used to apply the default name based filtering.
*
* \param get_name_fn: In some cases the name cannot be retrieved via RNA. This function can be set
* to provide the name still.
*/
void UI_list_filter_and_sort_items(uiList *ui_list,
const struct bContext *C,
uiListItemFilterFn item_filter_fn,
PointerRNA *dataptr,
const char *propname,
uiListItemGetNameFn get_name_fn = nullptr);
/**
* Override this for all available view types.
*/

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@ -7934,6 +7934,16 @@ static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, const wmEvent *
return WM_UI_HANDLER_CONTINUE;
}
#ifdef WITH_INPUT_NDOF
/* 2D view navigation conflicts with using NDOF to adjust colors,
* especially in the node-editor, see: #105224. */
if (event->type == NDOF_MOTION) {
if (data->region->type->keymapflag & ED_KEYMAP_VIEW2D) {
return WM_UI_HANDLER_CONTINUE;
}
}
#endif /* WITH_INPUT_NDOF */
if (do_paste) {
ui_but_paste(C, but, data, event->modifier & KM_ALT);
return WM_UI_HANDLER_BREAK;

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@ -24,6 +24,7 @@
#include "RNA_prototypes.h"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "WM_api.h"
#include "WM_types.h"
@ -32,6 +33,7 @@
struct AssetViewListData {
AssetLibraryReference asset_library_ref;
AssetFilterSettings filter_settings;
bScreen *screen;
bool show_names;
};
@ -45,8 +47,6 @@ static void asset_view_item_but_drag_set(uiBut *but, AssetHandle *asset_handle)
}
char blend_path[FILE_MAX_LIBEXTRA];
/* Context can be null here, it's only needed for a File Browser specific hack that should go
* away before too long. */
ED_asset_handle_get_full_library_path(asset_handle, blend_path);
const eAssetImportMethod import_method =
@ -68,19 +68,23 @@ static void asset_view_draw_item(uiList *ui_list,
const bContext * /*C*/,
uiLayout *layout,
PointerRNA * /*dataptr*/,
PointerRNA *itemptr,
PointerRNA * /*itemptr*/,
int /*icon*/,
PointerRNA * /*active_dataptr*/,
const char * /*active_propname*/,
int /*index*/,
int index,
int /*flt_flag*/)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
BLI_assert(RNA_struct_is_a(itemptr->type, &RNA_AssetHandle));
AssetHandle *asset_handle = (AssetHandle *)itemptr->data;
AssetHandle asset_handle = ED_assetlist_asset_get_by_index(&list_data->asset_library_ref, index);
uiLayoutSetContextPointer(layout, "asset_handle", itemptr);
PointerRNA file_ptr;
RNA_pointer_create(&list_data->screen->id,
&RNA_FileSelectEntry,
const_cast<FileDirEntry *>(asset_handle.file_data),
&file_ptr);
uiLayoutSetContextPointer(layout, "active_file", &file_ptr);
uiBlock *block = uiLayoutGetBlock(layout);
const bool show_names = list_data->show_names;
@ -90,8 +94,8 @@ static void asset_view_draw_item(uiList *ui_list,
uiBut *but = uiDefIconTextBut(block,
UI_BTYPE_PREVIEW_TILE,
0,
ED_asset_handle_get_preview_icon_id(asset_handle),
show_names ? ED_asset_handle_get_name(asset_handle) : "",
ED_asset_handle_get_preview_icon_id(&asset_handle),
show_names ? ED_asset_handle_get_name(&asset_handle) : "",
0,
0,
size_x,
@ -103,14 +107,43 @@ static void asset_view_draw_item(uiList *ui_list,
0,
"");
ui_def_but_icon(but,
ED_asset_handle_get_preview_icon_id(asset_handle),
ED_asset_handle_get_preview_icon_id(&asset_handle),
/* NOLINTNEXTLINE: bugprone-suspicious-enum-usage */
UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
if (!ui_list->dyn_data->custom_drag_optype) {
asset_view_item_but_drag_set(but, asset_handle);
asset_view_item_but_drag_set(but, &asset_handle);
}
}
static void asset_view_filter_items(uiList *ui_list,
const bContext *C,
PointerRNA *dataptr,
const char *propname)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
AssetFilterSettings &filter_settings = list_data->filter_settings;
uiListNameFilter name_filter(*ui_list);
UI_list_filter_and_sort_items(
ui_list,
C,
[&name_filter, list_data, &filter_settings](
const PointerRNA &itemptr, blender::StringRefNull name, int index) {
AssetHandle asset = ED_assetlist_asset_get_by_index(&list_data->asset_library_ref, index);
if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) {
return UI_LIST_ITEM_NEVER_SHOW;
}
return name_filter(itemptr, name, index);
},
dataptr,
propname,
[list_data](const PointerRNA & /*itemptr*/, int index) -> std::string {
AssetHandle asset = ED_assetlist_asset_get_by_index(&list_data->asset_library_ref, index);
return ED_asset_handle_get_name(&asset);
});
}
static void asset_view_listener(uiList *ui_list, wmRegionListenerParams *params)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
@ -136,16 +169,15 @@ uiListType *UI_UL_asset_view()
BLI_strncpy(list_type->idname, "UI_UL_asset_view", sizeof(list_type->idname));
list_type->draw_item = asset_view_draw_item;
list_type->filter_items = asset_view_filter_items;
list_type->listener = asset_view_listener;
return list_type;
}
static void asset_view_template_refresh_asset_collection(
const AssetLibraryReference &asset_library_ref,
const AssetFilterSettings &filter_settings,
PointerRNA &assets_dataptr,
const char *assets_propname)
static void populate_asset_collection(const AssetLibraryReference &asset_library_ref,
PointerRNA &assets_dataptr,
const char *assets_propname)
{
PropertyRNA *assets_prop = RNA_struct_find_property(&assets_dataptr, assets_propname);
if (!assets_prop) {
@ -164,17 +196,15 @@ static void asset_view_template_refresh_asset_collection(
RNA_property_collection_clear(&assets_dataptr, assets_prop);
ED_assetlist_iterate(asset_library_ref, [&](AssetHandle asset) {
if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) {
/* Don't do anything else, but return true to continue iterating. */
return true;
}
ED_assetlist_iterate(asset_library_ref, [&](AssetHandle /*asset*/) {
/* XXX creating a dummy #RNA_AssetHandle collection item. It's #file_data will be null. This is
* because the #FileDirEntry may be freed while iterating, there's a cache for them with a
* maximum size. Further code will query as needed it using the collection index. */
PointerRNA itemptr, fileptr;
RNA_property_collection_add(&assets_dataptr, assets_prop, &itemptr);
RNA_pointer_create(
nullptr, &RNA_FileSelectEntry, const_cast<FileDirEntry *>(asset.file_data), &fileptr);
RNA_pointer_create(nullptr, &RNA_FileSelectEntry, nullptr, &fileptr);
RNA_pointer_set(&itemptr, "file_data", fileptr);
return true;
@ -221,12 +251,12 @@ void uiTemplateAssetView(uiLayout *layout,
ED_assetlist_ensure_previews_job(&asset_library_ref, C);
const int tot_items = ED_assetlist_size(&asset_library_ref);
asset_view_template_refresh_asset_collection(
asset_library_ref, *filter_settings, *assets_dataptr, assets_propname);
populate_asset_collection(asset_library_ref, *assets_dataptr, assets_propname);
AssetViewListData *list_data = (AssetViewListData *)MEM_mallocN(sizeof(*list_data),
"AssetViewListData");
list_data->asset_library_ref = asset_library_ref;
list_data->filter_settings = *filter_settings;
list_data->screen = CTX_wm_screen(C);
list_data->show_names = (display_flags & UI_TEMPLATE_ASSET_DRAW_NO_NAMES) == 0;

