This renames the struct `Sequence` to `Strip`.
While the motivation for this partially comes from
the "Sequence Design" #131329, it seems like this
is a good refactor whether the design gets implemented
or not.
The `Sequence` represents what users see as strips in the
VSE. Many places in the code already refere to a `Sequence`
as "strip". It's the C-style "base class" of all strip types.
This also renames the python RNA type `bpy.types.Sequence`
to `bpy.types.Strip` which means that this technically breaks
the python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/132179
This renames the `Strip` struct to `StripData` and also renames
the `Sequence::strip` member to `Sequence::data`.
This is a first step towards naming the `Sequence` struct to `Strip`.
Pull Request: https://projects.blender.org/blender/blender/pulls/132165
SEQ_render_is_muted is a fairly expensive, since it has to walk
a linked list of channels to find the one with the given index.
During timeline drawing, this was called for each strip multiple times.
Instead, get that value once per visible strip.
Viewing Sprite Fright Edit v135 whole timeline on Ryzen 5950X
(Win10/VS2022): timeline repaint 7.7ms -> 7.5ms
Pull Request: https://projects.blender.org/blender/blender/pulls/128057
VSE timeline, when many (hundreds/thousands) of thumbnails were visible, was
very slow to redraw. This PR makes them 3-10x faster to redraw, by stopping
doing things that are slow :) Part of #126087 thumbnail improvements task.
- No longer do mute semitransparency or corner rounding on the CPU, do it in
shader instead.
- Stop creating a separate GPU texture for each thumbnail, on every repaint,
and drawing each thumbnail as a separate draw call. Instead, put thumbnails
into a single texture atlas (using a simple shelf packing algorithm), and
draw them in batch, passing data via UBO. The atlas is still re-created every
frame, but that does not seem to be a performance issue. Thumbnails are
cropped horizontally based on how much of their parts are visible (e.g. a
narrow strip on screen), so realistically the atlas size is kinda
proportional to screen size, and ends up being just several megabytes of data
transfer between CPU -> GPU each frame.
On this Sprite Fright edit timeline view (612 visible thumbnails), time taken
to repaint the timeline window:
- Mac (M1 Max, Metal): 68.1ms -> 4.7ms
- Windows (Ryzen 5950X, RTX 3080Ti, OpenGL): 23.7ms -> 6.8ms
This also fixes a visual issue with thumbnails, where when strips are very
tall, the "rounded corners" that were poked right into the thumbnail bitmap
on the CPU were showing up due to actual bitmap being scaled up a lot.
Pull Request: https://projects.blender.org/blender/blender/pulls/126972
Implementing part of design outlined in #126087.
- VSE thumbnail cache has a new implementation, hopefully simpler
and easier to understand.
- Instead of cache key being a VSE strip, frame index, plus
complicated logic for cache items linking etc.,
- The cache is keyed by media file path (if multiple strips
use the same input file, they will share cache entries), frame
index within media file, and any extra data (e.g. steam index
for multi-steam videos)
- Much reduced cache flickering and strange/weird thumbnail choices.
- Likewise, thumbnails no longer disappear-and-reload on operations
like Undo, dragging new video strip into timeline, or F12 render.
- Thumbnails now load faster.
- Images use dedicated/faster thumbnail loading routines when a
format can do that (e.g. JPG and EXR can).
- Movies reuse ffmpeg decoding context for neighboring strips
that use the same file (as often happens when cutting footage)
- Thumbnail requests are processed on several threads now too.
Images and more detail in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/126405
Make sure the code that alters the VSE thumbnail to add transparency
(for disabled strips) works on a copy of the image, so that the extra
transparency does not get "stored" into the thumbnail cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/124689
Because a thumbnail image can get cropped, we can not calculate
horizontal zoom factor once for all thumbnails. Cropping happens
at integer coordinates, so recalculate zoom_x for each thumbnail
based on final image size.
Pull Request: https://projects.blender.org/blender/blender/pulls/124178
Code was using seq->start + seq->len to figure out where the "right
side of content" is, seemingly since forever (i.e. since 997b5fe4
added strip thumbnails). But that is incorrect starting with 3.3,
where seq->len is "number of frames / samples in source media",
but that does not necessarily match number of frames in the timeline.
For movies this happens when media framerate does not match
sequencer framerate.
