Currently Blender generates mipmaps that override the existing ones.
This patch disables generating new mipmaps for compressed textures.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14459
Not sure why multiple pools were created: the pool should be able to
handle two sets of tasks.
Perhaps non-measurable improvement in terms of performance but this
change simplifies code a bit.
Was accidental regression in rBed9b21098dd27bf9364397357f89b4c2648f40c2
Remove the input slider's PROP_FACTOR subtype in favor of the default to
align with other IOR sliders. This provides much better control when
dragging the value with the mouse.
Differential Revision: https://developer.blender.org/D15477
Drop events ignored the cursor coordinates, under the assumption that
cursor motion events would also be sent to update the cursor location.
This depended on the behavior of the compositor, it failed for Sway
but worked for Gnome-shell & River.
Resolve by making use of the drop events cursor coordinates.
Due to the ordering of the checks, assert and async were not highlighted
in the editor, even though they were in the list of keywords.
Differential Revision: http://developer.blender.org/D15483
Although e.g. in the dopesheet there is no specific concept of
active action, displaying panels requires singling out one action
reference. It is more efficient and clearer to implement this
natively in the context rather than using selected_visible_actions[0].
- In the Action Editor the action is taken from the header.
- In the Dope Sheet the first selected action is chosen, because
there is no concept of an active channel or keyframe.
- In the Graph Editor the action associated with the active curve
is used, which should also be associated with the active vertex.
This case may be different from selected_visible_actions[0].
Differential Revision: https://developer.blender.org/D15412
The real RNA path_resolve method supports indexing lists,
but the python version on the Context object does not. This
patch adds the missing feature for completeness.
Differential Revision: https://developer.blender.org/D15413
* Allows Apple Silicon machines to use 8-wide BVH, which the release notes
mention give an 8% performance boost.
* An update to this version is also required for OpenPGL.
This patch includes contributions from Jason Fielder and Sebastian Herholz.
Ref D15286, T98555
Differential Revision: https://developer.blender.org/D15482
The tooltips from the Add Node menu were extracted, but not translated.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15467
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
The stroke code now supports raycasting the original mesh.
This fixes anchored mode not working for negative brushes,
which might move the mesh out of the initial mouse cursor
position.
The scene spacing code was failing to
check if a raycast failed, which can happen
when sculpting the edges of objects in negative
mode.
Note I removed what I suspect was a hack put
in to fix this, spacing was clamped
to 0.001 scene units.
Scene spacing mode is actually quite broken,
so it will be fixed in a series of phases.
Fix for {T99039}.
The problem was that `AUD_mixdown` and `AUD_mixdown_per_channel` were returning pointers to freed memory.
Two key changes are made:
1. The return value of those functions now simply return a bool as to whether the operation succeeded, instead of an optional error string pointer.
2. The error string buffer is now passed into the function to be filled in case an error occurs. In this way, the onus of memory ownership is unamibiguously on the caller.
Differential Revision: https://developer.blender.org/D15260
Instead of removing the `bgl` module, set all it's functions to stubs
so importing `bgl` or any of it's members doesn't raise an error.
This avoids problems for scripts that import bgl but don't call it's
functions when running in background mode.
Simplify logic for freeing a NULL pointer. While no null-pointer
de-reference was performed, this wasn't as so obvious as the pointer
was passed to MEM_lockfree_allocN_len before checking for NULL.
NOTE: T99744 claimed the a NULL pointer free was a vulnerability,
while I can't see evidence for this - exiting early makes it clearer
the memory isn't accessed.
*Details*
- Add MEMHEAD_LEN macro, avoids redundant NULL check.
- Use "UNLIKELY(..)" hint's for error cases
(freeing NULL pointer and checking if `leak_detector_has_run`).
Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.
Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.
Ref D15463, D15465
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.
Fix T98764, T96537, hair ray tracing precision issues.
Differential Revision: https://developer.blender.org/D15455
This causes an assert with libepoxy, but was wrong already regardless.
Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context
Ref D15291
Differential Revision: https://developer.blender.org/D15465
An increased number of vertices is not a stopper for the surface
deform modifier anymore. It might still be useful to expose the
message in the UI, but printing error message to the console on
every modifier evaluation makes real errors to become almost
invisible.
Differential Revision: https://developer.blender.org/D15468
When rendering with headless builds, show an error instead of crashing.
Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.
This also disables the `bgl` Python module when building WITH_HEADLESS.
Reviewed By: fclem
Ref D15463
This includes:
- new modifier names
It mostly uses `N_` because the strings are actually translated elsewhere.
The goal is simply to export them to .po files.
Most of the new translations were reported in T43295#1105335.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15418
The outliner would tagg all existing local IDs (for remap from linked
reference data to newly created overrides) when creating a new override.
This would become critical issue in case there is several existing
copies of the same override hierarchy (leading to several hierarchies
using the same override).
Further more, BKE override creation code would not systematically
properly remapp linked usages to new overrides one whithin the affected
override hierarchy, leading to potential undesired remaining usages of
linked data.