View File

@ -8,9 +8,11 @@
#include <cstring>
#include "BLI_fnmatch.h"
#include "BLI_function_ref.hh"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_string.h"
#include "BLI_string_ref.hh"
#include "BLI_utildefines.h"
#include "BKE_screen.h"
@ -26,12 +28,15 @@
#include "RNA_prototypes.h"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "UI_view2d.h"
#include "WM_api.h"
#include "interface_intern.hh"
using namespace blender;
/**
* The validated data that was passed to #uiTemplateList (typically through Python).
* Populated through #ui_template_list_data_retrieve().
@ -148,6 +153,45 @@ static void uilist_draw_filter_default(struct uiList *ui_list,
}
}
uiListNameFilter::uiListNameFilter(uiList &list)
{
const char *filter_raw = list.filter_byname;
if (filter_raw[0]) {
const size_t slen = strlen(filter_raw);
/* Implicitly add heading/trailing wildcards if needed. */
if (slen + 3 <= sizeof(storage_.filter_buff)) {
filter_ = storage_.filter_buff;
}
else {
filter_ = storage_.filter_dyn = static_cast<char *>(
MEM_mallocN((slen + 3) * sizeof(char), "filter_dyn"));
}
BLI_strncpy_ensure_pad(filter_, filter_raw, '*', slen + 3);
}
}
uiListNameFilter::~uiListNameFilter()
{
MEM_SAFE_FREE(storage_.filter_dyn);
}
eUIListFilterResult uiListNameFilter::operator()(const PointerRNA & /* itemptr */,
StringRefNull name,
int /* index */)
{
if (!filter_) {
return UI_LIST_ITEM_FILTER_MATCHES;
}
/* Case-insensitive! */
if (fnmatch(filter_, name.c_str(), FNM_CASEFOLD) == 0) {
return UI_LIST_ITEM_FILTER_MATCHES;
}
return UI_LIST_ITEM_FILTER_MISMATCHES;
}
struct StringCmp {
char name[MAX_IDPROP_NAME];
int org_idx;
@ -159,16 +203,16 @@ static int cmpstringp(const void *p1, const void *p2)
return BLI_strcasecmp(((StringCmp *)p1)->name, ((StringCmp *)p2)->name);
}
static void uilist_filter_items_default(struct uiList *ui_list,
const struct bContext * /*C*/,
struct PointerRNA *dataptr,
const char *propname)
void UI_list_filter_and_sort_items(uiList *ui_list,
const bContext * /*C*/,
uiListItemFilterFn item_filter_fn,
PointerRNA *dataptr,
const char *propname,
uiListItemGetNameFn get_name_fn)
{
uiListDyn *dyn_data = ui_list->dyn_data;
PropertyRNA *prop = RNA_struct_find_property(dataptr, propname);
const char *filter_raw = ui_list->filter_byname;
char *filter = (char *)filter_raw, filter_buff[32], *filter_dyn = nullptr;
const bool filter_exclude = (ui_list->filter_flag & UILST_FLT_EXCLUDE) != 0;
const bool order_by_name = (ui_list->filter_sort_flag & UILST_FLT_SORT_MASK) ==
UILST_FLT_SORT_ALPHA;
@ -176,41 +220,26 @@ static void uilist_filter_items_default(struct uiList *ui_list,
dyn_data->items_shown = dyn_data->items_len = len;
if (len && (order_by_name || filter_raw[0])) {
if (len && (order_by_name || item_filter_fn)) {
StringCmp *names = nullptr;
int order_idx = 0, i = 0;
if (order_by_name) {
names = static_cast<StringCmp *>(MEM_callocN(sizeof(StringCmp) * len, "StringCmp"));
}
if (filter_raw[0]) {
const size_t slen = strlen(filter_raw);
if (item_filter_fn) {
dyn_data->items_filter_flags = static_cast<int *>(
MEM_callocN(sizeof(int) * len, "items_filter_flags"));
dyn_data->items_shown = 0;
/* Implicitly add heading/trailing wildcards if needed. */
if (slen + 3 <= sizeof(filter_buff)) {
filter = filter_buff;
}
else {
filter = filter_dyn = static_cast<char *>(
MEM_mallocN((slen + 3) * sizeof(char), "filter_dyn"));
}
BLI_strncpy_ensure_pad(filter, filter_raw, '*', slen + 3);
}
RNA_PROP_BEGIN (dataptr, itemptr, prop) {
bool do_order = false;
char *namebuf;
if (RNA_struct_is_a(itemptr.type, &RNA_AssetHandle)) {
/* XXX The AssetHandle design is hacky and meant to be temporary. It can't have a proper
* name property, so for now this hardcoded exception is needed. */
AssetHandle *asset_handle = (AssetHandle *)itemptr.data;
const char *asset_name = ED_asset_handle_get_name(asset_handle);
namebuf = BLI_strdup(asset_name);
if (get_name_fn) {
namebuf = BLI_strdup(get_name_fn(itemptr, i).c_str());
}
else {
namebuf = RNA_struct_name_get_alloc(&itemptr, nullptr, 0, nullptr);
@ -218,9 +247,13 @@ static void uilist_filter_items_default(struct uiList *ui_list,
const char *name = namebuf ? namebuf : "";
if (filter[0]) {
/* Case-insensitive! */
if (fnmatch(filter, name, FNM_CASEFOLD) == 0) {
if (item_filter_fn) {
const eUIListFilterResult filter_result = item_filter_fn(itemptr, name, i);
if (filter_result == UI_LIST_ITEM_NEVER_SHOW) {
/* Pass. */
}
else if (filter_result == UI_LIST_ITEM_FILTER_MATCHES) {
dyn_data->items_filter_flags[i] = UILST_FLT_ITEM;
if (!filter_exclude) {
dyn_data->items_shown++;
@ -266,15 +299,30 @@ static void uilist_filter_items_default(struct uiList *ui_list,
}
}
if (filter_dyn) {
MEM_freeN(filter_dyn);
}
if (names) {
MEM_freeN(names);
}
}
}
/**
* Default UI List filtering: Filter by name.
*/
static void uilist_filter_items_default(struct uiList *ui_list,
const struct bContext *C,
struct PointerRNA *dataptr,
const char *propname)
{
if (ui_list->filter_byname[0]) {
uiListNameFilter name_filter(*ui_list);
UI_list_filter_and_sort_items(ui_list, C, name_filter, dataptr, propname);
}
/* Optimization: Skip filtering entirely when there is no filter string set. */
else {
UI_list_filter_and_sort_items(ui_list, C, nullptr, dataptr, propname);
}
}
static void uilist_free_dyn_data(uiList *ui_list)
{
uiListDyn *dyn_data = ui_list->dyn_data;

