* Move colorband and theme DNA to own headers
* Move some anim, curve, modifier and space enums to new headers
* Move data transfer enums to DNA
* Duplicate imbuf proxy and GPU backend enums
For a few reasons:
* Reduce number of includes in DNA headers
* Don't define enums used in DNA outside of DNA
* Move theme settings to separate header for userdef_default_theme.c
* Prepare for using default initializers in DNA headers. (#134531)
Pull Request: https://projects.blender.org/blender/blender/pulls/138831
Regression caused by #138433
Somehow the lazy nature of the is_linear and is_srgb got lost in
the refactor and the fields were greedily initialized on startup
and it is not a cheap operation.
Pull Request: https://projects.blender.org/blender/blender/pulls/138945
As evidenced by #138868, checking all colorspaces to see if they are sRGB
can be very slow, due to loading all LUTs into memory. Instead use a simpler
check by a list of names only, which is still better than the hardcoded
single name used in Blender 4.4.
Ideally recent configs will use the ColorInterop Forum alias so we can
find the sRGB colorspace reliably.
The issue was caused by the shader always applying exposure even if
it is 1. When the input image had negative values this lead to nan
values to the input of the shader which converts to the display
space.
Solved by only doing to-scene-linear transform in the shader which
does this.
Caused by 18110744a2
Pull Request: https://projects.blender.org/blender/blender/pulls/138666
Briefly about this change:
- OpenColorIO C-API is removed.
- The information about color spaces in ImBuf module is removed.
It was stored in global ListBase in colormanagement.cc.
- Both OpenColorIO and fallback implementation supports GPU drawing.
- Fallback implementation supports white point, RGB curves, etc.
- Removed check for support of GPU drawing in IMB.
Historically it was implemented in a separate library with C-API, this
is because way back C++ code needed to stay in intern. This causes all
sort of overheads, and even calls that are strictly considered bad
level.
This change moves OpenColorIO integration into a module within imbuf,
next to movie, and next to IMB_colormanagement which is the main user
of it. This allows to avoid copy of color spaces, displays, views etc
in the ImBuf: they were used to help quickly querying information to
be shown on the interface. With this change it can be stored in the
same data structures as what is used by the OpenColorIO integration.
While it might not be fully avoiding duplication it is now less, and
there is no need in the user code to maintain the copies.
In a lot of cases this change also avoids allocations done per access
to the OpenColorIO. For example, it is not needed anymore to allocate
image descriptor in a heap.
The bigger user-visible change is that the fallback implementation now
supports GLSL drawing, with the whole list of supported features, such
as curve mapping and white point. This should help simplifying code
which relies on color space conversion on GPU: there is no need to
figure out fallback solution in such cases. The only case when drawing
will not work is when there is some actual bug, or driver issue, and
shader has failed to compile.
The change avoids having an opaque type for color space, and instead
uses forward declaration. It is a bit verbose on declaration, but helps
avoiding unsafe type-casts. There are ways to solve this in the future,
like having a header for forward declaration, or to flatten the name
space a bit.
There should be no user-level changes under normal operation.
When building without OpenColorIO or the configuration has a typo or
is missing a fuller set of color management tools is applies (such as the
white point correction).
Pull Request: https://projects.blender.org/blender/blender/pulls/138433
This adds basic templating support to render output paths. By putting
"{variable_name}" in the path string, it will be replaced by the named
variable's value when generating the actual output path. This is similar
to how "//" is already substituted with the path to the blend file's
current directory.
This templating system is implemented for both the primary render output
path as well as the File Output node in the compositing nodes. Support
for using templates in other places can be implemented in future PRs.
In addition to the "{variable_name}" syntax, some additional syntax is
also supported:
- Since "{" and "}" now have special meaning, "{{" and "}}" are now
escape sequences for literal "{" and "}".
- "{variable_name:format_specifier}", where "format_specifier" is a
special syntax using "#", which allows the user to specify how numeric
variables should be formatted:
- "{variable_name:###}" will format the number as an integer with at
least 3 characters (padding with zeros as needed).
- "{variable_name:.##}" will format the number as a float with
precisely 2 fractional digits.
- "{variable_name:###.##}" will format the number as a float with at
least 3 characters for the integer part and precisely 2 for the
fractional part.
For the primary render output path: if there is a template syntax error,
a variable doesn't exist, or a format specifier isn't valid (e.g. trying
to format a string with "##"), the render that needs to write to the
output path fails with a descriptive error message.
