Ensure VolumeUniformPool uses is always incremented when retrieving a buffer in alloc().
Otherwise the same buffer will be retrieved for more than one object when incrementing the pool size.
Reviewed By: fclem
Maniphest Tasks: T101402
Differential Revision: https://developer.blender.org/D16607
If the compositor is enabled or disabled, the node warnings for
unsupported nodes is not updated because of a missing redraw. This patch
adds that missing redraw in order to make the change immediate.
Missed in the first commit[1].
Initially it was reported that the `flags` parameter was unused on
`imb_cache_filename` but it turns out another swath of code was unused
related to that same function. Clean this up now too.
[1] 38573d515e
Swapping some ID lists between Mains must invalidate the name_map cache.
Note that in theory, at least WM type could be ignored by name_map
cache, since it is a singleton. However, don't think it's worth adding
extra complication here, for really marginal benefits. The overhead of
rebuilding the name cache here is extremly small.
For some reason, this issue did not show so far in master, only appeared
in some branch work on improving (in)direct status of linked IDs... Go
figure.
Previously when using the "Jump To Keyframe" operator
in conjunction with subframes, the decimal part would be kept.
Meaning that it wouldn't jump exactly to the frame.
This fix also makes it so it is possible to jump to keyframes
that are on subframes.
Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D16595
Add int attributes interpolation support for GPU subdivision.
Ensure cached shaders match their intended defines.
(The defines parameter was ignored when requesting a second time the same shader with different defines)
De-duplicate the extract_attr_init code for subdiv/non-subdiv.
Reviewed By: jbakker, fclem
Maniphest Tasks: T102076
Differential Revision: https://developer.blender.org/D16420
This removes the unused code for the IBM tile cache APIs. These have
been unused for as far back as I could manage to search.
Since TIFF was used for the cached images, this removal will allow for
an easier review when it comes time to move TIFF to OIIO as part of
T101413.
Differential Revision: https://developer.blender.org/D16587
a5e7657cee didn't account for slices of zero sizes, and the asserts
were slightly incorrect otherwise. Also, the change didn't apply to
`Span`, only `MutableSpan`, which was a mistake. This also adds "safe"
methods to `IndexMask`, and switches function calls where necessary.
These editors have their own "Auto-Snap" activation option.
So ignore the option in the 3D View in these cases.
The generic incremental snap function doesn't seem really useful in these cases.
If an incremental snap needs to be implemented, this should be a new option of `eAnimEdit_AutoSnap`.
After a recent refactor in b247588dc0, object mode would not show wireframe
edges that do not exist in the original mesh. Now only hide such edges while in
edit mode, where they would otherwise look as if they can be selected.
Before the refactor, edit and paint modes would sometimes show wireframes and
sometimes not, depending on the modifier stack in unpredictable ways.
This wasn't used for backwards compatibility, because Blender does not
read from the `nodetype` anywhere. It also wasn't used for forward
compatibility, because it was not initialized for new node groups.
Vulkan doesn't have a memory allocator builtin. The application should
provide the memory allocator at runtime. Vulkan Memory Allocator is a
widely used implementation.
Vulkan Memory Allocator is a header only implementation, but the using
application should compile a part in a CPP compile unit. The file
`vk_mem_alloc_impl.cc` and `extern_vulkan_memory_allocator` library
is therefore introduced.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16572
This is not used for anything in practice currently. The original intention
was probably to generate different socket subtypes, but that is solved
differently now (e.g. using `NodeSocketFloatDistance`). It's possible
that an addon tried to use this but it's rather unlikely.
Differential Revision: https://developer.blender.org/D13188
This patch warns the user that the compositor setup is not fully
supported when an unsupported node is used. The warning is displayed as
an engine warning overlay and in the node header itself.
See T102353.
Differential Revision: https://developer.blender.org/D16508
Reviewed By: Clement Foucault
(Probably requires ASan for a reliable crash.)
Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor
There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
This patch disables the realtime compositor on MacOS until Metal is
supported. This is because MacOS doesn't support the necessary GPU
features to make it work.
An engine error overlay is displayed if it is enabled and the option
itself is greyed out.
See T102353.
Differential Revision: https://developer.blender.org/D16510
Reviewed By: Clement Foucault