View File

@ -102,17 +102,16 @@ static float view2d_major_step_x__time(const View2D *v2d, const Scene *scene)
for (int step = 1; step < fps; step *= 2) {
possible_distances.append(step);
}
possible_distances.append(fps);
possible_distances.append(2 * fps);
possible_distances.append(5 * fps);
possible_distances.append(10 * fps);
possible_distances.append(30 * fps);
possible_distances.append(60 * fps);
possible_distances.append(2 * 60 * fps);
possible_distances.append(5 * 60 * fps);
possible_distances.append(10 * 60 * fps);
possible_distances.append(30 * 60 * fps);
possible_distances.append(60 * 60 * fps);
for (int i = 0; i <= 5; i++) {
uint fac = pow(60, i);
possible_distances.append(fac * fps);
possible_distances.append(fac * 2 * fps);
possible_distances.append(fac * 5 * fps);
possible_distances.append(fac * 10 * fps);
possible_distances.append(fac * 30 * fps);
possible_distances.append(fac * 60 * fps);
}
float distance = select_major_distance(possible_distances.data(),
possible_distances.size(),

View File

@ -1732,7 +1732,7 @@ void MASK_OT_hide_view_clear(wmOperatorType *ot)
/* identifiers */
ot->name = "Clear Restrict View";
ot->description = "Reveal the layer by setting the hide flag";
ot->description = "Reveal temporarily hidden mask layers";
ot->idname = "MASK_OT_hide_view_clear";
/* api callbacks */
@ -1792,7 +1792,7 @@ void MASK_OT_hide_view_set(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Set Restrict View";
ot->description = "Hide the layer by setting the hide flag";
ot->description = "Temporarily hide mask layers";
ot->idname = "MASK_OT_hide_view_set";
/* api callbacks */

View File

@ -147,6 +147,18 @@ void immDrawPixelsTexTiled_scaling_clipping(IMMDrawPixelsTexState *state,
const float color[4])
{
int subpart_x, subpart_y, tex_w = 256, tex_h = 256;
#ifdef __APPLE__
if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
/* NOTE(Metal): The Metal backend will keep all temporary texture memory within a command
* submission in-flight, so using a partial tile size does not provide any tangible memory
* reduction, but does incur additional API overhead and significant cache inefficiency on AMD
* platforms.
* The Metal API also provides smart resource paging such that the application can
* still efficiently swap memory, even if system is low in physical memory. */
tex_w = img_w;
tex_h = img_h;
}
#endif
int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
int components;
const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));

View File

@ -3,6 +3,7 @@
#include "AS_asset_catalog.hh"
#include "AS_asset_catalog_tree.hh"
#include "AS_asset_library.hh"
#include "AS_asset_representation.h"
#include "BLI_multi_value_map.hh"
@ -46,7 +47,7 @@ static void node_add_menu_assets_listen_fn(const wmRegionListenerParams *params)
struct LibraryAsset {
AssetLibraryReference library_ref;
AssetHandle handle;
AssetRepresentation &asset;
};
struct AssetItemTree {
@ -93,11 +94,11 @@ static AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree *node
return {};
}
ED_assetlist_iterate(all_library_ref, [&](AssetHandle asset) {
if (!ED_asset_filter_matches_asset(&type_filter, &asset)) {
ED_assetlist_iterate(all_library_ref, [&](AssetHandle asset_handle) {
if (!ED_asset_filter_matches_asset(&type_filter, &asset_handle)) {
return true;
}
const AssetMetaData &meta_data = *ED_asset_handle_get_metadata(&asset);
const AssetMetaData &meta_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&meta_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree->type) {
return true;
@ -111,7 +112,8 @@ static AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree *node
if (catalog == nullptr) {
return true;
}
assets_per_path.add(catalog->path, LibraryAsset{all_library_ref, asset});
AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
assets_per_path.add(catalog->path, LibraryAsset{all_library_ref, *asset});
return true;
});
@ -178,16 +180,17 @@ static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
for (const LibraryAsset &item : asset_items) {
uiLayout *col = uiLayoutColumn(layout, false);
PointerRNA file{
&screen.id, &RNA_FileSelectEntry, const_cast<FileDirEntry *>(item.handle.file_data)};
uiLayoutSetContextPointer(col, "active_file", &file);
PointerRNA asset_ptr{NULL, &RNA_AssetRepresentation, &item.asset};
uiLayoutSetContextPointer(col, "asset", &asset_ptr);
PointerRNA library_ptr{&screen.id,
&RNA_AssetLibraryReference,
const_cast<AssetLibraryReference *>(&item.library_ref)};
uiLayoutSetContextPointer(col, "asset_library_ref", &library_ptr);
uiItemO(col, ED_asset_handle_get_name(&item.handle), ICON_NONE, "NODE_OT_add_group_asset");
uiItemO(
col, AS_asset_representation_name_get(&item.asset), ICON_NONE, "NODE_OT_add_group_asset");
}
catalog_item->foreach_child([&](asset_system::AssetCatalogTreeItem &child_item) {

View File

@ -39,7 +39,7 @@ struct AddNodeItem {
std::string ui_name;
std::string identifier;
std::string description;
std::optional<AssetHandle> asset;
const AssetRepresentation *asset;
std::function<void(const bContext &, bNodeTree &, bNode &)> after_add_fn;
int weight = 0;
};
@ -67,24 +67,25 @@ static void add_node_search_listen_fn(const wmRegionListenerParams *params, void
}
static void search_items_for_asset_metadata(const bNodeTree &node_tree,
const AssetHandle asset,
const AssetHandle asset_handle,
Vector<AddNodeItem> &search_items)
{
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset);
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&asset_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
return;
}
const AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
AddNodeItem item{};
item.ui_name = ED_asset_handle_get_name(&asset);
item.ui_name = ED_asset_handle_get_name(&asset_handle);
item.identifier = node_tree.typeinfo->group_idname;
item.description = asset_data.description == nullptr ? "" : asset_data.description;
item.asset = asset;
item.after_add_fn = [asset](const bContext &C, bNodeTree &node_tree, bNode &node) {
Main &bmain = *CTX_data_main(&C);
node.flag &= ~NODE_OPTIONS;
node.id = asset::get_local_id_from_asset_or_append_and_reuse(bmain, asset);
node.id = ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT);
id_us_plus(node.id);
BKE_ntree_update_tag_node_property(&node_tree, &node);
DEG_relations_tag_update(&bmain);

View File

@ -143,10 +143,10 @@ static void add_existing_group_input_fn(nodes::LinkSearchOpParams &params,
*/
static void search_link_ops_for_asset_metadata(const bNodeTree &node_tree,
const bNodeSocket &socket,
const AssetHandle asset,
const AssetHandle asset_handle,
Vector<SocketLinkOperation> &search_link_ops)
{
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset);
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&asset_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
return;
@ -182,7 +182,8 @@ static void search_link_ops_for_asset_metadata(const bNodeTree &node_tree,
continue;
}
const StringRef asset_name = ED_asset_handle_get_name(&asset);
AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
const StringRef asset_name = ED_asset_handle_get_name(&asset_handle);
const StringRef socket_name = socket_property->name;
search_link_ops.append(
@ -193,7 +194,7 @@ static void search_link_ops_for_asset_metadata(const bNodeTree &node_tree,
bNode &node = params.add_node(params.node_tree.typeinfo->group_idname);
node.flag &= ~NODE_OPTIONS;
node.id = asset::get_local_id_from_asset_or_append_and_reuse(bmain, asset);
node.id = ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT);
id_us_plus(node.id);
BKE_ntree_update_tag_node_property(&params.node_tree, &node);
DEG_relations_tag_update(&bmain);

