When using multiple compositor output nodes, compositing would fail
, showing a completely black output as it doesn't respect the active
node.
This patch will equalize the implementation with the viewer nodes.
Patch created by @OmarEmaraDev
Fixes: #86836
Pull Request #105235
Similar to recent issues with gl_shader_interface,
ShaderInput lists need to be sorted to ensure correct
and efficient uniform lookup by name.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #105239
This commit adds the default .usdz export capability.
The importer already supports usdz so no change is required other than updating the text in menu to match the updated exporter text.
On export, a .usd/a/c file has to be created first, and then converted to .usdz. A weird change of directory is required because of a quirk with the USD conversion to usdz. If an absolute filepath is passed into the `UsdUtilsCreateNewUsdzPackage` function, the usd files inside the usdz archive will have the same directory structure, i.e. if one tries to create a file at `C:\code\BlenderProjects\file.usdz`, when the usdz file is created, inside it will have the structure `\code\BlenderProjects\file.usdc`.
This is counteracted by setting the current working directory to the temporary session directory where both the usdc and usdz files are created, and just passing the file name to `UsdUtilsCreateNewUsdzPackage` without any filepath. Once the usdz file is created it is moved to the intended directory.
There is a separate `UsdUtilsCreateNewARKitUsdzPackage` capability for exporting usdz for iOS devices that will be implemented in a follow up patch as it will require some more small UI changes.
Co-authored-by: Charles Wardlaw (@CharlesWardlaw)
Co-authored-by: Sonny Campbell (@SonnyCampbell_Unity)
Co-authored-by: Bastien Montagne (@mont29)
Pull Request #105185, based on #104556.
Pull Request #105223
While some implementations of `getcwd` may return an allocated string
instead of the given char buffer in some cases, this is not the expected
behavior of the BLI wrapper. Not to mention the danger of returning a
pointer to a static char buffer...
Improve `ChangeWorkingDirectoryTest` to be more 'full check' regarding
behavior of both `BLI_current_working_dir` and `BLI_change_working_dir`.
Also move call to `BLI_threadapi_init` into proper `SetUp` method (to
have correct symmetry with the call to `BLI_threadapi_exit` in the
`TearDown` one).
Based on investigation by Charles Wardlaw (@CharlesWardlaw).
Pull Request #105220
Add `BLI_change_working_dir(path)` to change the current working directory.
This change is required for adding USDZ support to Blender. When exporting to that format, we are required to do a weird change of directory because of a quirk with the USD library's USDZ functionality. If an absolute filepath is passed into the `UsdUtilsCreateNewUsdzPackage` function, the USDZ archive will store that full path.
macOS uses `NSFileManager` through some new Mac-only wrapper functions.
Ref #99807
Pull Request #104525
e8f4010611 unified the bounds computation for the new curves
object type and the rest of the curves system used by geometry nodes.
In the process, it made bounds affected by the control point radius.
In theory that makes sense; the bounds are supposed to be the extents
of the visible geometry. But in practice the change wasn't expected,
for a few reasons:
- The radius has never affected the bounds for the legacy curve type
- The default radius of legacy curve objects is absurdly large at 1.0m
- Only the new curve object has visible radius, and only in "strip"
mode or when rendering with Cycles
Currently the bounds are only used for the "Bounding Box" geometry node
and the panel in the 3D viewport sidebar, so there isn't any incentive
to choose less intuitive behavior yet.
Long term, the correct behavior is probably to include the radius in
the bounds, but this commit postpones that change to when it works
better with the rest of the curves system.
Pull Request #105154
Writing to a bitmap from multiple threads causes races when writing to
bits within the same integer. Instead, write to a separate boolean
array while subdividing, then move that to the final mesh bit vector.
Notes:
- The final copy to the bit vector could be replaced by a generic
`copy_from(Span<bool>)` call in the future.
- Theoretically we could entirely replace the `BitVector` with an
`Array<bool>`, but 1/8 the memory use for edges is likely worth it.
Pull Request #105156
GPencil 3D stroke rendering uses a geometry shader.
This is unsupported by the Metal backend, so implement
fix for this failing compilation by shifting geometry shader
logic into the Vertex shader for Metal backend.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #105143
Metal LineLoop emulation path does not correctly apply
when using SSBO vertex fetch mode alongside 3D line
rendering.
Patch moves line emulation above SSBO
vertex fetch setup to ensure the correct emulation
parameters are passed to the shader.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #105142
Resolves issue with nearest filtering on UI Icons. Note that as
Metal does not support LOD bias as a parameter on a sampler
object, the original code has been modified to perform LOD
biasing at the shader level.
As GPU_SAMPLER_ICON is not widely used, it is more
efficient to apply directly to the affected shaders, rather
than workaround passing in the sampler LOD bias as a
separate value e.g. uniform or push constant.
Original PR feedback addressed to also refactor ICON
shaders to use consistent style for single and multi
Icon rendering.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #105145
After 7eda9d8dda, crash occurs when operation search is called and no
active tree element is present. Add missing null check in new poll
function to fix the crash.
Pull Request #105004
After 49ad91b5ab, an extra visibility
toggle is being drawn for grease pencil layer in dopesheet. In this PR,
a condition is added to skip drawing of visibility toggle for GPencil
layer. Also, Grease pencil does not support pinning so restore the offset
added to channel for drawing the pin icon.
Pull Request #105080
This was actually caused by two problems. The first is that the
code actually deliberately detects if nothing happened and pushed
an undo step, a bugfix for a problem that no longer exists.
