Commit Graph

120055 Commits

Author SHA1 Message Date
Jacques Lucke
75d5e69d44 Fix #127039: missing update when disconnecting links 2024-09-05 13:10:50 +02:00
Jeroen Bakker
98feb87f40 Vulkan: Disk cache for static pipelines
This PR introduces disk cache for static pipelines. The pipelines are
stored in `<cache folder>/vk-pipeline-caches/static-shaders.bin`.

Due to limitations in some drivers we add a custom header to the
cache file to identify if the cache file was created by the same driver
for the same GPU for the same Blender.

Reading/writing the cache is skipped when running blender with
`--debug-gpu` as that would generate different shader modules. For
now that isn't a problem, but the final implementation would check
before compiling a shader if a certain key is in the pipeline cache if
that is the case the compilation step is skipped and the cached shader
module is used.

Reference: #126229
Pull Request: https://projects.blender.org/blender/blender/pulls/127110
2024-09-05 13:02:40 +02:00
Jeroen Bakker
52a84b6c01 Vulkan: Don't overwrite pipeline base when already set
Base pipelines are used to optimize the vulkan pipeline creation.
Instead of building each pipeline from scratch a base pipeline can
be used to share resources and faster code-paths.

We used to overwrite the base pipeline with the last created pipeline.
This PR doesn't overwrite the base pipeline after it was initially set
giving less confusion when working with base pipelines.

Pull Request: https://projects.blender.org/blender/blender/pulls/127181
2024-09-05 13:00:39 +02:00
Clément FOUCAULT
093192a9d0 Cleanup: DRW: Remove unused variable warning 2024-09-05 12:23:43 +02:00
Jacques Lucke
871b25b219 Geometry: generalize attribute filters beyond just for anonymous attributes
This introduces the concept of an #AttributeFilter. It's used to tell a geometry
algorithm which attributes it should process/propagate and which can be ignored.

We already had something similar before named
`AnonymousAttributePropagationInfo`. However, as the name implies, this was
specific to anonymous attributes. This had some downsides:
* A lot of code had to be aware of the concept of anonymous attributes even if
  it did nothing special with anonymous attributes.
* For non-anonymous attributes we often had a separate `Set<std::string> skip`
  parameter. It's not nice to have to pass two kinds of filters around and to
  have to construct a `Set<std::string>` in many cases.

`AttributeFilter` solves both of these downsides.

Technically, `AttributeFilter` could also just be a `FunctionRef<bool(StringRef
attribute_name)>`, but that also has some issues:
* The `bool` return value is often ambiguous, i.e. it's not clear if it means
  that the attribute should be processed or not. Using an enum works better.
* Passing function refs around and combining them works, but can very easily
  lead to dangling references.
* The default value of a `FunctionRef` is "empty", i.e. it can't be called. It's
  generally more nice to not have a special case for the default value. Now the
  default `AttributeFilter` propagates all attributes without any extra handling
  on the call-site.

Pull Request: https://projects.blender.org/blender/blender/pulls/127155
2024-09-05 11:33:35 +02:00
Philipp Oeser
f883cb77ba Fix #127117: NLA Channels missing update on animated object visibility
e420caab19 already fixed this for "manually" changing visibility, but
if this change comes through animation, these notifiers dont fire (rna
callbacks dont run).

So to resolve, also redraw on `ND_FRAME`, this is something every region
in animation editors listens to anyways, so probably right for
consistency (and to solve this bug), even though it might eat away some
ticks.

Pull Request: https://projects.blender.org/blender/blender/pulls/127145
2024-09-05 11:29:10 +02:00
Philipp Oeser
69557e316c Fix #127174: GPv3 misses ID selector in Properties Editor Data tab
`ID_code_to_RNA_type` had it, but `RNA_type_to_ID_code` missed the
`RNA_GreasePencilv3` case.

Without it, `ui_template_id` cant work properly.

Pull Request: https://projects.blender.org/blender/blender/pulls/127176
2024-09-05 10:51:06 +02:00
Christoph Lendenfeld
a661a7bf89 Refactor: Move Pose code out of the kernel
Move the functions
* `BKE_pose_apply_action_selected_bones`
* `BKE_pose_apply_action_all_bones`
* and `BKE_pose_apply_action_blend`

out of the blender kernel and into animrig.

This will allow solving #126969 without having to include
animrig code in the blender kernel.

