This is a regression since d579ac2b3f
Ensure that the image buffers used by render passes have metadata at the
end of render, similarly to how stamping happens. This solves the reported
issue, and makes the metadata behave consistently, independent on how the
image buffer is accessed.
Thanks Philipp Oeser for investigation and pin-pointing the bad commit!
Pull Request: https://projects.blender.org/blender/blender/pulls/119503
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
This required to apply a small fix in the Metal texture uploader.
Without synchronization pixels of a wrong pass can be uploaded to
a wrong texture. This is because this code path is heavily reusing
temporary allocations, and at some point the allocation is not
considered as still in use, unless the command buffer used by the
texture uploader is submitted.
Ref #118919
Pull Request: https://projects.blender.org/blender/blender/pulls/118920
Towards #118493: make movie writing functionality take ImBuf instead
of int* to pixel data.
While at it, make other bMovieHandle functions use "bool" return type
when it is strictly a success/failure result.
Pull Request: https://projects.blender.org/blender/blender/pulls/118559
The non-locking context activation expects the render engine to
have its own GPU contexts, which is not necessarily the case when
compositing happens from the command line.
Ensure that the contexts exist prior to attempt of activating them.
Pull Request: https://projects.blender.org/blender/blender/pulls/118496
The GPU compositor does not take the border region into consideration,
which means it reads more than it should, leading to corruption. Fix
this by taking the border region into account when computing render
width and height.
It is not required to hold the lock of DST when performing
compositing on GPU, as the compositor implementation uses the
GPU module directly, bypassing the draw manager.
However, currently this is known to cause issues on macOS,
and is not yet tested on Windows.
On Linux it works correctly, and avoids lock while compositor
is running.
There could still be a small locking hiccup, when the GPU
context is created and disposed. This needs to be looked
into.
Pull Request: https://projects.blender.org/blender/blender/pulls/118286
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
The tiled compositor code is mainly still around, which is only
expected to be a short-lived period. Eventually it will also be
removed.
The OpenCL, Group Buffers, and Chunk size options are already removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/118010
Visually it is the same as the execution time implemented for the
geometry nodes, and it is to be enabled in the overlay popover.
The implementation is separate from the geometry nodes, as it is
not easy or practical to re-use the geometry nodes implementation.
The execution time is stored in a run-time hash, indexed by a node
instance key. This is similar to the storage of the mode preview
images, but is stored on the scene runtime data and not on the node
tree. Indexing the storage by key allows to easily copy execution
statistics from localized tree to its original version.
The time is only implemented for full-frame compositor, as for the
tiled compositor it could be tricky to calculate reliable time for
pixel processing nodes which process one pixel at a time.
Pull Request: https://projects.blender.org/blender/blender/pulls/117885
- "can not" -> "cannot" in many places (ambiguous, also see
Writing Style guide).
- "Bezier" -> "Bézier": proper spelling of the eponym.
- Tool keymaps: make "Uv" all caps.
- "FFMPEG" -> "FFmpeg" (official spelling)
- Use MULTIPLICATION SIGN U+00D7 instead of MULTIPLICATION X U+2715.
- "LClick" -> "LMB", "RClick" -> "RMB": this convention is used
everywhere else.
- "Save rendered the image..." -> "Save the rendered image...": typo.
- "Preserve Current retiming": title case for property.
- Bend status message: punctuation.
- "... class used to define the panel" -> "header": copy-paste error.
- "... class used to define the menu" -> "asset": copy-paste error.
- "Lights user to display objects..." -> "Lights used...": typo.
- "-setaudio require one argument" -> "requires": typo.
Some issues reported by Joan Pujolar and Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/117856
Part of overall "improve image filtering situation" (#116980), this PR addresses
two issues:
- Bilinear (default) image filtering makes half a source pixel wide transparent
border around the image. This is very noticeable when scaling images/movies up
in VSE. However, when there is no scaling up but you have slightly rotated
image, this creates a "somewhat nice" anti-aliasing around the edge.
