Commit Graph

1448 Commits

Author SHA1 Message Date
Pratik Borhade
03c9563582 Fix T93431: Crash when empty is marked as asset
Make `ED_preview_id_is_supported(ID *)` NULL-safe. It's semantically
valid, as it's not possible to render a preview of a NULL ID.

The crash was introduced in 481f032f5c

Reviewed By: sybren, jbakker

Maniphest Tasks: T93431

Differential Revision: https://developer.blender.org/D13398
2021-11-29 15:25:03 +01:00
Julian Eisel
cd818fd081 Assets: Sanitize threaded preview creation with undo
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
2021-11-24 11:20:35 +01:00
Julian Eisel
34615cd269 Fix grayed out preview generation button for light objects
Mistake in e7bea3fb6e.

We should only skip preview generation for objects that don't support
preview rendering, not completely forbid accessing preview data of such
IDs.
2021-11-22 21:12:36 +01:00
Jacques Lucke
0c3b215e7d Images: refactor how failed image load attempts are remembered
Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate
whether an image failed to load. There were three possible values
which (probably) had the following meanings:
* `0`: There was an error while loading the image. Don't try to load again.
* `1`: Default value. Try to load the image.
* `2`: The image was loaded successfully.

This image-wide flag did not make sense unfortunately, because loading
may work for some frames of an image sequence but not for others.
Remember than an image data block can also contain a movie.

The purpose of the `->ok` flag was to serve as an optimization to avoid
trying to load a file over and over again when there is an error (e.g. the
file does not exist or is invalid). To get the optimization back, the patch
is changing `MovieCache` so that it can also cache failed load attempts.
As a consequence, `ibuf` is allowed to be `NULL` in a few more places.
I added the appropriate null checks.

This also solves issues when image sequences are used with the
Image Texture node in Geometry nodes (also see D12827).

Differential Revision: https://developer.blender.org/D12957
2021-11-02 11:17:12 +01:00
Aaron Carlisle
2743d746ea Cleanup: use an array for wmEvent cursor position variables
Use arrays for wmEvent coordinates, this quiets warnings with GCC11.

- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.

There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.

Reviewed By: campbellbarton, Severin

Ref D12901
2021-10-21 00:00:01 +11:00
Campbell Barton
c1c6c11ca6 Cleanup: spelling in comments 2021-10-12 17:55:02 +11:00
Campbell Barton
df8f507f41 Cleanup: spelling in comments 2021-10-06 14:54:05 +11:00
Campbell Barton
b93e947306 Cleanup: rename BKE_font.h -> BKE_vfont.h
Match API naming prefix (BKE_vfont_*) and DNA_vfont_types.h.
2021-10-06 11:18:16 +11:00
Bastien Montagne
6578db57cd Fix T91691: Selecting "Remove unused slots" in Materials panel removes slots that are assigned to particle systems/hair.
`BKE_object_material_slot_used` would only check obdata usages, but
particle settings can also (weirdly enough) use objects' material slots.

So now, as its name suggests, `BKE_object_material_slot_used` does take
an object as parameter, and also checks for potential slot usage from
psys in the object.
2021-09-27 18:09:20 +02:00
Brecht Van Lommel
0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00
Richard Antalik
7cb65e4581 Cleanup: Refactor VSE overlay settings
Move overlay flags into SequencerPreviewOverlay and
SequencerTimelineOverlay structs.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D12569
2021-09-20 16:30:15 +02:00
Campbell Barton
afcd06e1e1 Cleanup: spelling in comments 2021-08-26 12:36:58 +10:00
Campbell Barton
c671bfe14e Cleanup: spelling in comments & minor cleanup
Also hyphenate 'mouse-move' use doxy sections in render_update.c &
move function comment from the header to the source.
2021-08-21 13:26:54 +10:00
Kévin Dietrich
51862c8445 Cycles: experimental integration of Alembic procedural in viewport rendering
This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache
modifier in order to use and test it from Blender.

To enable it, one has to switch the render feature set to experimental and
activate the Procedural in the modifier. An Alembic Procedural is then
created for each CacheFile from Blender set to use the Procedural, and each
Blender object having a MeshSequenceCache modifier is added to list of objects
of the right procedural.

The procedural's parameters derive from the CacheFile's properties which are
already exposed in the UI through the modifier, although more Cycles specific
options might be added in the future.

As there is currently no cache controls and since we load all the data at the
beginning of the render session, the procedural is only available during
viewport renders at the moment. When an Alembic procedural is rendered, data
from the archive are not read on the Blender side.

If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural,
bounding boxes are used to display the objects in the scene as a signal that the
objects are not processed by Blender anymore. This is standard in other DCCs.
However this does not reduce the memory usage from Blender as the Alembic data
was already loaded either during an import or during a .blend file read.

