The socket indices in `bNode` and their corresponding `lf::Node`
don't match exactly, because `lf::Node` does not contain the
unavailable sockets. A simple mapping from `bNodeSocket` index
to `lf::Socket` index is required for future work. For now it
only removes the need for various tempory vectors.
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.
There are two types of loose vertices:
1. Vertices not used by any edges or faces
`Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
`Mesh.verts_no_face()`
Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing
Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms
Pull Request: https://projects.blender.org/blender/blender/pulls/105567
The node outputs the index of the closest element to itself. See #102387
for the original design.
This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
consider each other as neighbors and ignore elements with other ids.
Pull Request: https://projects.blender.org/blender/blender/pulls/104619
The issue happens because the algorithm used to calculate the center of
the selection first needs to create a TransData array. In this array,
the code calculates the "mirrored" elements which can be quite slow in
dense meshes.
The solution is replace this slow algorithm used for calculating the pivot
point with the fast algorithm used to calculate the position of transform
gizmos.
Pull Request: https://projects.blender.org/blender/blender/pulls/107203
An operator to allow interactive text selection for 3D Text Objects.
This is from the code of Yash Dabhade (yashdabhade) for GSoC 2022
with corrections and simplifications. Also includes double-click for
word selection.
Pull Request: https://projects.blender.org/blender/blender/pulls/106915
When EEVEE is rendering multiple samples via
eevee_draw_scene, the command submission and in-flight
memory pressure would grow until all samples completed,
due to lack of intermediate flushing of GPU work and memory.
This patch adds a command flush and memory clear for this case
which occurs with high TAA sample counts during saving, similar
to the process in EEVEE_render_draw.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/107221
Function `WM_keymap_guess_opname()` skipped `UI_OT` operator types. In
some cases this is detremental to workflow, see #105371.
To exclude operators from getting keyboard shortcut it was suggested by
Campbell to use flag `OPTYPE_INTERNAL` or make new one.
Pull Request: https://projects.blender.org/blender/blender/pulls/105383
This patch contains changes needed for retiming sound strips.
`BKE_sound_set_scene_sound_pitch()` is replaced by
`BKE_sound_set_scene_sound_pitch_constant_range()` which uses new
Audaspace interface to set pitch in bulk.
This is done in `SEQ_retiming_sound_animation_data_set()` where retimed
sections are created for each strip. When strip is inside of meta
strip(s), the retimed sections of meta and actual strip are split where
they intersect and pitch is multiplied where they overlap. Each section
will have pitch value that is provided to audaspace.
Waveform overlay now represents retimed audio accurately.
Ref: #100337
Pull Request: https://projects.blender.org/blender/blender/pulls/105072
Whether the outputs are fields only depends on whether at least one of the
last three inputs is a field. It does not matter whether the `Value` input is
a field.
Pull Request: https://projects.blender.org/blender/blender/pulls/106007
Patch prefers usage of Transform Feedback for hair refinement
as opposed to compute, as vertex work can be pipelined with
existing rendering work which is in-flight.
This approach is ~20% faster depending on the scene. Note that
the current implementation only uses TF, as storage buffer support
is disabled. Though once storage buffer support is added, we should
still use the TF path.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/107166
This PR uses the VK_EXT_debug_utils extension, but it's only for labeling, so it doesn't rely on the VK_LAYER_KHRONOS_validation functionality.
The functions that do these things are loaded into the runtime as vulkan extensions.
Declare the function pointers in a struct and make them members of vk_context.
Pull Request: https://projects.blender.org/blender/blender/pulls/106098
This speeds up saving `070_0100.anim.blend` from the Heist project
from ~3s to ~300ms by adding PROPOVERRIDE_IGNORE in a few
places. It's not completely obvious to me when `PROPOVERRIDE_IGNORE`
should be used and when it shouldn't. Given that the same is done for
meshes already, it seems correct.
Pull Request: https://projects.blender.org/blender/blender/pulls/107196
Add texture usage flags for textures which are used as texture views
or require texture views for backing implementation.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/107163
Apply compilation fixes for Metal compatibility.
This includes explicit type casts, packed data types
where vec3 alignment is inconsistent, constructor replacement
with factory function.
The Metal shader generator also needs knowledge of when bound
resources are fundamental data types, so
SHADOWS_TILE_DATA_PACKED must be described as uint in
ShaderCreateInfo.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/107178
Caused by 6b8cdd5979.
Above commit introduced element tagging for boundary calculations but
only cleared them properly on all faces if the new `Preserve Seams`
option was chosen. We cannot be sure about the state of element tags
from prior operators though, so correct the culprit check to also only
be in effect if the new `Preserve Seams` option was chosen.
Pull Request: https://projects.blender.org/blender/blender/pulls/107161
Leverage new API call in Metal to increase the number of threads
dedicated to concurrent shader compilation. First step to improve
parallel compilation times when multiple engines are active.
