- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
For this we use a new shader that gets it's data from a uniform array.
Vertex shader position the vertices using these data.
Using glUniform is way faster than using imm for that matter.
Like BLF rendering, UI icons are always (as far as I know) non occluded and
displayed above everything else. They also does not overlap with texts so
they can be batched at the same time.
Introduce a UI batch cache. For the moment it's only used by widgetbase so
leaving it interface_widgets.c. If it grows, it can have its own file.
Like all preset batches (batches used by UI context), vaos must be refreshed
each time a new window context is binded.
This still does 3 GWN_batch_draw in the worst cases but at least it does
not use the IMM api.
I will continue and batch the 3 calls together since we are really CPU
bound, so shader complexity does not really matters.
I cannot spot any difference on all the widgets I could test. I did not use
any unit tests so I cannot tell if there is really any defects.
This is not a complete rewrite but it adresses the top bottleneck found
after a profilling session.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
It was too tricky to know ahead of time if an object would still
be visible in the new window/workspace/scene/layer combination,
especially since other windows may share some of these data-blocks.
So store the context, make the change, then check if the object is
still visible, freeing mode data of it's not.
Note that this code will likely be generalized,
currently each new case is a little different though
so it's too early to move them into general functions.
While doing so with Bone_R.001, Bone_R.003, Bone_R.003 etc. is doomed to
issues, doing that on duplicates of actually correctly named bones can
be handy, and safe.
So adding back as an option (was removed in rB702bc5ba26d5).
When changing the mode of an object, apply this to all other
workspaces that share the same active object.
Also use copy the object-mode when duplicating workspaces.