- The other filtering kinds (e.g. cubic) do not have this behavior. So they do
not create unexpected transparency when scaling up (yay), however for slightly
rotated images the edge is "jagged" (oh no).
More detail and images in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/117717
This would still overwrite (even though frames existed).
Mistake in 6b9a500a3a.
char "filepath" was already in use/shadowed, instead use "filepath_view" to
correctly glue path/suffix together (as done already a bit below for the
R_TOUCH case).
Pull Request: https://projects.blender.org/blender/blender/pulls/117696
There exist a bunch of "give me a (filtered) image pixel at this location"
functions, some with duplicated functionality, some with almost the same but
not quite, some that look similar but behave slightly differently, etc.
Some of them were in BLI, some were in ImBuf.
This commit tries to improve the situation by:
* Adding low level interpolation functions to `BLI_math_interp.hh`
- With documentation on their behavior,
- And with more unit tests.
* At `ImBuf` level, there are only convenience inline wrappers to the above BLI
functions (split off into a separate header `IMB_interp.hh`). However, since
these wrappers are inline, some things get a tiny bit faster as a side
effect. E.g. VSE image strip, scaling to 4K resolution (Windows/Ryzen5950X):
- Nearest filter: 2.33 -> 1.94ms
- Bilinear filter: 5.83 -> 5.69ms
- Subsampled3x3 filter: 28.6 -> 22.4ms
Details on the functions:
- All of them have `_byte` and `_fl` suffixes.
- They exist in 4-channel byte (uchar4) and float (float4), as well as
explicitly passed amount of channels for other float images.
- New functions in BLI `blender::math` namespace:
- `interpolate_nearest`
- `interpolate_bilinear`
- `interpolate_bilinear_wrap`. Note that unlike previous "wrap" function,
this one no longer requires the caller to do their own wrapping.
- `interpolate_cubic_bspline`. Previous similar function was called just
"bicubic" which could mean many different things.
- Same functions exist in `IMB_interp.hh`, they are just convenience that takes
ImBuf and uses data pointer, width, height from that.
Other bits:
- Renamed `mod_f_positive` to `floored_fmod` (better matches `safe_floored_modf`
and `floored_modulo` that exist elsewhere), made it branchless and added more
unit tests.
- `interpolate_bilinear_wrap_fl` no longer clamps result to 0..1 range. Instead,
moved the clamp to be outside of the call in `paint_image_proj.cc` and
`paint_utils.cc`. Though the need for clamping in there is also questionable.
Pull Request: https://projects.blender.org/blender/blender/pulls/117387
Fix#115983: Crash when saving empty Composite output
Blender crashes when the compositor tries to save en empty composite
output through the render pipeline. This happens when no Composite node
exist and no Render Layers node is used, essentially producing an empty
render result.
We fix this by only saving the composite output if a Composite node or a
Render Layers node exist.
Pull Request: https://projects.blender.org/blender/blender/pulls/117129
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117325
An assert that ensures the GPU compositor executes in a non main thread
wrongly fires in background mode, that's because in background mode,
rendering happens in the main thread. So add a condition for background
mode.
This allows code outside of the render pipeline to make proper
decisions about how the imbuf of render passes are to be handled.
For example, IMB_create_gpu_texture() will now properly select
single channel grayscale texture format for depth pass coming from
multilayer EXR, additionally solving assert in the GPU compositor
code which verifies expected and actual imbuf texture format.
Pull Request: https://projects.blender.org/blender/blender/pulls/117184
Set the number of planes based on the number of pass channels.
If the pass contains 2 passes or more than 4 passes set the number
of planes to the previously used value of 32.
This is needed because quite some areas check for the number of
planes for various optimizations. For example, this is one of the
factors which make IMB_create_gpu_texture() to choose the texture
format. If the number of planes for the depth pass is set to the
previously used this function will never consider using single
channel GPU texture.
Unfortunately, this change is not enough to make the GPU texture
to use single channel format as the color space of the image
buffer is also checked, and that is nullptr which means scene linear.
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
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
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.
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.