Sequencer timeline displays red tint & appropriate icons for strips that are
missing media file (images, movies, audio, or meta strips that contain such).
Sequencer preview and rendering displays missing media strips as magenta,
similar to missing textures elsewhere in Blender. This is on by default,
sequencer view settings have an option to turn it off.
Pull Request: https://projects.blender.org/blender/blender/pulls/116869
Ultimately this was due to missing nullptr check before trying to
process the image, but this should have been caught when loading
ImBufAnims. If any is missing, cancel multiview loading and load
movie as if it was single view only.
Often in previs setups, you have several "variations" of image/movie strips
for review, where the topmost one completely covers the others under it. VSE
rendering already had an optimization where if there's a fully opaque strip
that covers the whole screen, then the lower strips are skipped from
processing/rendering. However, it was not handling the case of non-fullscreen
strips (e.g. you'd have a Color strip near top & bottom for letterboxing, and
an opaque strip "in the middle").
This adds a simple "occluder tracking", and skips strips that are completely
covered by any single opaque strip that is above it (like outlined in #117790
task).
Playback of Gold previs between 1:42 and 1:55, on Windows/Ryzen5950X:
- Average frame time 28.5ms -> 23.8ms
- Median frame time 24.1ms -> 21.5ms
- Two slowest frames: 263->189ms, 194->178ms
Rendering the Gold previs movie: 325s -> 304s (93% of previous time)
Pull Request: https://projects.blender.org/blender/blender/pulls/118396
In some/many cases, an `ImBuf` is allocated, and all the pixels are
immediately filled by some code. Doing the memory clear within allocation
is just memory traffic for no good reason.
Add a flag to skip initialization of ImBuf pixels (IB_uninitialized_pixels)
and use that in some parts of VSE effects/rendering/cache/scopes, as well
as image loading code.
Rendering out VSE movie, on Windows/VS2022/Ryzen5950X:
- Sprite Fright: 443sec -> 414sec (takes 93% of previous time)
- Gold previs: 367sec -> 325sec (takes 88% of prev time)
Pull Request: https://projects.blender.org/blender/blender/pulls/118321
Part of "improve filtering situation" (#116980), now strip scaling filter defaults to "Auto" which has logic like:
- No scale, no rotation, integer positions: Nearest (fastest)
- Scaling up by more than 2x: Cubic Mitchell, so you get nicer blending between pixels than with bilinear,
- Scaling down by more than 2x: Box, so that many pixels are averaged properly without too much aliasing,
- Otherwise: Bilinear
Existing strips that use Bilinear (which is default) get switched to Auto when loading older files.
All of this has an advantage that unless you have some special needs for your look, you can leave it at default and it will look decently good at either large up-scaling or large down-scaling, but not waste performance if you don't use any scaling at all. Previously none of the choices were good in "all cases": box (née subsampled3x3) only looks good when scaling down, cubic only looks good when scaling up, default bilinear leaves performance on the table when you don't use any scale/rotation, etc.
On something like Gold movie current edit, most of the strips effectively use Nearest now, except some that are translated into non-integer pixel positions; those stay effectively Bilinear.
Pull Request: https://projects.blender.org/blender/blender/pulls/117853
- enum class StripEarlyOut instead of raw integer defines
- SeqRenderState default initializer instead of seq_render_state_init
- Vector<Sequence*> instead of manually sized arrays of pointers
- some const to several function arguments
Pull Request: https://projects.blender.org/blender/blender/pulls/117829
Part of overall "improve filtering situation" (#116980): replace Subsampled3x3
(added for blender 3.5 in f210842a72 et al.) strip scaling filter with a
general Box filter.
Subsampled3x3 is really a Box filter ("average pixel values over NxM region"),
hardcoded to 3x3 size. As such, it works pretty well when downscaling images by
3x on each axis. But starts to break down and introduce aliasing at other
scaling factors. Also when scaling up or scaling down by less than 3x, using
total of 9 samples is a bit of overkill and hurts performance.
