`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
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.
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
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.
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
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.
`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.