This is mostly a hack to test the Cycles Alembic procedural until we have a
better Blender side mechanism for letting renderers load their own geometry,
which will be based on import and export settings on Collections (T68933).

Ref T79174, D3089

Reviewed By: brecht, sybren

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D10197
2021-08-19 14:40:51 +02:00
Peter Kim
eb278f5e12 XR: Color Depth Adjustments
This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.

By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.

However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.

Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.

Reviewed By: Julian Eisel, Clément Foucault

Differential Revision: http://developer.blender.org/D9842
2021-08-16 11:46:09 +09:00
Jeroen Bakker
bb487bc2bc Fix T89984: Improve Icon previews reflective and transmissive materials.
Before this commit rendering material icons the floor will is hidden.
This reduces the readability of reflective/refractive materials.

check patch for additional screenshots and notes.

This patch will switch the floor material that uses ray visibility tricks to render a floor for reflective rays.

Eevee uses screen space reflections that makes this a different problem. There is nothing else drawn in
the scene in screen space so we need a different trick. Using math we convert a reflective ray to UV space
and generate a world that projects a checker pattern to infinity.

As now the floor is in the world it is being reflected via
a cubemap. As the film is transparent the background (including the floor isn't rendered)

In the future when Eevee supports vulkan raytracing we can re-evaluate and perhaps remove this
approximation.

We tried lightprobes but that wasn't able to do the trick.
Using the compositor would lead to more memory usage (render layers and intermediate buffers) and slower performance.
Solution has been validated with Simon

Reviewed By: sybren, Severin

Differential Revision: https://developer.blender.org/D11988
2021-08-11 16:59:57 +02:00
Brecht Van Lommel
8abf6efcf6 Cleanup: rename restrict to hide/visibility in Object, Collection, MaskLayer
This makes the internal naming consistent with the public API. And also gives
us a visibility_flag rather than restrictflag that can be extended with more
flags.
2021-08-04 19:18:34 +02:00
Antonio Vazquez
cafb1bc47f Data-block Preview: Create preview using current frame
The preview was always using frame 1, but maybe the object has changed and it's better create preview using the current frame.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12018
2021-07-29 15:08:12 +02:00
Campbell Barton
828c66f393 Cleanup: spelling in comments 2021-07-26 12:32:42 +10:00
Campbell Barton
ced94bc11c Cleanup: code comments punctuation / spacing 2021-07-23 17:03:51 +10:00
Jeroen Bakker
16804297e6 Cleanup: Split set_preview_visibilty. 2021-07-21 14:12:24 +02:00
Campbell Barton
e7082fbdb0 Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msg 2021-07-21 20:39:51 +10:00
Jeroen Bakker
8b0fac4116 Fix compile issue. 2021-07-21 11:09:52 +02:00
Jeroen Bakker
9aa0a3f533 Cleanup Preview rendering: Separate world preparation.
Small cleanup that moves world preparation out of scene preparation.
2021-07-21 09:35:21 +02:00
Jeroen Bakker
75e41b1279 Cleanup: use named enum types.
Added ePreviewRenderMethod and ePreviewType.
2021-07-21 08:18:34 +02:00
Philipp Oeser
f164188a6d Fix T89981: missing refresh on the compositors render layer node when adding/removing AOVs
Just refresh the node's outputs via ntreeCompositUpdateRLayers().

Maniphest Tasks: T89981

Differential Revision: https://developer.blender.org/D11973
2021-07-20 17:00:01 +02:00
Jesse Yurkovich
e82c5c6607 Fix T89868: Crash showing thumbnail of wide-aspect image
Scaling down images could create images with a width or height of zero.

Clamp at 1 to prevent a crash, also add an assert to scaling functions.

Ref D11956
2021-07-18 10:44:02 +10:00
Sybren A. Stüvel
e78e235cc5 Cleanup: preview rendering, update assumptions in comment
The `action_preview_render()` function used to just render, but now it
also temporarily applies the pose. Its comment is now updated for this.

No functional changes.
2021-07-16 14:48:03 +02:00
Sybren A. Stüvel
6e01b52100 Assets: temporarily apply pose when generating preview image
When generating a preview image for a pose, temporarily apply it to the
armature. Contrary to the usual pose application, this ignores the
selected bones and always applies the entire pose.
2021-07-15 16:12:36 +02:00
Campbell Barton
8e8a6b80cf Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")
This shows the text as part of the assertion message.
2021-07-15 18:29:01 +10:00
Campbell Barton
f0f7282d9d Cleanup: spelling in comments 2021-07-05 15:54:57 +10:00
Campbell Barton
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
Campbell Barton
501d2443d0 Cleanup: use const arguments for accessor functions 2021-06-30 16:42:19 +10:00
Campbell Barton
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
Campbell Barton
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
Leon Zandman
c317f111c1 Cleanup: Spelling Mistakes
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.