View File

@ -7,6 +7,8 @@
#include <numeric>
#include "AS_asset_representation.h"
#include "MEM_guardedalloc.h"
#include "DNA_collection_types.h"
@ -378,14 +380,16 @@ void NODE_OT_add_group(wmOperatorType *ot)
/** \name Add Node Group Asset Operator
* \{ */
static bool add_node_group_asset(const bContext &C, const AssetHandle asset, ReportList &reports)
static bool add_node_group_asset(const bContext &C,
const AssetRepresentation *asset,
ReportList &reports)
{
Main &bmain = *CTX_data_main(&C);
SpaceNode &snode = *CTX_wm_space_node(&C);
bNodeTree &edit_tree = *snode.edittree;
bNodeTree *node_group = reinterpret_cast<bNodeTree *>(
asset::get_local_id_from_asset_or_append_and_reuse(bmain, asset));
ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT));
if (!node_group) {
return false;
}
@ -427,9 +431,8 @@ static int node_add_group_asset_invoke(bContext *C, wmOperator *op, const wmEven
if (!library_ref) {
return OPERATOR_CANCELLED;
}
bool is_valid;
const AssetHandle handle = CTX_wm_asset_handle(C, &is_valid);
if (!is_valid) {
const AssetRepresentation *asset = CTX_wm_asset(C);
if (!asset) {
return OPERATOR_CANCELLED;
}
@ -442,7 +445,7 @@ static int node_add_group_asset_invoke(bContext *C, wmOperator *op, const wmEven
snode.runtime->cursor /= UI_DPI_FAC;
if (!add_node_group_asset(*C, handle, *op->reports)) {
if (!add_node_group_asset(*C, asset, *op->reports)) {
return OPERATOR_CANCELLED;
}
@ -460,12 +463,11 @@ static char *node_add_group_asset_get_description(struct bContext *C,
struct wmOperatorType * /*op*/,
struct PointerRNA * /*values*/)
{
bool is_valid;
const AssetHandle handle = CTX_wm_asset_handle(C, &is_valid);
if (!is_valid) {
const AssetRepresentation *asset = CTX_wm_asset(C);
if (!asset) {
return nullptr;
}
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&handle);
const AssetMetaData &asset_data = *AS_asset_representation_metadata_get(asset);
if (!asset_data.description) {
return nullptr;
}

View File

@ -1295,7 +1295,6 @@ static int view3d_ruler_add_invoke(bContext *C, wmOperator *op, const wmEvent *e
{
ARegion *region = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = region->regiondata;
if (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_TOOL)) {
BKE_report(op->reports, RPT_WARNING, "Gizmos hidden in this view");
@ -1304,7 +1303,6 @@ static int view3d_ruler_add_invoke(bContext *C, wmOperator *op, const wmEvent *e
wmGizmoMap *gzmap = region->gizmo_map;
wmGizmoGroup *gzgroup = WM_gizmomap_group_find(gzmap, view3d_gzgt_ruler_id);
const bool use_depth = (v3d->shading.type >= OB_SOLID);
if (!gizmo_ruler_check_for_operator(gzgroup)) {
return OPERATOR_CANCELLED;
@ -1324,31 +1322,23 @@ static int view3d_ruler_add_invoke(bContext *C, wmOperator *op, const wmEvent *e
OPERATOR_RUNNING_MODAL) {
RulerInfo *ruler_info = gzgroup->customdata;
RulerInteraction *inter = ruler_item->gz.interaction_data;
if (use_depth) {
struct Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
/* snap the first point added, not essential but handy */
inter->co_index = 0;
view3d_ruler_item_mousemove(C,
depsgraph,
ruler_info,
ruler_item,
mval,
false
struct Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
inter->co_index = 0;
view3d_ruler_item_mousemove(C,
depsgraph,
ruler_info,
ruler_item,
mval,
false
#ifndef USE_SNAP_DETECT_FROM_KEYMAP_HACK
,
true
,
true
#endif
);
copy_v3_v3(inter->drag_start_co, ruler_item->co[inter->co_index]);
RNA_property_float_set_array(ruler_info->snap_data.gizmo->ptr,
ruler_info->snap_data.prop_prevpoint,
inter->drag_start_co);
}
else {
negate_v3_v3(inter->drag_start_co, rv3d->ofs);
copy_v3_v3(ruler_item->co[0], inter->drag_start_co);
view3d_ruler_item_project(ruler_info, ruler_item->co[0], mval);
}
);
copy_v3_v3(inter->drag_start_co, ruler_item->co[inter->co_index]);
RNA_property_float_set_array(ruler_info->snap_data.gizmo->ptr,
ruler_info->snap_data.prop_prevpoint,
inter->drag_start_co);
copy_v3_v3(ruler_item->co[2], ruler_item->co[0]);
ruler_item->gz.highlight_part = inter->co_index = 2;

View File

@ -99,6 +99,8 @@ struct GPUPass {
/** Hint that an optimized variant of this pass should be created based on a complexity heuristic
* during pass code generation. */
bool should_optimize;
/** Whether pass is in the GPUPass cache. */
bool cached;
};
/* -------------------------------------------------------------------- */
@ -132,6 +134,7 @@ static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
static void gpu_pass_cache_insert_after(GPUPass *node, GPUPass *pass)
{
BLI_spin_lock(&pass_cache_spin);
pass->cached = true;
if (node != nullptr) {
/* Add after the first pass having the same hash. */
pass->next = node->next;
@ -775,6 +778,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
pass->create_info = codegen.create_info;
pass->hash = codegen.hash_get();
pass->compiled = false;
pass->cached = false;
/* Only flag pass optimization hint if this is the first generated pass for a material.
* Optimized passes cannot be optimized further, even if the heuristic is still not
* favorable. */
@ -881,14 +885,6 @@ GPUShader *GPU_pass_shader_get(GPUPass *pass)
return pass->shader;
}
void GPU_pass_release(GPUPass *pass)
{
BLI_spin_lock(&pass_cache_spin);
BLI_assert(pass->refcount > 0);
pass->refcount--;
BLI_spin_unlock(&pass_cache_spin);
}
static void gpu_pass_free(GPUPass *pass)
{
BLI_assert(pass->refcount == 0);
@ -899,6 +895,18 @@ static void gpu_pass_free(GPUPass *pass)
MEM_freeN(pass);
}
void GPU_pass_release(GPUPass *pass)
{
BLI_spin_lock(&pass_cache_spin);
BLI_assert(pass->refcount > 0);
pass->refcount--;
/* Un-cached passes will not be filtered by garbage collection, so release here. */
if (pass->refcount == 0 && !pass->cached) {
gpu_pass_free(pass);
}
BLI_spin_unlock(&pass_cache_spin);
}
void GPU_pass_cache_garbage_collect(void)
{
static int lasttime = 0;