Pull Request: https://projects.blender.org/blender/blender/pulls/126978
2024-09-05 10:41:34 +02:00
Bastien Montagne
938e50a3ed API Doc: Add note to 'liboverride' bpy props flag about ancestors.
For a property to be overridable, all of its ancestors properties also
need to be defined as such.

Missing doc reported in #127125.
2024-09-05 10:30:01 +02:00
Campbell Barton
1235404cfe Fix #127165: crash accessing cls.bl_rna after unregistering 2024-09-05 17:56:56 +10:00
Campbell Barton
acde253b9d Fix invalid MeshRuntime::deformed_only for evaluated edit-meshes
Between 2.93 & 3.2 a regression was introduced where evaluated
meshes from the modifier stack would always have their deformed_only
value set to false.

Resolve by enabling for meshes returned by
BKE_mesh_wrapper_from_editmesh and ensure the value is kept when the
modifier duplicates the cage mesh.

Resolves #123138.
2024-09-05 15:56:39 +10:00
Hans Goudey
07a336c874 Fix #127166: Invalid BMesh normal values after sculpt undo
Building the BVH tree used to recalculate all normals. It makes more
sense to just recalculate them where we actually know it's necessary.
2024-09-04 21:35:37 -04:00
Hans Goudey
c6fe321718 Fix: Sculpt: Data race saving BMesh node original data
Replace modification of vertex indices with a VectorSet for local
index calculation, allowing proper parallelization of the saving.
2024-09-04 21:35:37 -04:00
Hans Goudey
9c86d5e861 Cleanup: Sculpt: Use C++ Array for original BMesh node data 2024-09-04 21:35:37 -04:00
Campbell Barton
3a1e637e26 Cleanup: spelling in comments 2024-09-05 11:31:47 +10:00
Jesse Yurkovich
da2bacae3d Fix: MEM_new/MEM_freeN mismatch inside ui_block_free_active_operator 2024-09-05 03:30:11 +02:00
Pratik Borhade
28fe4f6996 GPv3: Switch to properties tab when stroke icon clicked in outliner
When clicked on icon of GPv3 datablock, switch to object data properties
tab.

Pull Request: https://projects.blender.org/blender/blender/pulls/127139
2024-09-04 23:45:43 +02:00
Harley Acheson
382244c258 UI: Docking Drag Mouse Cursor
This shows the docking feedback very similar to how tooltips are shown
elsewhere. It describes the operation and also includes the icon and
name of the moving/changing area.

Pull Request: https://projects.blender.org/blender/blender/pulls/126898
2024-09-04 22:43:57 +02:00
Hans Goudey
fafe7ccc35 Cleanup: Add define for printing PBVH build timing information
Pull Request: https://projects.blender.org/blender/blender/pulls/127160
2024-09-04 22:33:29 +02:00
Hans Goudey
2aed58a285 Sculpt: Finalize mesh leaf nodes in a separate loop
Decreases BVH build runtime by approximately 6%.
Improve cache locality in the initial splitting loop and the finalization
of mesh leaf nodes by processing them in separate loops. The second
loop calculates the node's vertex indices.
2024-09-04 22:33:27 +02:00
Hans Goudey
fdb5af79d5 Cleanup: Remove unused variable 2024-09-04 22:33:27 +02:00
Hans Goudey
613055016d Sculpt: Parallelize bounds calculation during BVH build
Speeds up building the sculpt BVH tree by over 3x.
The total bounds for all the triangles/grids in the current node is
recalculated for every iteration of the node splitting algorithm that
builds the BVH tree. The first step was parallelized, but since the
number of elements is just divided in half every time, many of the
subsequent bounds calculations are significantly large to benefit from
parallelism too (actually all of them for mesh BVH currently, since the
leaf size is about 4000).
2024-09-04 22:33:27 +02:00
Hans Goudey
689f3aeb91 Refactor: Sculpt: Simplify BVH build material index split 2024-09-04 22:33:27 +02:00
Sean Kim
f27c1327b8 Fix #127130: Snake Hook applies twist continually
Caused by d42aec3cf7

The prior cleanup missed setting the optionals into an invalid state
when the original code would set the `valid` flag to false.