The second was that SCULPT_test_location sometimes does a closest
point search instead of ray casting and didn't check the result
against the brush radius.
This might've been a merge error, the result of color mixing
was being overwritten by a simple copy of source to destination
inside of layerCopyValue_propcol.
In 6514bb05ea I misinterpreted the function's intended
behavior when there was already an existing active layer. The data from
the active layer is just meat to be copied, the function should always
add a new attribute.
When using ShaderCreateInfo with builtin uniform(blocks) there are
cases where the current implementation could not find an existing
block. The reason is that it uses name matching and name matching
requires that the shader inputs are sorted based on the name hash.
This change fixes this by first for the sorting of the shader
inputs before resolving the builtins.
Pull Request #105127
Cycles fallback display shader previously did not use viewport.
This would crash or cause the display not to show when using
GPU backends other than OpenGL, if another display shader
was unavailable.
Now use ShaderCreateInfo for Cycles fallback display.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #104987
If the resolution attribute exists, it needs to be set to a non-zero
value for the newly added curves. While it might also make sense
to interpolate the value from neighbor curves, for now it's
simplest to just set it to the default value of 12.
Pull Request #105094
The code below has to handle the case when `sample_length` is greater
or equal to the total length already anyway, so we can just make that
a valid input. Currently, the snake hook brush for curves also makes
use of passing in larger sample lengths which current results in crashes
in debug builds.
When trying to rotate in curves edit mode using proportional editing
and connected only mode, Blender would crash.
This was because the `TransData` structs for disconnected elements
did not have the location field populated, resulting in a null pointer
access.
The fix skips these elements entirely using `TD_SKIP`.
The stoke shader of grease pencil uses a geometry shader stage. Apple
devices don't support shaders with geometry shader stage. In the
OpenGL driver there was a pass-through implemented so it didn't fail.
When using the metal backend this needs to be solved more explicitly.
This change patches the grease pencil shader to support both the
backends supporting a geometry stage and those without.
Fixes#105059
Pull Request #105116
Complex EEVEE nodegraphs, particularly those combining
multiple principledBSDF shader nodes have a tendancy
to require a large number of simultaneous live registers
due to function call depth. In some instances, this
causes substantial performance drop and corruption if
the stack gets too large.
To mitigate this, splitting calls to closure_eval such
that only a single individual closure is evaluated in each
call reduces the number of live registers required. This
is preferred over using compound closure evaluation
functions which require a large amount of in-flight data.
Note that this is generally not more optimal, if the stack
does not spill, as there is an increased instruction count.
The specific trade-off depends on the exact architecture
in question. Hence, this is limited to AMD GPUs.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #104985
66dda2b902 made an incorrect change to account for the special
case for NURBS. Instead, make the step that turns the lengths into
parameters more explicit, and pass the correct total length for each
curve, even in the cyclic case.
Pull Request #105079
This resulted in disappearing NURBS curves when joining them with other
curve types in some cases. The attribute has to be handles similarly to
the radius and resolution attributes rather than as simple generic data.
The attribute was retrieved when converting to Bezier curves when it
wasn't necessary. Instead copy it like a regular attribute if any of the
result curves are NURBS. Also fix a check for an empty span for the
attribute which was never false.
Invalid node trees (e.g. when nodes are linked in a cycle) can not be
evaluated and the viewer is not available in them. This commit just adds
some null checks to handle this case more gracefully.
Do the domain check directly in the field input class to avoid the need
for another function to do it elsewhere. Also move one function to
be closer to a similar one, rename some functions, and avoid the need
for two intermediate span variables.
Erroneous cache warming case where the generated material is
identical to default material and cached shader is re-used,
resulting in case where the parent shader is identical to the
source.
Authored by Apple: Michael Parkin-White
Ref #96261
Originally caused by 6514bb05ea
More cases where the active/default color attributes were not set
correctly:
[1] Using the old Python vertex_colors API (vertex_colors.new)
[2] OBJ importer
[3] Collada importer
[4] Data Transfer layout (both standalone operator and "Generate Data
Layers" from the modifier)
Similar to 101d04f41f.
Brought over from https://archive.blender.org/developer/D16977, see
discussion there why some of the code for data transfer is not for the
genereal attribute API.
Pull Request #105020
Drawing code `paint_draw_smooth_cursor` would be called correctly, it
was just the color not being initialized.
This is usually done with `BKE_paint_init`, but in the case of curves
sculpting brushes this would create an additional (unnamed) brush which
should be avoided since the workspace toolsystem creates the "right"
brush anyways.
So this patch just does the minimal work to get the Stabilize Stroke
indicator line to draw (which is initializing the color).
Brought over from https://archive.blender.org/developer/D16793
(cherry picked from commit 612a4382c443bcd02e0bb5ffd1b1fdbb251f6e7b)
Pull Request #105021
Write RNA properties backed by IDProperties with the `IDP_INT` type like
before ef68a37e5d. That keeps forward compatibility, because
earlier versions don't support the boolean type. At some point in a future
release we can remove the forward compatibility. 4.0 is a good time to
do that because forward compatibility will be broken in other ways.
This commit also adds support for reading integer arrays for boolean
property defaults, which was only half-way supported before.
Pull Request #104995
This commit implements described in the #104573.
The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).
This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.
This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale
This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.
Running `make update` will initialize the local checkout to the changed
repository configuration.
Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).
Pull Request #104755