View File

@ -287,17 +287,17 @@ class MTLSafeFreeList {
std::atomic<bool> in_free_queue_;
std::atomic<bool> referenced_by_workload_;
std::recursive_mutex lock_;
/* Linked list of next MTLSafeFreeList chunk if current chunk is full. */
std::atomic<int> has_next_pool_;
std::atomic<MTLSafeFreeList *> next_;
/* Lockless list. MAX_NUM_BUFFERS_ within a chunk based on considerations
* for performance and memory.
* for performance and memory. Higher chunk counts are preferable for efficiently
* performing block operations such as copying several objects simultaneously.
*
* MIN_BUFFER_FLUSH_COUNT refers to the minimum count of buffers in the MTLSafeFreeList
* before buffers are returned to global memory pool. This is set at a point to reduce
* overhead of small pool flushes, while ensuring floating memory overhead is not excessive. */
static const int MAX_NUM_BUFFERS_ = 1024;
static const int MAX_NUM_BUFFERS_ = 8192;
static const int MIN_BUFFER_FLUSH_COUNT = 120;
std::atomic<int> current_list_index_;
gpu::MTLBuffer *safe_free_pool_[MAX_NUM_BUFFERS_];
@ -305,8 +305,8 @@ class MTLSafeFreeList {
public:
MTLSafeFreeList();
/* Add buffer to Safe Free List, can be called from secondary threads.
* Performs a lockless list insert. */
/* Can be used from multiple threads. Performs insertion into Safe Free List with the least
* amount of threading synchronization. */
void insert_buffer(gpu::MTLBuffer *buffer);
/* Whether we need to start a new safe free list, or can carry on using the existing one. */
@ -321,10 +321,11 @@ class MTLSafeFreeList {
void flag_in_queue()
{
in_free_queue_ = true;
if (has_next_pool_) {
if (current_list_index_ >= MTLSafeFreeList::MAX_NUM_BUFFERS_) {
MTLSafeFreeList *next_pool = next_.load();
BLI_assert(next_pool != nullptr);
next_pool->flag_in_queue();
if (next_pool) {
next_pool->flag_in_queue();
}
}
}
};

View File

@ -257,10 +257,7 @@ void MTLBufferPool::update_memory_pools()
}
/* Fetch next MTLSafeFreeList chunk, if any. */
MTLSafeFreeList *next_list = nullptr;
if (current_pool->has_next_pool_ > 0) {
next_list = current_pool->next_.load();
}
MTLSafeFreeList *next_list = current_pool->next_.load();
/* Delete current MTLSafeFreeList */
current_pool->lock_.unlock();
@ -396,7 +393,6 @@ MTLSafeFreeList::MTLSafeFreeList()
in_free_queue_ = false;
current_list_index_ = 0;
next_ = nullptr;
has_next_pool_ = 0;
}
void MTLSafeFreeList::insert_buffer(gpu::MTLBuffer *buffer)
@ -410,12 +406,19 @@ void MTLSafeFreeList::insert_buffer(gpu::MTLBuffer *buffer)
* insert the buffer into the next available chunk. */
if (insert_index >= MTLSafeFreeList::MAX_NUM_BUFFERS_) {
/* Check if first caller to generate next pool. */
int has_next = has_next_pool_++;
if (has_next == 0) {
next_ = new MTLSafeFreeList();
}
/* Check if first caller to generate next pool in chain.
* Otherwise, ensure pool exists or wait for first caller to create next pool. */
MTLSafeFreeList *next_list = next_.load();
if (!next_list) {
std::unique_lock lock(lock_);
next_list = next_.load();
if (!next_list) {
next_list = new MTLSafeFreeList();
next_.store(next_list);
}
}
BLI_assert(next_list);
next_list->insert_buffer(buffer);

View File

@ -490,8 +490,12 @@ class MSLGeneratorInterface {
std::string generate_msl_uniform_undefs(ShaderStage stage);
std::string generate_ubo_block_undef_chain(ShaderStage stage);
std::string generate_msl_texture_vars(ShaderStage shader_stage);
void generate_msl_textures_input_string(std::stringstream &out, ShaderStage stage);
void generate_msl_uniforms_input_string(std::stringstream &out, ShaderStage stage);
void generate_msl_textures_input_string(std::stringstream &out,
ShaderStage stage,
bool &is_first_parameter);
void generate_msl_uniforms_input_string(std::stringstream &out,
ShaderStage stage,
bool &is_first_parameter);
/* Location is not always specified, so this will resolve outstanding locations. */
void resolve_input_attribute_locations();

