File Browser listings can clip content, remove columns, etc as the
available space narrows. This PR just makes this never happen for
the horizontal display mode, where files are shown in multiple columns,
as this is not applicable.
Pull Request: https://projects.blender.org/blender/blender/pulls/119673
The issue was caused by 29aaa2922d.
With the change from the offended commit there was nothing that
would have informed objects previously linked to a light that they
need to re-calculate their light linking collections.
This change makes it so scene's hierarchy is tagged for update,
which propagates to all dependencies which do depend on hierarchy
of objects and collections in the scene.
This brings behavior closer to what it used to be, without causing
slowdown with full re-evaluation (which was fixed by the offending
commit).
Pull Request: https://projects.blender.org/blender/blender/pulls/119698
Smooth transparent shadows by jittering their opacity threshold every
sample.
Always enabled on final renders, optionally enabled in the viewport with
`scene.eevee.shadow_jittered_transparency`.
Pull Request: https://projects.blender.org/blender/blender/pulls/119480
Allow the user to scale shadow-map resolution per-light.
Adapt the PCF scale based on shadow-map to pixel footprint ratio,
since we can no longer assume that higher LODs don't need filtering.
This allows using much lower shadow resolutions, which can yield
quite significant performance improvements, with relatively little
perceptual quality loss (at the cost of softening shadow edges).
The per-light resolution scale is a literal scale, so for example 0.5
means half the resolution. The Scene Simplify Shadows setting has
been updated to match this behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/119436
Resolves an issue with stroke rendering in
Metal using the geometry shader fallback
path. Stroke rendering now matches OpenGL
which should enable the GPencil fill tool to
function correctly at all zoom levels.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119660
The code tried to retrieve the bounds from the data
synced back to the original object at the end of depsgraph
evaluation. That data is only set on original objects.
Instead just retrieve the bounds directly from the evaluated
object. Also make two variables const now that it's possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/119674
Add a null pointer check around CPU processor, matching the rest of the
processor access.
This solves crash in cases when the OCIO configuration exists but is
invalid: i.e. by removing a lookup table. It could lead to an invalid
render result, but is better than a crash.
The original issue with running Blender from within .zip archive might
still need investigation, as there might be a way to make it work.
Pull Request: https://projects.blender.org/blender/blender/pulls/119693
Initializing the uid of the geom nodes modifier created
by the point instancer reader to prevent an assertion failure
(in a call to to BKE_modifiers_persistent_uids_are_valid())
when reading any USD point instancers in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/119683
Since there is no special case for drawing redo panel, this callback is
not required. Panel will be generated automatically because `undo` and `register`
flags are added to operator.
This improves alignment in redo panel.
Pull Request: https://projects.blender.org/blender/blender/pulls/119494
Previously, we haven't added this because there were plans to use these
declarations at a higher abstraction level where one declaration potentially
contains more than one socket. This hasn't happened yet, and we are also using
other ways to achieve dynamic socket amounts (using dynamic declarations).
Therefore, it is reasonable to simplify the code by storing the integer socket
type in the declaration directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/119691
Those shouldn't really exist at all currently, since we forbid them in 354915cf3c.
Unfortunately, not all cases were removed, and many node trees with such sockets
have been created during the development of 4.1 due to the auto-smooth changes.
I'm not entirely sure if it's still possible to properly remove them now. The commit
above mentions that we might lose links due to changed identifiers. Maybe we're
better off just supporting these inlined sockets while also allowing the "align with
previous socket" functionality.
Either way, not creating more of such node trees for now is reasonable, since we
explicitly disabled that functionality for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/119654
UI would sometimes disappear with the Metal backend.
This occured in situations where there was only a single
GPUContext within a single GHOST window, meaning
the activation routine for the context was never run.
Context activation is required to ensure the backbuffer
was up to date upon resize. Otherwise, re-sizing the
window would cause the screen to turn grey as the
new drawables would not be rendered to.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/119299
Since [0] some comments referencing UI_MAX_NAME_STR were incorrect.
Also correct buffer size for preview_id in uiTemplatePreview so newly
created names are guarantee to be the correct size.
[0]: a180314ac5
- Prefix comments before members is used practically everywhere,
remove C99 syntax from inside comments.
- Replace double quotes with backticks for code styling.
The list identifier includes the class name and an list_id,
see: WM_uilisttype_to_full_list_id
This requires using UI_MAX_NAME_STR (as noted in doc-string).