So instead, calculate the amount of NxM samples needed by looking at scaling
factors on X/Y axes. Note: use at least 2 samples on each axis, so that when
rotation is present, the result edges will get some anti-aliasing, just like it
was happening in previous filter implementation.
Images in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/117584
Part of overall "improve filtering situation" (#116980) task:
Add "Cubic Mitchell" filtering option to VSE strips. This is a cubic (4x4)
filter that generally looks better than bilinear, while not blurring the image
as much as the Cubic BSpline filter that exists elsewhere within Blender. It is
also default in many other apps.
Rename the (very recently added) VSE Bicubic filter option to Cubic BSpline.
Images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/117517
If a scene sequencer strip references a scene with no composite output,
it will crash due to null image buffer output. This patch fixes that by
allocating an empty buffer in those cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/117135
Part of overall "improve filtering situation" (#116980) task:
* Add Bicubic filtering option to strip Transform "Filter" setting.
Previously this option only existed in Transform Effect "Interpolation"
setting.
- With this addition, it feels like the transform effect could
possibly be marked as legacy/deprecated, since the regular Transform
that is on all strips can do everything that Transform Effect did?
* Speed up bicubic filtering (used now in VSE, but also in CPU Compositor,
image paint, etc.) by slightly simplifying the code and using some SIMD.
Upscaling 96x54 image to 3840x2160 resolution, using Bicubic filtering:
- Windows (VS2022, Ryzen 5950X): 35.5ms -> 15.1ms
- Mac (clang 15, M1 Max): 29.6ms -> 24.4ms
* Add gtest coverage for bicubic functionality.
Pull Request: https://projects.blender.org/blender/blender/pulls/117100
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
Since b1526dd2c6, viewport renderer sets `G.is_rendering`, but VSE scene
rendering function used this to decide whether to do offscreen opengl
render or use render API. This logic was quite weak.
Use `SeqRenderData::for_render` instead of `G.is_rendering`, since it
explicitly defines whether strip rendering is invoked by F12 render job.
Since offscreen gl rendering rely on `BLI_thread_is_main()` being
true, use this to initialize `do_seq_gl` variable for clarity.
The use of render job path was further conditioned on `G.is_rendering`,
with exception of running headless, but this condition was incorrect.
This condition was reformulated as precondition, which if true, returns
`nullptr` instead of crashing.
Pull Request: https://projects.blender.org/blender/blender/pulls/115079
Use `VectorSet`, `Vector` or `Span` instead of `SeqCollection` struct.
It is now possible to use native `for` loops and `SEQ_ITERATOR_FOREACH`
macro can be removed.
Another feature is, sets of strips no longer needs to be freed. However,
this poses a limitation, that query functions can not be used in case,
where these sets need to be available outside of scope where they are
created.
Pull Request: https://projects.blender.org/blender/blender/pulls/111909
After eda58d6419, multiply operation does not affect alpha channel, but
Some users do expect this feature present.
This adds option `multiply_alpha`, so that multiplication (in strip
color panel) will affect alpha channel as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/113791
Conversion from timeline frame to frame index was done by casting to
integer, which followed logic of ffmpeg seeking. However this is not
best approach in some cases - for example when FPS of scene and movie
differs by a very small amount. In this case the first frame could be
duplicated and all other frames will appear as offset by one frame.
In particular this may happen scene is set to 29.97 fps and movie is
encoded at 30000/1001 fps. A frame will still have to be duplicated, but
it should be frame where decimal of frame index crosses 0.5 to keep
audio and video in sync as best as possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/113870
Factor of Color>Multiply should not have an effect on the alpha channel.
Alpha values can be adjusted separately by the factor associated to blend mode.
Factors below 1.0 reducing alpha would reduce color twice, while factors
above 1.0 would be clamped to 1.0.
- Removed ops on alpha channel in multiBuf()
- Removed adjustement of ibuf-planes since alpha channel is no longer
modified
Pull Request: https://projects.blender.org/blender/blender/pulls/110984
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944