View File

@ -2145,8 +2145,20 @@ std::string MSLGeneratorInterface::generate_msl_compute_entry_stub()
return out.str();
}
/* If first parameter in function signature, do not print out a comma.
* Update first parameter flag to false for future invocations. */
static char parameter_delimiter(bool &is_first_parameter)
{
if (is_first_parameter) {
is_first_parameter = false;
return ' ';
}
return ',';
}
void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream &out,
ShaderStage stage)
ShaderStage stage,
bool &is_first_parameter)
{
/* Note: Shader stage must be specified as the singular stage index for which the input
* is generating. Compound stages are not valid inputs. */
@ -2156,7 +2168,8 @@ void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream
BLI_assert(this->texture_samplers.size() <= GPU_max_textures_vert());
for (const MSLTextureSampler &tex : this->texture_samplers) {
if (bool(tex.stage & stage)) {
out << ",\n\t" << tex.get_msl_typestring(false) << " [[texture(" << tex.location << ")]]";
out << parameter_delimiter(is_first_parameter) << "\n\t" << tex.get_msl_typestring(false)
<< " [[texture(" << tex.location << ")]]";
}
}
@ -2166,7 +2179,8 @@ void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream
* If we exceed the hardware-supported limit, then follow a bind-less model using argument
* buffers. */
if (this->use_argument_buffer_for_samplers()) {
out << ",\n\tconstant SStruct& samplers [[buffer(MTL_uniform_buffer_base_index+"
out << parameter_delimiter(is_first_parameter)
<< "\n\tconstant SStruct& samplers [[buffer(MTL_uniform_buffer_base_index+"
<< (this->get_sampler_argument_buffer_bind_index(stage)) << ")]]";
}
else {
@ -2175,7 +2189,8 @@ void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream
BLI_assert(this->texture_samplers.size() <= MTL_MAX_DEFAULT_SAMPLERS);
for (const MSLTextureSampler &tex : this->texture_samplers) {
if (bool(tex.stage & stage)) {
out << ",\n\tsampler " << tex.name << "_sampler [[sampler(" << tex.location << ")]]";
out << parameter_delimiter(is_first_parameter) << "\n\tsampler " << tex.name
<< "_sampler [[sampler(" << tex.location << ")]]";
}
}
@ -2189,12 +2204,13 @@ void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream
}
void MSLGeneratorInterface::generate_msl_uniforms_input_string(std::stringstream &out,
ShaderStage stage)
ShaderStage stage,
bool &is_first_parameter)
{
for (const MSLUniformBlock &ubo : this->uniform_blocks) {
if (bool(ubo.stage & stage)) {
/* For literal/existing global types, we do not need the class name-space accessor. */
out << ",\n\tconstant ";
out << parameter_delimiter(is_first_parameter) << "\n\tconstant ";
if (!is_builtin_type(ubo.type_name)) {
out << get_stage_class_name(stage) << "::";
}
@ -2211,104 +2227,135 @@ void MSLGeneratorInterface::generate_msl_uniforms_input_string(std::stringstream
std::string MSLGeneratorInterface::generate_msl_vertex_inputs_string()
{
std::stringstream out;
bool is_first_parameter = true;
if (this->uses_ssbo_vertex_fetch_mode) {
/* Vertex Buffers bound as raw buffers. */
for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) {
out << "\tconstant uchar* MTL_VERTEX_DATA_" << i << " [[buffer(" << i << ")]],\n";
out << parameter_delimiter(is_first_parameter) << "\tconstant uchar* MTL_VERTEX_DATA_" << i
<< " [[buffer(" << i << ")]]\n";
}
out << "\tconstant ushort* MTL_INDEX_DATA[[buffer(MTL_SSBO_VERTEX_FETCH_IBO_INDEX)]],";
out << parameter_delimiter(is_first_parameter)
<< "\tconstant ushort* MTL_INDEX_DATA[[buffer(MTL_SSBO_VERTEX_FETCH_IBO_INDEX)]]";
}
else {
if (this->vertex_input_attributes.size() > 0) {
/* Vertex Buffers use input assembly. */
out << get_stage_class_name(ShaderStage::VERTEX) << "::VertexIn v_in [[stage_in]],";
out << get_stage_class_name(ShaderStage::VERTEX) << "::VertexIn v_in [[stage_in]]";
is_first_parameter = false;
}
}
out << "\n\tconstant " << get_stage_class_name(ShaderStage::VERTEX)
<< "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
this->generate_msl_uniforms_input_string(out, ShaderStage::VERTEX);
if (this->uniforms.size() > 0) {
out << parameter_delimiter(is_first_parameter) << "\n\tconstant "
<< get_stage_class_name(ShaderStage::VERTEX)
<< "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
is_first_parameter = false;
}
this->generate_msl_uniforms_input_string(out, ShaderStage::VERTEX, is_first_parameter);
/* Transform feedback buffer binding. */
if (this->uses_transform_feedback) {
out << ",\n\tdevice " << get_stage_class_name(ShaderStage::VERTEX)
out << parameter_delimiter(is_first_parameter) << "\n\tdevice "
<< get_stage_class_name(ShaderStage::VERTEX)
<< "::VertexOut_TF* "
"transform_feedback_results[[buffer(MTL_transform_feedback_buffer_index)]]";
}
/* Generate texture signatures. */
this->generate_msl_textures_input_string(out, ShaderStage::VERTEX);
this->generate_msl_textures_input_string(out, ShaderStage::VERTEX, is_first_parameter);
/* Entry point parameters for gl Globals. */
if (this->uses_gl_VertexID) {
out << ",\n\tconst uint32_t gl_VertexID [[vertex_id]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint32_t gl_VertexID [[vertex_id]]";
}
if (this->uses_gl_InstanceID) {
out << ",\n\tconst uint32_t gl_InstanceID [[instance_id]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint32_t gl_InstanceID [[instance_id]]";
}
if (this->uses_gl_BaseInstanceARB) {
out << ",\n\tconst uint32_t gl_BaseInstanceARB [[base_instance]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint32_t gl_BaseInstanceARB [[base_instance]]";
}
return out.str();
}
std::string MSLGeneratorInterface::generate_msl_fragment_inputs_string()
{
bool is_first_parameter = true;
std::stringstream out;
out << get_stage_class_name(ShaderStage::FRAGMENT)
<< "::VertexOut v_in [[stage_in]],\n\tconstant "
<< get_stage_class_name(ShaderStage::FRAGMENT)
<< "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
out << parameter_delimiter(is_first_parameter) << get_stage_class_name(ShaderStage::FRAGMENT)
<< "::VertexOut v_in [[stage_in]]";
this->generate_msl_uniforms_input_string(out, ShaderStage::FRAGMENT);
if (this->uniforms.size() > 0) {
out << parameter_delimiter(is_first_parameter) << "\n\tconstant "
<< get_stage_class_name(ShaderStage::FRAGMENT)
<< "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
}
this->generate_msl_uniforms_input_string(out, ShaderStage::FRAGMENT, is_first_parameter);
/* Generate texture signatures. */
this->generate_msl_textures_input_string(out, ShaderStage::FRAGMENT);
this->generate_msl_textures_input_string(out, ShaderStage::FRAGMENT, is_first_parameter);
if (this->uses_gl_PointCoord) {
out << ",\n\tconst float2 gl_PointCoord [[point_coord]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst float2 gl_PointCoord [[point_coord]]";
}
if (this->uses_gl_FrontFacing) {
out << ",\n\tconst MTLBOOL gl_FrontFacing [[front_facing]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst MTLBOOL gl_FrontFacing [[front_facing]]";
}
if (this->uses_gl_PrimitiveID) {
out << ",\n\tconst uint gl_PrimitiveID [[primitive_id]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint gl_PrimitiveID [[primitive_id]]";
}
/* Barycentrics. */
if (this->uses_barycentrics) {
out << ",\n\tconst float3 mtl_barycentric_coord [[barycentric_coord]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst float3 mtl_barycentric_coord [[barycentric_coord]]";
}
return out.str();
}
std::string MSLGeneratorInterface::generate_msl_compute_inputs_string()
{
bool is_first_parameter = true;
std::stringstream out;
out << "constant " << get_stage_class_name(ShaderStage::COMPUTE)
<< "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
if (this->uniforms.size() > 0) {
out << parameter_delimiter(is_first_parameter) << "constant "
<< get_stage_class_name(ShaderStage::COMPUTE)
<< "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
}
this->generate_msl_uniforms_input_string(out, ShaderStage::COMPUTE);
this->generate_msl_uniforms_input_string(out, ShaderStage::COMPUTE, is_first_parameter);
/* Generate texture signatures. */
this->generate_msl_textures_input_string(out, ShaderStage::COMPUTE);
this->generate_msl_textures_input_string(out, ShaderStage::COMPUTE, is_first_parameter);
/* Entry point parameters for gl Globals. */
if (this->uses_gl_GlobalInvocationID) {
out << ",\n\tconst uint3 gl_GlobalInvocationID [[thread_position_in_grid]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint3 gl_GlobalInvocationID [[thread_position_in_grid]]";
}
if (this->uses_gl_WorkGroupID) {
out << ",\n\tconst uint3 gl_WorkGroupID [[threadgroup_position_in_grid]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint3 gl_WorkGroupID [[threadgroup_position_in_grid]]";
}
if (this->uses_gl_NumWorkGroups) {
out << ",\n\tconst uint3 gl_NumWorkGroups [[threadgroups_per_grid]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint3 gl_NumWorkGroups [[threadgroups_per_grid]]";
}
if (this->uses_gl_LocalInvocationIndex) {
out << ",\n\tconst uint gl_LocalInvocationIndex [[thread_index_in_threadgroup]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint gl_LocalInvocationIndex [[thread_index_in_threadgroup]]";
}
if (this->uses_gl_LocalInvocationID) {
out << ",\n\tconst uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]]";
out << parameter_delimiter(is_first_parameter)
<< "\n\tconst uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]]";
}
return out.str();
@ -2316,6 +2363,10 @@ std::string MSLGeneratorInterface::generate_msl_compute_inputs_string()
std::string MSLGeneratorInterface::generate_msl_uniform_structs(ShaderStage shader_stage)
{
/* Only generate PushConstantBlock if we have uniforms. */
if (this->uniforms.size() == 0) {
return "";
}
BLI_assert(shader_stage == ShaderStage::VERTEX || shader_stage == ShaderStage::FRAGMENT);
std::stringstream out;
@ -2624,6 +2675,9 @@ std::string MSLGeneratorInterface::generate_msl_fragment_out_struct()
std::string MSLGeneratorInterface::generate_msl_global_uniform_population(ShaderStage stage)
{
if (this->uniforms.size() == 0) {
return "";
}
/* Populate Global Uniforms. */
std::stringstream out;