This PR strips the `sculpt_gesture_trim` prefix and other similar
prefixes from the `sculpt_trim.cc` code, as it is already contained
within the `blender::ed::sculpt_paint::trim` namespace.
Pull Request: https://projects.blender.org/blender/blender/pulls/119680
Not quite a 1:1 match, some customizations have to be made for the API URL differences and the face that there are no translations.
This also enables the version switch publicly now that this change fixes a few bugs.
Converting a color attribute to a non-color domain or type causes vertex
paint mode to try to change the attribute even though it's unsupported.
That leads to a crash here and unpredictable behavior elsewhere.
This PR modifies some poll functions to check for the proper domain and
data type before continuing. Even if converting an attribute properly
updates the active color attribute, we can still run into situations where
the active name references an attribute with incorrect metadata.
Pull Request: https://projects.blender.org/blender/blender/pulls/119657
This uses Spherical Harmonics to store the indirect lighting and
distant lighting visibility.
We can then reuse this information for each closure which divide
the cost of it by 2 or 3 in many cases, doing the scanning once.
The storage cost is higher than previous method, so we split the
resolution scaling to be independant of raytracing.
The spatial filtering has been split to its own pass for performance
reason. Upsampling now only uses 4 bilinearly interpolated samples
(instead of 9) using bilateral weights to avoid bleeding.
This also add a missing dot product (which soften the lighting
around corners) and fixes the blocky artifacts seen at lower
resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/118924
This adds the approximation of phase function convolution
of the distant lighting captured inside probe volumes.
This is based on a publication at siggraph from Bartlomiej Wronsky
"Volumetric Fog: Unified compute shader based solution to
atmospheric scattering"
Implementation is quite straightforward. However this isn't as
good as one can expect as there isn't self shadowing from the
volume themself, so the lighting is still quite flat.
To fix this, we have to add support for volumetrics inside
probe volumes baking. But this approach would still be static
so a more general solution is still to be found for dynamic
volumes like smoke simulations.
Pull Request: https://projects.blender.org/blender/blender/pulls/119479
For spherical spot light, when the shading point is close to the light
source, we switch to sampling the light spread instead of the visible
cone from the shading point. This has the benefit of less noise when the
spread is small.
However, the light spread sampling was not considering non-uniform
object scaling, where the actual spread might be different.
This patch switches sampling method only when the smallest enclosing
spread cone is smaller than the visible cone from the shading point.
An alternative method would be to compute the actual solid angle of the
scaled cone, and sample from the scaled cone. However, that involves
ray transformation and modifying the sampling pdf and angle. Since
non-uniform scaling is rather a niche case, it's probably not worth the
computation effort.
Pull Request: https://projects.blender.org/blender/blender/pulls/119661
Buttons for mesh symmetry on the toolbar, and other buttons of the same
functionality located in other areas of the window, weren't updated when
clicking on them.
Pull Request: https://projects.blender.org/blender/blender/pulls/118508
This improves performance by **reducing** the amounts of threads used for tasks
which require a high memory bandwidth.
This works because the underlying hardware has a certain maximum memory
bandwidth. If that is used up by a few threads already, any additional threads
wanting to use a lot of memory will just cause more contention which actually
slows things down. By reducing the number of threads that can perform certain
tasks, the remaining threads are also not locked up doing work that they can't
do efficiently. It's best if there is enough scheduled work so that these tasks
can do more compute intensive tasks instead.
To use this new functionality, one has to put the parallel code in question into
a `threading::memory_bandwidth_bound_task(...)` block. Additionally, one also
has to provide a (very) rough approximation for how many bytes are accessed. If
the number is low, the number of threads shouldn't be reduced because it's
likely that all touched memory can be in L3 cache which generally has a much
higher bandwidth than main memory.
The exact number of threads that are allowed to do bandwidth bound tasks at the
same time is generally highly context and hardware dependent. It's also not
really possible to measure reliably because it depends on so many static and
dynamic factors. The thread count is now hardcoded to 8. It seems that this many
threads are easily capable of maxing out the bandwidth capacity.
With this technique I can measure surprisingly good performance improvements:
* Generating a 3000x3000 grid: 133ms -> 103ms.
* Generating a mesh line with 100'000'000 vertices: 212ms -> 189ms.
* Realize mesh instances resulting in ~27'000'000 vertices: 460ms -> 305ms.
In all of these cases, only 8 instead of 24 threads are used. The remaining
threads are idle in these cases, but they could do other work if available.
Pull Request: https://projects.blender.org/blender/blender/pulls/118939