This patch adds support for CPU side buffers for the result class. A new
storage type member was added to identify the type of buffer storage,
and allocation will either allocate a GPU texture or a CPU buffer based
on the context's GPU usage.
This implements the `Apply Modifier` operator for GPv3.
Applies the modifier to the current frame. Drawings at the current frame will be updated.
If the result of the modifier creates new layers, the layers will be added and a drawing
at the current frame will be inserted.
Applying a modifier will run the following steps:
* Create a localized copy of the original Grease Pencil data and insert it into a geometry
set that owns it.
* Execute the `modifiy_geometry_set` function of the modifier with this geometry set.
* In the resulting Grease Pencil data loop over all layers:
* If the original data has a layer with the same name, overwrite its drawing data in the
current frame.
* Otherwise create a new layer in the original data and insert a resulting drawing at
the current frame.
* Remove all original layers that are not mapped to from a result layer.
* Remap the material indices for all drawings that have not been updated (e.g. the ones
that are not on the current frame).
* Copy all the layer attributes to the original Grease Pencil.
Pull Request: https://projects.blender.org/blender/blender/pulls/124543
The problem was the automatic instance deduplication. There were two
instance references before baking, both of which were referenced by instances.
When loading the bake, they were deduplicated, so there was only one geometry,
but the instances still referenced two.
The fix is to not do deduplication when loading instances from a bake.
No need to enable the GL_ARB_conservative_depth extension as it is
core in GLSL 4.20. Some drivers still complain that the
extension was explicitly enabled.
Detected on AMD 21.Q2.1 (27.20.21026.2006) legacy driver.
Pull Request: https://projects.blender.org/blender/blender/pulls/126223
The encoded material names used by cryptomatte were incorrect. Reason
was that it used the name including the object type.
NOTE: reference images needs to be updated
Pull Request: https://projects.blender.org/blender/blender/pulls/126267
When quickly running the "frame step" and "insert key"
operators it was possible to run the key insertion when the
depsgraph hasn't yet been updated.
Because the key insertion code took the frame from the scene,
but the channel values
from the depsgraph, the inserted keys were appearing to be
duplicated from a different frame.
Compared to the previous solution #124583 this moves
the code to ensure an evaluated depsgraph
into a new invoke function for the operator.
This avoids the performance issues when calling the
operator from python (#125888)
Pull Request: https://projects.blender.org/blender/blender/pulls/126123
This patch allows the result to be allocated using new textures as
opposed to using pooled texture. This is useful to allow the result
class to be used for persistent data like cached resources which can't
be pooled since it spans multiple evaluations.
Part of #118145.
- Specialize initialization of enabled states, parallelize for mesh.
- Pass integer index and position instead of `PBVHVertRef`.
- Rename some variables to more standard names.
- Precalculate vertex enabled state instead of calculating in loop.
For the times we need to obtain the bitmap of an SVG icon, send these
through the new theme coloring callback if they are multi-color. This
removes some code duplication by adding a new function that gets an
imBuf from SVG Icon. This allows, for "About" logo, Dialog icons, and
file system icons the optional ability to use a single SVG source file
that works as both monochrome (themed by text color) or multicolor with
internal parts themed.
Pull Request: https://projects.blender.org/blender/blender/pulls/126215
Having the description blank for template list items when not editable
creates undo items that show as "Unknown Action." This PR ensure it has
a description whether editable or not.
Pull Request: https://projects.blender.org/blender/blender/pulls/126184
* Adds two helper methods, the first replacing direct access to the
PBVHVertRef i value, the second replacing the previously removed
SCULPT_active_vertex_co_get
* Removes most trivial usage of active_vert_ref(), the remaining cases
are a bit more complex and need separate PRs
Pull Request: https://projects.blender.org/blender/blender/pulls/126186
Fixed two errors when exporting to USD with Instancing enabled:
Ensuring the mesh prototype prim exists before referencing it to
avoid the "Unresolved reference prim path" error messages in the
console.
Adding the Root Prim path prefix to the prototype reference path.
Pull Request: https://projects.blender.org/blender/blender/pulls/126210
The issue here is that copying the GPU viewport back to the CPU is an expensive
operation, so doing it for every frame when dragging the eyedropper is not ideal.
Instead, copy it once at the start and keep reading from it until the user
releases the eyedropper.
Pull Request: https://projects.blender.org/blender/blender/pulls/126072
While adding test coverage for mesh subdivision surface scenarios, a few
problems were noticed with vertex crease support.
This PR fixes:
- Used incorrect `crease_sharpnesses` instead of `corner_sharpnesses`
- Used incorrect value for an "infinitely sharp" vertex crease
- Unnecessarily wrote out Blender's `crease_vert` attribute as a primvar
Tests are added which validate everything we support.
Pull Request: https://projects.blender.org/blender/blender/pulls/126209
The mesh velocity data was not using the UsdUtilsSparseValueWriter and
was writing out data for all frames even if the velocity didn't change.
Adds test coverage for this scenario as well as other situations where a
MeshSequenceCache (MSC) would be required:
- Ensures that when positions vary a MSC is added
- Ensures that when velocities vary a MSC is added (see blender/blender@c862d40e09)
- Ensures that when attributes vary a MSC is added (see blender/blender@3c394d39f2)
Pull Request: https://projects.blender.org/blender/blender/pulls/126208
Allow color SVG icons to have their fill colors modified by theme
colors using a callback. This is done just before rasterization so
only happens once per requested size, before these are cached for
reuse.
Pull Request: https://projects.blender.org/blender/blender/pulls/125146
This adds the ability to customize the default width of a group node that's
created for a node group. This feature works towards the goal of unifying the
features available to built-in nodes and node groups. We often customize the
width of built-in nodes from them to looks slightly better (e.g. to avoid
cut-off labels).
Pull Request: https://projects.blender.org/blender/blender/pulls/126054
When we draw SVG icons we have an optional argument that specifies to
treat it as multicolor. This PR allows doing the same thing when
requesting a bitmap from an icon. This is only currently done for
Dialog boxes and the About screen. The purpose of this isn't really
to allow multicolor dialog icons, but to get to the point where a
single SVG source file could be used as monochrome (changing the one
color with text color) or multi-color (changing internal colors with
themes) without needing multiple copies of the source file
Pull Request: https://projects.blender.org/blender/blender/pulls/126193
This PR corrects some mistakes in the conversion between RGBA bitmaps
created when rasterizing SVG icons and the monochrome coverage maps
when displaying these in a single color. This only occurs when we need
a bitmap from an icon for About screen and for dialogs. The bitmap
from NanoSVG is already premultiplied so don't do it again. When
converting from coverage map to RGBA use map value for all components
rather than FFF for colors. When converting to coverage map from RGBA
use perceptual grayscale level of color, not just alpha value.
Pull Request: https://projects.blender.org/blender/blender/pulls/126192
When a multi-byte character needed to be turned into a single "_", the
final returned string would be too large in size.
Resize it to the exact number of bytes required and add test coverage.
Pull Request: https://projects.blender.org/blender/blender/pulls/126164