View File

@ -594,17 +594,6 @@ void gpu::MTLTexture::update_sub(
}
}
/* Prepare staging buffer for data. */
id<MTLBuffer> staging_buffer = nil;
uint64_t staging_buffer_offset = 0;
/* Fetch allocation from scratch buffer. */
MTLTemporaryBuffer allocation =
ctx->get_scratchbuffer_manager().scratch_buffer_allocate_range_aligned(totalsize, 256);
memcpy(allocation.data, data, totalsize);
staging_buffer = allocation.metal_buffer;
staging_buffer_offset = allocation.buffer_offset;
/* Common Properties. */
MTLPixelFormat compatible_write_format = mtl_format_get_writeable_view_format(
destination_format);
@ -616,6 +605,12 @@ void gpu::MTLTexture::update_sub(
return;
}
/* Fetch allocation from memory pool. */
MTLBuffer *temp_allocation = MTLContext::get_global_memory_manager()->allocate_with_data(
totalsize, true, data);
id<MTLBuffer> staging_buffer = temp_allocation->get_metal_buffer();
BLI_assert(staging_buffer != nil);
/* Prepare command encoders. */
id<MTLBlitCommandEncoder> blit_encoder = nil;
id<MTLComputeCommandEncoder> compute_encoder = nil;
@ -697,7 +692,7 @@ void gpu::MTLTexture::update_sub(
int max_array_index = ((type_ == GPU_TEXTURE_1D_ARRAY) ? extent[1] : 1);
for (int array_index = 0; array_index < max_array_index; array_index++) {
int buffer_array_offset = staging_buffer_offset + (bytes_per_image * array_index);
int buffer_array_offset = (bytes_per_image * array_index);
[blit_encoder
copyFromBuffer:staging_buffer
sourceOffset:buffer_array_offset
@ -727,7 +722,7 @@ void gpu::MTLTexture::update_sub(
MTLComputeState &cs = ctx->main_command_buffer.get_compute_state();
cs.bind_pso(pso);
cs.bind_compute_bytes(&params, sizeof(params), 0);
cs.bind_compute_buffer(staging_buffer, staging_buffer_offset, 1);
cs.bind_compute_buffer(staging_buffer, 0, 1);
cs.bind_compute_texture(texture_handle, 0);
[compute_encoder
dispatchThreads:MTLSizeMake(extent[0], 1, 1) /* Width, Height, Layer */
@ -747,7 +742,7 @@ void gpu::MTLTexture::update_sub(
MTLComputeState &cs = ctx->main_command_buffer.get_compute_state();
cs.bind_pso(pso);
cs.bind_compute_bytes(&params, sizeof(params), 0);
cs.bind_compute_buffer(staging_buffer, staging_buffer_offset, 1);
cs.bind_compute_buffer(staging_buffer, 0, 1);
cs.bind_compute_texture(texture_handle, 0);
[compute_encoder
dispatchThreads:MTLSizeMake(extent[0], extent[1], 1) /* Width, layers, nil */
@ -779,7 +774,7 @@ void gpu::MTLTexture::update_sub(
}
[blit_encoder copyFromBuffer:staging_buffer
sourceOffset:staging_buffer_offset + texture_array_relative_offset
sourceOffset:texture_array_relative_offset
sourceBytesPerRow:bytes_per_row
sourceBytesPerImage:bytes_per_image
sourceSize:MTLSizeMake(extent[0], extent[1], 1)
@ -807,7 +802,7 @@ void gpu::MTLTexture::update_sub(
MTLComputeState &cs = ctx->main_command_buffer.get_compute_state();
cs.bind_pso(pso);
cs.bind_compute_bytes(&params, sizeof(params), 0);
cs.bind_compute_buffer(staging_buffer, staging_buffer_offset, 1);
cs.bind_compute_buffer(staging_buffer, 0, 1);
cs.bind_compute_texture(texture_handle, 0);
[compute_encoder
dispatchThreads:MTLSizeMake(
@ -828,7 +823,7 @@ void gpu::MTLTexture::update_sub(
MTLComputeState &cs = ctx->main_command_buffer.get_compute_state();
cs.bind_pso(pso);
cs.bind_compute_bytes(&params, sizeof(params), 0);
cs.bind_compute_buffer(staging_buffer, staging_buffer_offset, 1);
cs.bind_compute_buffer(staging_buffer, 0, 1);
cs.bind_compute_texture(texture_handle, 0);
[compute_encoder dispatchThreads:MTLSizeMake(extent[0],
extent[1],
@ -848,7 +843,7 @@ void gpu::MTLTexture::update_sub(
ctx->pipeline_state.unpack_row_length);
int bytes_per_image = bytes_per_row * extent[1];
[blit_encoder copyFromBuffer:staging_buffer
sourceOffset:staging_buffer_offset
sourceOffset:0
sourceBytesPerRow:bytes_per_row
sourceBytesPerImage:bytes_per_image
sourceSize:MTLSizeMake(extent[0], extent[1], extent[2])
@ -871,7 +866,7 @@ void gpu::MTLTexture::update_sub(
MTLComputeState &cs = ctx->main_command_buffer.get_compute_state();
cs.bind_pso(pso);
cs.bind_compute_bytes(&params, sizeof(params), 0);
cs.bind_compute_buffer(staging_buffer, staging_buffer_offset, 1);
cs.bind_compute_buffer(staging_buffer, 0, 1);
cs.bind_compute_texture(texture_handle, 0);
[compute_encoder
dispatchThreads:MTLSizeMake(
@ -896,7 +891,7 @@ void gpu::MTLTexture::update_sub(
int face_index = offset[2] + i;
[blit_encoder copyFromBuffer:staging_buffer
sourceOffset:staging_buffer_offset + texture_array_relative_offset
sourceOffset:texture_array_relative_offset
sourceBytesPerRow:bytes_per_row
sourceBytesPerImage:bytes_per_image
sourceSize:MTLSizeMake(extent[0], extent[1], 1)
@ -930,7 +925,7 @@ void gpu::MTLTexture::update_sub(
for (int i = 0; i < extent[2]; i++) {
int face_index = offset[2] + i;
[blit_encoder copyFromBuffer:staging_buffer
sourceOffset:staging_buffer_offset + texture_array_relative_offset
sourceOffset:texture_array_relative_offset
sourceBytesPerRow:bytes_per_row
sourceBytesPerImage:bytes_per_image
sourceSize:MTLSizeMake(extent[0], extent[1], 1)
@ -1058,6 +1053,11 @@ void gpu::MTLTexture::update_sub(
/* Decrement texture reference counts. This ensures temporary texture views are released. */
[texture_handle release];
/* Release temporary staging buffer allocation.
* NOTE: Allocation will be tracked with command submission and released once no longer in use.
*/
temp_allocation->free();
}
}