Pull Request: https://projects.blender.org/blender/blender/pulls/127158
2024-09-04 22:22:36 +02:00
Sean Kim
1de0645c24 Cleanup: Various sculpt.cc enum changes and removal
* Turn `StrokeFlags` into `enum class` and add `uint8_t` specifier
* Remove unused anonymous enum & unused struct

Pull Request: https://projects.blender.org/blender/blender/pulls/127157
2024-09-04 21:50:45 +02:00
Harley Acheson
4317f50f5f UI: Clear Recent Cleanup Option
Adds an option to the "Clear Recent Files List" operator to allow it
to remove only items that are not found.  By default it clears "All
Items" but this can be changed to "Items Not Found".

Pull Request: https://projects.blender.org/blender/blender/pulls/127024
2024-09-04 21:07:06 +02:00
Hans Goudey
89095826fd Fix: Debug build error after recent cleanup
The assert is redundant with asserts in `Span` now.
2024-09-04 13:58:58 -04:00
Hans Goudey
d84522390c Sculpt: Ignore sharp faces when building BVH tree
For historical reasons, the BVH tree considered face sharpness similar
to material indices and tried to make the value match for all faces in a
node. This is unnecessary because PBVH drawing supports mixed
sharpness within a node.
2024-09-04 13:26:16 -04:00
Hans Goudey
d7d19ec297 Sculpt: Push multiple undo nodes at once for some operations
For the draw face set brush, dynamic topology remesh, and "Show All",
push all the affected nodes in one call. This helps to decrease overhead
from multithreading and data access.
2024-09-04 13:13:43 -04:00
Hans Goudey
c21ec8221d Refactor: Sculpt: Split mesh and grids undo data storage
Makes it simpler to optimize later on and makes it possible to simplify
some arguments.
2024-09-04 13:13:43 -04:00
Hans Goudey
b14badf3ea Cleanup: Subdiv: Use Span and float3 for vertex positions 2024-09-04 13:13:43 -04:00
Hans Goudey
f610f2e843 Cleanup: Sculpt: Make remaining undo struct definitions private 2024-09-04 13:13:43 -04:00
Anthony Roberts
5f34338296 Windows: Disable shader draw parameter support on certain Qualcomm GPUs
This works around an issue where eevee was rendering a pure black cube in certain shader configurations in the default scene (#122837). This only affects X Elite devices (8cx Gen3 is unaffected).

Pull Request: https://projects.blender.org/blender/blender/pulls/127148
2024-09-04 18:19:54 +02:00
Hans Goudey
d601bf7e3d Sculpt: Restructure PBVH drawing to avoid overhead
This commit rewrites the PBVH drawing using many of the principles from the
ongoing sculpt refactor. First of all, per BVH node overhead is minimized.
Previously the main entry point to the drawing API was per node, so there
was significant overhead fetching global data and maintaining caches on
a per-node basis. Now all of that "global" work happens for the entire
geometry.

We also now avoid creating wireframe index buffers and batches unless
the viewport actually requests wireframe data. This was theoretically
possible before, but the whole logic flow was so convoluted that the
optimization was too difficult. Similarly, multithreading is used more
consistently now. Because of OpenGL, flushing vertex/index buffers to
the GPU has to happen on the main thread, but everything else can be
multithreaded. With outer loops processing all relevant PBVH nodes,
it's now trivial to apply multithreading wherever possible.

Testing performance, overall this commit results in a 10% improvement in
the time between opening a file with a large mesh sculpt and the first
possible interaction. Specifically I measured a change from 8.4 to 7.6
seconds on a completely visible 16 million vertex mesh with a Ryzen 7950x.
I also measured a decrease in memory usage from 4.79 to 4.31 GB.
For multires I observed a similar improvement in memory usage,
though less of a performance improvement.

There are still significant opportunities for future improvement. #122775
would be particularly helpful. #99983 would be helpful too, though more
complicated, and #97665 describes the problems a bit more generally.

Part of #118145.

Pull Request: https://projects.blender.org/blender/blender/pulls/127002
2024-09-04 17:40:50 +02:00
Hans Goudey
1fe7feb4ec Refactor: Sculpt: Make sculpt undo node definition private
This allows more flexibility about how we store undo data. Potentially
we wouldn't need to store everything segmented per-node if we didn't
expose the `undo::Node` struct.
Part of #118145.