For both the primary and File Output node paths: if there are template
syntax errors the field is highlighted in red in the UI, and a tooltip
describes the offending syntax errors. Note that these do *not* yet
reflect errors due to missing variables. That will be for a follow-up
PR.
In addition to the general system, this PR also implements a limited set
of variables for use in templates, but more can be implemented in future
PRs. The variables added in this PR are:
- `blend_name`: the name of the current blend file without the file
extension.
- `fps`: the frames per second of the current scene.
- `resolution_x` and `resolution_y`: the render output resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/134860
This patch adds a new `BLI_mutex.hh` header which adds `blender::Mutex` as alias
for either `tbb::mutex` or `std::mutex` depending on whether TBB is enabled.
Description copied from the patch:
```
/**
* blender::Mutex should be used as the default mutex in Blender. It implements a subset of the API
* of std::mutex but has overall better guaranteed properties. It can be used with RAII helpers
* like std::lock_guard. However, it is not compatible with e.g. std::condition_variable. So one
* still has to use std::mutex for that case.
*
* The mutex provided by TBB has these properties:
* - It's as fast as a spin-lock in the non-contended case, i.e. when no other thread is trying to
* lock the mutex at the same time.
* - In the contended case, it spins a couple of times but then blocks to avoid draining system
* resources by spinning for a long time.
* - It's only 1 byte large, compared to e.g. 40 bytes when using the std::mutex of GCC. This makes
* it more feasible to have many smaller mutexes which can improve scalability of algorithms
* compared to using fewer larger mutexes. Also it just reduces "memory slop" across Blender.
* - It is *not* a fair mutex, i.e. it's not guaranteed that a thread will ever be able to lock the
* mutex when there are always more than one threads that try to lock it. In the majority of
* cases, using a fair mutex just causes extra overhead without any benefit. std::mutex is not
* guaranteed to be fair either.
*/
```
The performance benchmark suggests that the impact is negilible in almost
all cases. The only benchmarks that show interesting behavior are the once
testing foreach zones in Geometry Nodes. These tests are explicitly testing
overhead, which I still have to reduce over time. So it's not unexpected that
changing the mutex has an impact there. What's interesting is that on macos the
performance improves a lot while on linux it gets worse. Since that overhead
should eventually be removed almost entirely, I don't really consider that
blocking.
Links:
* Documentation of different mutex flavors in TBB:
https://www.intel.com/content/www/us/en/docs/onetbb/developer-guide-api-reference/2021-12/mutex-flavors.html
* Older implementation of a similar mutex by me:
https://archive.blender.org/developer/differential/0016/0016711/index.html
* Interesting read regarding how a mutex can be this small:
https://webkit.org/blog/6161/locking-in-webkit/
Pull Request: https://projects.blender.org/blender/blender/pulls/138370
Previous conversion to scene linear was done in the display transform
shader. Having a separate shader to convert texture to scene linear
allows drawing input textures with different color spaces into a
viewport and apply display transform on all of them.
Currently unused, but is required for !138094. It could also be used
in the future to avoid host-side linearization in the image engine.
Internally it uses a lot of the same logic for shader caching and
binding, but the code is refactored a bit to make it easier to have
a stronger separation in the future if needed.
Ref #138094
Pull Request: https://projects.blender.org/blender/blender/pulls/138308
- ImBuf reference counting: turn that into just an atomic integer
- Cachefile safety: turn into a mutex, since work under the spinlock
was quite heavy (hashtable creation, other memory allocations)
- Movie clip editor: turn into a mutex, since work under the spinlock
was very heavy (reading files from disk, etc.)
- Mesh intersect: remove the previously commented out spinlock path;
replace BLI mutex with C++ mutex for shorter code
Pull Request: https://projects.blender.org/blender/blender/pulls/137989
Other changes include:
- Replace buffer out of bounds check with an assert
(it was only done for the byte).
- Step over pixels on each X span
instead of calculating the offset for each pixel.
- Use const variables.
Note that moving to the templated versions of array allocation functions
in [0] caused integer overflow regressions because multiplying by the
`sizeof(type)` caused the following values to be cast to a size_t.
[0]: e85ebb24fe
WebP images can be at most 16383x16383,
however saving sizes which overflowed an integer would crash.
- Early exit with an error when the image is too large.
- Replace integer offsets with size_t.
- Files cannot exceed 65535 width or height,
attempting to write 65536 would write a zero sized image.
- Ensure that zero sized imbufs are never loaded.
The first two bytes were being checked in the wrong order,
if files using this header were loaded they would detect as IRIS files
from imb_is_a_iris which would then fail to load (printing errors).