View File

@ -342,9 +342,13 @@ id<MTLComputePipelineState> gpu::MTLTexture::mtl_texture_update_impl(
options:options
error:&error] autorelease];
if (error) {
NSLog(@"Compile Error - Metal Shader Library error %@ ", error);
BLI_assert(false);
return nullptr;
/* Only exit out if genuine error and not warning. */
if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location ==
NSNotFound) {
NSLog(@"Compile Error - Metal Shader Library error %@ ", error);
BLI_assert(false);
return nil;
}
}
/* Fetch compute function. */
@ -658,9 +662,13 @@ id<MTLComputePipelineState> gpu::MTLTexture::mtl_texture_read_impl(
options:options
error:&error] autorelease];
if (error) {
NSLog(@"Compile Error - Metal Shader Library error %@ ", error);
BLI_assert(false);
return nil;
/* Only exit out if genuine error and not warning. */
if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location ==
NSNotFound) {
NSLog(@"Compile Error - Metal Shader Library error %@ ", error);
BLI_assert(false);
return nil;
}
}
/* Fetch compute function. */

View File

@ -7,6 +7,10 @@
* and texture2d types in metal).
*/
/* Suppress unhelpful shader compiler warnings. */
#pragma clang diagnostic ignored "-Wunused-variable"
#pragma clang diagnostic ignored "-Wcomment"
/* Base instance with offsets. */
#define gpu_BaseInstance gl_BaseInstanceARB
#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)

View File

@ -315,6 +315,7 @@ static void set_bsdf_socket_values(bNode *bsdf, Material *mat, const MTLMaterial
}
if (do_tranparency || (alpha >= 0.0f && alpha < 1.0f)) {
mat->blend_method = MA_BM_BLEND;
mat->blend_flag |= MA_BL_HIDE_BACKFACE;
}
if (mtl_mat.sheen >= 0) {
@ -393,6 +394,7 @@ static void add_image_textures(Main *bmain,
else if (key == int(MTLTexMapType::Alpha)) {
link_sockets(ntree, image_node, "Alpha", bsdf, tex_map_type_to_socket_id[key]);
mat->blend_method = MA_BM_BLEND;
mat->blend_flag |= MA_BL_HIDE_BACKFACE;
}
else {
link_sockets(ntree, image_node, "Color", bsdf, tex_map_type_to_socket_id[key]);

View File

@ -140,6 +140,10 @@ typedef struct AssetLibraryReference {
* Not part of the core design, we should try to get rid of it. Only needed to wrap FileDirEntry
* into a type with PropertyGroup as base, so we can have an RNA collection of #AssetHandle's to
* pass to the UI.
*
* \warning Never store this! When using #ED_assetlist_iterate(), only access it within the
* iterator function. The contained file data can be freed since the file cache has a
* maximum number of items.
*/
#
#

View File

@ -578,6 +578,17 @@ static void rna_def_asset_handle(BlenderRNA *brna)
rna_def_asset_handle_api(srna);
}
static void rna_def_asset_representation(BlenderRNA *brna)
{
StructRNA *srna;
srna = RNA_def_struct(brna, "AssetRepresentation", NULL);
RNA_def_struct_ui_text(srna,
"Asset Representation",
"Information about an entity that makes it possible for the asset system "
"to deal with the entity as asset");
}
static void rna_def_asset_catalog_path(BlenderRNA *brna)
{
StructRNA *srna = RNA_def_struct(brna, "AssetCatalogPath", NULL);
@ -610,6 +621,7 @@ void RNA_def_asset(BlenderRNA *brna)
rna_def_asset_data(brna);
rna_def_asset_library_reference(brna);
rna_def_asset_handle(brna);
rna_def_asset_representation(brna);
rna_def_asset_catalog_path(brna);
RNA_define_animate_sdna(true);

View File

@ -826,7 +826,7 @@ static void rna_def_mask_splines(BlenderRNA *brna)
NULL,
NULL);
RNA_def_property_flag(prop, PROP_EDITABLE | PROP_NEVER_UNLINK);
RNA_def_property_ui_text(prop, "Active Spline", "Active spline of masking layer");
RNA_def_property_ui_text(prop, "Active Point", "Active point of masking layer");
}
static void rna_def_maskSplinePoints(BlenderRNA *brna)

View File

@ -4779,7 +4779,7 @@ static void rna_def_userdef_view(BlenderRNA *brna)
/* mini axis */
static const EnumPropertyItem mini_axis_type_items[] = {
{USER_MINI_AXIS_TYPE_NONE, "NONE", 0, "Off", ""},
{USER_MINI_AXIS_TYPE_MINIMAL, "MINIMAL", 0, "Simple Axis", ""},
{USER_MINI_AXIS_TYPE_MINIMAL, "MINIMAL", 0, "Simple Axes", ""},
{USER_MINI_AXIS_TYPE_GIZMO, "GIZMO", 0, "Interactive Navigation", ""},
{0, NULL, 0, NULL, NULL},
};
@ -4789,7 +4789,7 @@ static void rna_def_userdef_view(BlenderRNA *brna)
RNA_def_property_ui_text(
prop,
"Mini Axes Type",
"Show a small rotating 3D axes in the top right corner of the 3D viewport");
"Show small rotating 3D axes in the top right corner of the 3D viewport");
RNA_def_property_update(prop, 0, "rna_userdef_gizmo_update");
prop = RNA_def_property(srna, "mini_axis_size", PROP_INT, PROP_PIXEL);

View File

@ -437,9 +437,6 @@ static void panel_draw(const bContext *C, Panel *panel)
if (runtime_data->used_cpu) {
uiItemL(layout, "Using both CPU and GPU subdivision", ICON_INFO);
}
else {
uiItemL(layout, "Using GPU subdivision", ICON_INFO);
}
}
}
}

View File

@ -337,7 +337,7 @@ DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_ANGLE, 0, "MESH_EDGE_ANGLE", Inpu
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS, 0, "MESH_EDGE_NEIGHBORS",InputMeshEdgeNeighbors, "Edge Neighbors", "Retrieve the number of faces that use each edge as one of their sides")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_VERTICES, 0, "MESH_EDGE_VERTICES", InputMeshEdgeVertices, "Edge Vertices", "Retrieve topology information relating to each edge of a mesh")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_AREA, 0, "MESH_FACE_AREA", InputMeshFaceArea, "Face Area", "Calculate the surface area of a mesh's faces")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_IS_PLANAR, 0, "MESH_FACE_IS_PLANAR",InputMeshFaceIsPlanar, "Is Face Planar", "Retrieve whether all triangles in a face are on the same plane, i.e. whether have the same normal")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_IS_PLANAR, 0, "MESH_FACE_IS_PLANAR", InputMeshFaceIsPlanar, "Is Face Planar", "Retrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normal")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_NEIGHBORS, 0, "MESH_FACE_NEIGHBORS",InputMeshFaceNeighbors, "Face Neighbors", "Retrieve topology information relating to each face of a mesh")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_ISLAND, 0, "MESH_ISLAND", InputMeshIsland, "Mesh Island", "Retrieve information about separate connected regions in a mesh")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS, 0, "MESH_VERTEX_NEIGHBORS", InputMeshVertexNeighbors, "Vertex Neighbors", "Retrieve topology information relating to each vertex of a mesh")