Pull Request: https://projects.blender.org/blender/blender/pulls/127116
2024-09-04 17:16:41 +02:00
Hans Goudey
e5988cf912 Refactor: Sculpt: Miscellaneous cleanups to node intersect/nearest loops
- Use `float3` C++ vector instead of pointers
- Return directly instead of using temporary boolean variable
- Use separate loops for "original positions" case to simplify hot loops
2024-09-04 11:07:23 -04:00
Sergey Sharybin
40ae2d7df6 Fix #126949: Regression: Geometry nodes - instances and boolean operation bug
The issue is due to a dependency cycle which leads to access of data
which is not ready yet.
The dependency cycle was introduced in ada367a0e9.

This change makes it so there is no dependency cycle in the setup from
the report by re-routing dependencies a bit: the light linking now
bypasses the geometry component and is only wired to an operation
related on instancing collection (but not use by a boolean modifier).

Pull Request: https://projects.blender.org/blender/blender/pulls/127143
2024-09-04 16:31:48 +02:00
Bastien Montagne
3915a84fc6 Fix #127142: Do not instantiate loose 'annotation' legacy GPv2 data on link. 2024-09-04 16:21:55 +02:00
Sebastian Parborg
cfbb6b5627 Fix: Remove unused typedefs from the legacy armature overlay 2024-09-04 16:13:42 +02:00
Jacques Lucke
89ae1ba38a Attributes: remove AttributeIDRef in favor of just using strings
Previously, the `AttributeIDRef` wrapper was needed because it also had to
contain a pointer to an `AnonymousAttributeID`. However, since
b279a6d703 this is not necessary anymore.
Therefore we can use "raw" `StringRef` now which reduces the mental overhead
when working with attributes and also simplifies code.

Pull Request: https://projects.blender.org/blender/blender/pulls/127140
2024-09-04 16:13:03 +02:00
Clément Foucault
3ab60972b5 Fix: Overlay-Next: Missing select_bind call 2024-09-04 14:35:18 +02:00
Laurynas Duburas
e310e0450f Overlay-Next: add selection mode to relations
Adds selection mode to relations.
Fixes `overlay_extra_wire_vert.glsl` to support `drw_CustomID` and `in_select_buf` for `select_id_set`.

Pull Request: https://projects.blender.org/blender/blender/pulls/127082
2024-09-04 14:29:35 +02:00
Clément Foucault
05deb10405 Fix: Overlay: Intel driver hang caused by shader compilation
Thanks @xavierh for the fix.

Fix #126812
2024-09-04 13:44:42 +02:00
Campbell Barton
36415cfaad Fix memory leak loading legacy meshes without any edges 2024-09-04 21:28:16 +10:00
Jacques Lucke
8fd1a6d094 Fix: Geometry Nodes: don't allow accessing anonymous attributes from named attribute nodes 2024-09-04 13:07:25 +02:00
Jacques Lucke
d38b7286e9 Cleanup: use StringRef instead of std::string in a few places 2024-09-04 13:07:25 +02:00
Clément Foucault
508b39661d Overlay-Next: Armature
Functional Changes:
- Custom shapes using empties now supports line width.
- Line width is supported on MacOS.
- Fixed Stick bone drawing on MacOS.

Some shaders are duplicated and ported to the new
primitive expansion API.

The legacy code inside `overlay_armature.cc` have been
guarded behind `NO_LEGACY_OVERLAY` which can
be enabled to make sure no legacy code is used unnoticed.
This allows for spotting more easily code that needs to be
ported. Moreover, it is easier to remove this legacy code
when the time comes.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126474
2024-09-04 12:56:37 +02:00
Campbell Barton
5ec49b61e9 Fix crash linking legacy animation data
Resovle regression in [0].

Pointers in `action.chanbase` were used without first loading the
list-base. In this case the intention was to skip loading legacy
data, so clear the list instead.

[0]: c7bf1a697e
2024-09-04 20:43:44 +10:00
Miguel Pozo
d3909d42c6 Fix #125506: GP flicker in Video Sequencer
`gpencil_engine_enabled` is uninitialized at `Film::init` time,
so this replaces the check to rely on the DepsGraph instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/127113
2024-09-04 12:13:40 +02:00
Campbell Barton
8db8185276 Fix crash reading files from v2.66
Old files can contain names without any name part (`*` in this case).

Resolve the buffer overflow by checking for nil before the name begins.
2024-09-04 20:12:06 +10:00