Differential Revision: https://developer.blender.org/D11663

Reviewed by Harley Acheson
2021-06-22 10:54:50 -07:00
Sergey Sharybin
d3a792431e Cleanup: Use more clear visibility tag function name
No functional changes. Just makes it clear this is not an immediate
update, and will make an upcoming change more localized.
2021-06-22 09:52:45 +02:00
Brecht Van Lommel
fcc844f8fb BLI: use explicit task isolation, no longer part of parallel operations
After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.

There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.

Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading

Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.

Patch implemented by Sergey and me.

Differential Revision: https://developer.blender.org/D11603
2021-06-15 17:28:44 +02:00
Harley Acheson
bd87ba90e6 Render Window as Non-Child on Win32 platform
This patch makes the "Render" window a top-level window, not a child of
the main window, which was the case in blender versions prior to 2.93.
This means it is no longer "on top", nor is the icon grouped on the
taskbar in the same way, but you can Alt-Tab between it and the main
window. This change only affects the Windows platform as the other
platforms behave this way.

See D11576 for links to negative feedback that prompts this change.

Differential Revision: https://developer.blender.org/D11576

Reviewed by Brecht Van Lommel
2021-06-11 13:07:30 -07:00
Campbell Barton
4443c4082e Cleanup: remove redundant checks which have already been tested
Note that these changes are limited simple cases as these kinds of
changes could allow for errors when refactoring code when the known
state is not so obvious.
2021-06-10 02:22:45 +10:00
Jacques Lucke
ed1fc9d96b BLI: support disabling task isolation in task pool
Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.

Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.

This fixes T88598.

Differential Revision: https://developer.blender.org/D11415
2021-06-08 10:39:33 +02:00
Severin
330fecc9b7 Assets: Use textures (and shadows) for automatic object previews
Textures may be important to be able to identify an object. They are also a way
to make many objects look more like when rendered with an advanced render
engine, without being that expensive.
So this seems like a simple way to increase usefulness of the automatic
previews.
2021-05-19 17:57:51 +02:00
Germano Cavalcante
e6bf272abd Merge branch 'blender-v2.93-release' 2021-05-03 20:07:03 -03:00
Brecht Van Lommel
8ce11c8b66 Fix T87982: crash switching render slots while render is in progress 2021-05-03 22:10:26 +02:00
Harley Acheson
ecc7a83798 UI: Object Thumbnails Orientation Change
Object orientation for thumbnail creation changed to be slightly
oblique (tilted to one side and from above) to better show shape,
especially when axis-aligned. Camera lens changed to 85 to avoid
distortion of close objects like human heads.

see D9940 for details and examples.

Differential Revision: https://developer.blender.org/D9940

Reviewed by Julian Eisel
2021-05-01 09:15:03 -07:00
Sybren A. Stüvel
2f367db2cc Cleanup: preview rendering, push bContext a bit further down the call stack
Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.

No functional changes.
2021-04-13 13:14:49 +02:00
Brecht Van Lommel
50782df425 Render: faster animation and re-rendering with Persistent Data
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.

Previously there option was named Persistent Images and had a more limited
impact on render time and memory.

When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.

For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.

These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
2021-04-05 14:05:01 +02:00
Campbell Barton
bb6765f28f Cleanup: spelling 2021-03-18 09:36:44 +11:00
Philipp Oeser
6114d909d6 Fix T86417: Crash deleting Shader AOV from an empty list
Missing NULL check in {rB2bae11d5c08a}.

Candidate for corrective release I guess.

Maniphest Tasks: T86417

Differential Revision: https://developer.blender.org/D10666
2021-03-09 14:45:38 +01:00
Philipp Oeser
240e721dd3 Fix T86210: No preview icons for non-8bit images
It looks like we never generated correct icon previews for images with
float_rects (non-8bit-images). Images from the report were 16bit pngs.

In this case, `icon_preview_startjob` would return early (it only
checked if the ImBuf `rect` was NULL -- which is the case if it has a
`rect_float` instead). This is not neccessary since `icon_copy_rect` is
perfectly capable of taking float rects.

Now correct the check and only return early if both `rect` & `rect_float`
are NULL.

note: this will not refresh icon previews from existing files
automatically. For this, use File > Data Previews > Clear Data-Block
Previews.

Maniphest Tasks: T86210

Differential Revision: https://developer.blender.org/D10601
2021-03-08 13:51:56 +01:00