Adds an early return if Position/Offset inputs won't lead
to any changes in the Geometry.
It now also compares with the read-only Position attribute instead of
getting it for write only, to work correctly with Copy-on-Write.
Before, the `is_same`-check only worked for geometry created
in the node tree.
Differential Revision: https://developer.blender.org/D16738
The OpenVDB delay loading of voxel leaf data using mmap works poorly on network
drives. It has a mechanism to make a temporary local file copy to avoid this,
but we disabled that as it leads to other problems.
Now disable delay loading entirely. It's not clear that this has much benefit
in Blender. For rendering we need to load the entire grid to convert to NanoVDB,
and for geometry nodes there also are no cases where we only need part of grids.
Expand the motion path frame range options with an extra option "Manual
Range". When chosen, Blender will not automatically update the path
range any more.
Additionally, the start/end frame fields are greyed out in the UI when
one of the automatic range options is selected (i.e. all but the new
"Manual Range" one). It is still possible to set the start/end frame
temporarily, but the original behaviour (of recomputing those on update)
remains.
Manifest Task: T101522
The catalog tree is a unit on its own, and should be tested separately.
This makes the testing files smaller and more focused, which can help
maintaining them.
This manages setting up asset library directories for testing, which is
useful for testing multiple asset library related compontents. So move
it to a common header. No reason to squeeze everything into one file
then.
Compile each static shader using shaderc to Spir-V binaries.
The main goal is to make sure that the GLSL created using ShaderCreateInfo and able to compile to Spir-V.
For the second stage a correct pipeline needs to be created and some shader would need more
adjustments (push constants size).
With this patch future changes to GLSL sources can already be checked against vulkan, without the
backend finished.
Mechanism has been tested using MacOS and MoltenVK. For other OS, we should finetune CMake
files to find the right location to shaderc.
```
************************************************************
*** Build Mon 12 Dec 2022 11:08:07 CET
************************************************************
Shader Test compilation result: 463 / 463 passed (skipped 118 for compatibility reasons)
OpenGL backend shader compilation succeeded.
Shader Test compilation result: 529 / 529 passed (skipped 52 for compatibility reasons)
Vulkan backend shader compilation succeeded.
```
Reviewed By: fclem
Maniphest Tasks: T102760
Differential Revision: https://developer.blender.org/D16610
Previously, it wouldn't detect the case when one mesh had an attribute
that the other one did not. Not sure if this always was the case or whether
this less strict test was implemented accidentally at some point.
But it below the `else` case to make the control flow clearer, since
in the end that is more important. Also clarify the wording and fix
grammar slightly.
Similar to previous commits, avoid using pointers that are redundant
to their corresponding index. Also avoid storing the edge vectors stack
in the data-per-loop when it can just be a function argument.
Face corner normals are calculated when auto smooth or custom
per-corner normals are used.
This brings the per-face-corner data from 64 to 24 bytes, as measured by
`sizeof`. In a large test file I observed a 20% performance improvement,
from 285 to 239 ms.
The loop was also retrievable with the index. This needed some care
though, because previously the index became "detached" from the
corresponding MLoop pointer for a short time.
Since face corner indices are available, using pointers to MLoop and
other data is redundant. Using fewer local variables means there is less
state to keep track of when reading the algorithm, even if it requires
more characters in some cases.
The `lnor` pointer was only used for fans containing a single face,
and can be retrieved for a specific loop from the common data anyway.
Also saves 8 bytes per corner during the calculation
Add `bNode::index()` to allow accessing node indices directly without
manually de-referencing the runtime struct. Also adds some asserts to
make sure the access is valid and to check the nodes runtime vector.
Eagerly maintain the node's index in the tree so it can be accessed
without relying on the topology cache.
Differential Revision: https://developer.blender.org/D16683
This adds an explicit post processing step to node declarations.
The purpose of this is to keep the actual node declaration functions
concise by avoiding to specify redundant information. Also it improves
the separation of the creation of the declaration from using it.
This made it harder to change these functions in the future.
No functional changes are expected and the versioning worked correctly
in my test with a files created in Blender 2.69.
Adding the sockets in the function was not necessary in my test, because
those were already added before as part of `node_verify_sockets` in
`ntreeBlendReadLib`. I kept it in just to be on the safe side.
The problem was the bounding box was calculated using
all strokes, but if a filter is added, the bounding box must
include only selected strokes.
Fix by @frogstomp
Improve a few messages, but mostly fix typos in many areas of the UI.
See inline comments in the differential revisiion for the rationale
behind the various changes.
Differential Revision: https://developer.blender.org/D16716
Using a cache greatly simplifies access to the output node.
I touched on the most common and understandable cases for me.
The texture nodes were touched because it looked pretty generic.
Differential Revision: https://developer.blender.org/D16699
Add preferred domain based on the "Value" input field. Most often,
the domain must match the original domain for the value.
Differential Revision: https://developer.blender.org/D16730
This allows using the "On Cage" feature in edit mode to interact with
original mesh elements via the newly created geometry. The original
indices are only set for new elements that copy attribute values
from original elements directly, so it can also be a helpful way
to visualize attribute propagation.
The change was simplified by refactoring the individual mode slightly
to create separate index maps for the new edges and vertices. That
simplified attribute copying a bit too.
This is partially a bug fix, since the original index layer wasn't
handled at all before, and could be left initialized. That was caused
by my recent change to modify a mesh in place rather than create a
new one. Also copy over any orco data, which was another unhandled
layer type.
It's also a new feature though, since it allows using the "On Cage"
feature of edit mode to adjust original mesh elements by selecting
the new ones. This brings the functionality inline with the Edge Split
modifier.
Don't use the same "context" struct for tagging sharp edges from auto-
smooth / poly flags and actually calculating face corner normals. That
required more arguments, and it required breaking const slightly to
reuse the code. Also split apart pre-populating corner normals
with vertex normals, since it isn't related at all and is only used
in one code path.
Image engine uses 4 gpu textures that are as large as the area being
drawn. The amount of needed GPU memory can be reduced by dividing the
region in smaller parts. Reducing the GPU memory also reduces the stalls
when updating the textures, improving the performance as well.
This optimization works, but is disabled for now due to some rounding
errors that drawn lines on the screen where the screen is divided.
It used to be a number of fixed full screen images where the
responsibility was at image engine. Now moved the responsibility to the
drawing mode to make sure we can allocate non-full region-size textures
in a future refactoring.