Would also enable an increase in worker threads for shader
compilation jobs within the DRWManager.
Note that this is only available in the latest
version of macOS Ventura (13.3).
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/106625
The result of detecting if a quad should flip the default 0-2 split
when tessellated only used a pre-calculated normal when available,
since the method of detecting the flip was different, the check for a
concave face could change depending on the existence of polygon-normals.
In practice this meant cycles render preview could use a different
tessellation than the GPU display.
While [0] exposed the bug, it's an inherent problem with having 2
methods of detecting concave quads.
Remove is_quad_flip_v3_first_third_fast_with_normal(..) and always
use is_quad_flip_v3_first_third_fast(..), because having to calculate
the normal inline has significant overhead.
Note that "bow-tie" quads may now render with a subdivision in a
different direction although they must be very distorted with both
triangles along the 0-2 split pointing away from each other.
Thanks to @HooglyBoogly for investigating the issue.
[0]: 16fbadde36.
Generally, one does not know if the sharing info is currently shared
and should therefore be const. Better keep it const almost all the
time and only remove the constness when absolutely necessary
and the code has checked that it is valid.
The main challenge is to avoid dangling pointers. Currently, the lifetime of socket
declarations is somewhat unbounded (at least we didn't restrict it explicitly yet).
Therefore, storing non-owning pointers in it tricky. For ID pointers one could
potentially use the foreach-id iterator to update pointers in declarations as well,
but that's a bit out of scope and might not be the right solution anyway, since it's
not obvious that all node declarations are reachable from IDs stored in `bmain`.
The solution now is to use a callback that retrieves the right ID pointer when it
is used. The important thing is that the callback does not capture any potentially
dangling pointer either.
Pull Request: https://projects.blender.org/blender/blender/pulls/107179
It was broken in two ways:
- bpy_bmlayercollection_iter passed PY_SSIZE_T_MIN, while
PY_SSIZE_T_MAX was needed.
- bpy_bmlayercollection_subscript_slice() contained an
off-by-one error.
Pull Request: https://projects.blender.org/blender/blender/pulls/107165
Completes the TODO in GHOST_SystemPathsCocoa::addToSystemRecentFiles
Also renames the filename parameter to the more appropriate filepath.
The recently opened/saved file will now also show up in:
- Blender Dock icon > Right click.
- Three finger swipe down in Open Blender i.e., App Expose
Based on a earlier contribution by @jenkm.
Pull Request: https://projects.blender.org/blender/blender/pulls/107174
The crash can occur in the following situations:
- Attempt to open a corrupted EXR file
- Attempt to save an EXR file under a non-existing directory.
The root cause is not really clear: for some reason the OpenEXE API on
the Blender side can not catch OpenEXE exceptions by a constant
reference to a std::exception, although it can by a constant reference
to an Iex::BaseExc.
This does not seem to be an issue with the OpenEXR library itself as
the idiff tool from our SVN folder catches the exceptions correctly.
It is also not caused by the symbols_apple.map as erasing it does not
make the problem go away.
It could still be some compiler/visibility flag which we were unable
to nail down yet.
The proposed solution is to add catch-all cases, mimicking the OIIO
tools. This solves the problem with the downside is that there are
no friendly error messages in the terminal. Those messages could be
brought as part of the workaround by additionally catching the
Iex::BaseExc exception. But probably nobody relies on those error
prints anyway, so added complexity in the code is likely does not
worth it.
Pull Request: https://projects.blender.org/blender/blender/pulls/107184
Animation: Adds a new "Parent Space" Orientation option for the Transformation Gizmo.
---
For child targets (objects, bones, etc) being able to transform in parent space is a desired feature (especially when it comes to rigging / animation).
For objects:
* with a parent, the gizmo orients to it's parents orientation
* without a parent, the gizmo orients to Global space
For Armatures:
* Child bone shows parent's space regardless if "Local Location" is set for parent bone
* For root bone **without** "Local Location" set, use the armature objects space.
* For root bone **with** "Local Location" set, use local bone space.
---
No new transformation orientation code needs to be written, we can achieve the desired results be using the existing `transform_orientations_create_from_axis`, `ED_getTransformOrientationMatrix`, and `unit_m3` methods. To do this, we check to see if the bone has a parent, if so, we use the bones pose matrix (`pose_mat`). This is done similarly for objects using the parent's object matrix (`object_to_world`).
Pull Request: https://projects.blender.org/blender/blender/pulls/104724
When a parent item was renamed, the `TreeView` was doing everything as
expected, however `AssetCatalogService::update_catalog_path` is supposed
to also update the catalog paths of all sub-catalogs [which it does --
but it does not tag sub-catalogs as having unsaved changes, resulting in
wrong saving of catalogs afterwards, meaning the parent item was saved
with the old name and a new item with the new name was created].
Now also tag sub-catalogs for having unsaved changes.
This should also go into 3.3 LTS
Pull Request: https://projects.blender.org/blender/blender/pulls/107121