Use SEQ_time_content_end_frame_get instead to calculate where the
content ends.
Pull Request: https://projects.blender.org/blender/blender/pulls/124081
Basically this tries to make the API to stop and kill jobs more explicit &
consistent, so intent is expressed clearly & behavior as expected.
- Remove use of the job start callback address as identifier for the job.
6887dea786 already removed this pattern from the jobs system internals, this
commit also removes it from the API.
- Make stop & kill API and implementation consistent. E.g. don't stop/kill jobs
by either owner **or** type/callback in one function, and by owner (if
provided) **and** type/callback in another. Causes some small behavior
changes, documented inline.
- Use the same job type and API for all preview render jobs (change by Brecht).
There doesn't seem to be a need for the separated types, in fact the
separation might have caused some issues earlier (and added code complexity).
- Add/improve function documentation.
This does actually have subtle behavior changes that are known, see PR, but
they were investigated carefully and seem like implementing wanted behavior.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/123086
The VSE timeline strip thumbnail code seems to have at least two issues:
Sometimes the thumbnail would go 1px outside of the right side of the strip
itself. This seems to be caused by floating point inaccuracy where current
thumbnail position is tracked in "fractional timeline frames" instead of some
integers like pixels. The last, often clipped, thumbnail would thus spill over
outside of the strip. Fixed this by making sure the last pixel column of the
strip is not included into thumbnail drawing (pointless to draw there since it
is always covered by strip border).
Another problem was that the first thumbnail of the strip was often incorrectly
clipped and the last pixel from it was removed, and so it was leaving a pixel
gap between first and other thumbnails. This was under "Set the clipping bound
to show the left handle moving" comment, where due to inclusive range check it
was always causing the "clipped" part to be set to true for the first thumb.
Also while trying to untangle all of this, moved variables closer to their
usage. Some of them were only used inside the thumb loop but were declared in
whole function (probably coming from when it was C code).
Pull Request: https://projects.blender.org/blender/blender/pulls/123119
VSE timeline strips now have rounded corners. Strip corner rounding radius is
4, 6 or 8px depending on strip height (if strip is too narrow to fit
rounding, then rounding is turned off).
This is achieved with a dedicated GPU shader for drawing most of VSE
strip widget, that it could do proper rounded corner masking.
More details and images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/122576
Sequencer timeline displays red tint & appropriate icons for strips that are
missing media file (images, movies, audio, or meta strips that contain such).
Sequencer preview and rendering displays missing media strips as magenta,
similar to missing textures elsewhere in Blender. This is on by default,
sequencer view settings have an option to turn it off.
Pull Request: https://projects.blender.org/blender/blender/pulls/116869
Design updates as per #118288:
- Tweak text labels (colors, drop shadows)
- Strip border colors, inset outlines
- Muted strips are mostly gray, and their thumbnails are faded
- Overlapping strips are not semitransparent anymore
- Locked stripes only in content area
- Missing data blocks
- Updates to meta strips w/ missing data blocks
Pull Request: https://projects.blender.org/blender/blender/pulls/118581
- Improve the look of them, so they feel less like from year
1998 (more details and images in the PR).
- Some of the scopes got slightly faster in the process, others
stayed the same performance (details below).
- Remove VSE Scopes related data from SpaceSeq DNA, move it into
runtime instead.
Move the three current 'status variables' (stop, update and progress)
into a single 'WorkerStatus' struct. This is cleaner and will allow for
future workin this area without having to edit tens of 'startjob'
callbacks signatures all the time.
No functional change expected here.
Note: jobs' specific internal code has been modified as little as
possible, in many cases the job's own data still just store pointers to
these three values. Ideally in the future more refactor will be using a
single pointer to the shared `wmJobWorkerStatus` data instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/113343
For some reasons, `WM_jobs_stop` and `WM_jobs_kill` would use their own
'type' of function pointer - and not even a matching one!
Among (many) other reasons why this was bad, it required very stupid
casting from code using these functions - and made editing wmJob `startjob`
signature needlessly complicated.
- Use context variables for drawing functions.
- Move conditions to functions drawing specific elements as
preconditions
- Disentangle calculation of common coordinates.
- Use more descriptive variable names (in context at least)
Individual drawing functions are mostly unchanged, so improvements there
are minimal.
No intended functional changes.
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944