Graph traversal which is based on counting parents which are still
to be updated fails in cases there are cycles in the graph.
If there are cyclic dependencies in the scene all the objects from
the cycles will be updated in a single thread now one by one. This
makes blender behave the same way as it was before multi-threaded
DAG landed to master.
This needed to tweak depsgraph a bit so now dag_check_cycle() sets
is_acyclic field of DAG forest if there are cycles in the graph.
TODO: It might be possible to save some time on evaluation when
all the tagged objects were updated in multi-threaded DAG
traversal.
This is a regression since threaded dependency graph landed to master.
Root of the issue goes to the loads of graph preparation being done
even if there's nothing to be updated.
The idea of this change is to use ID type recalc bits to determine
whether there're objects to be updated. Generally speaking, we now
check object and object data datablocks with DAG_id_type_tagged()
and if there's no such IDs tagged we skip the whole task pool creation
and so,
The only difficult aspect was that in some circumstances it was possible
that there are tagged objects but nothing in ID recalc bit fields.
There were several different circumstances when it was possible:
* When one assigns object->recalc flag directly DAG flush didn't
set corresponding bits to ID recalc bits. Partially it is fixed
by making it so flush will set bitfield, but also for object
types there's no reason to assign recalc flag directly. Using
generic DAG_id_type_tag works almost the same fast as direct
assignment, ensures all the bitflags are set properly and for the
long run it seems it's what we would actually want to.
* DAG_on_visible_update() didn't set recalc bits at all.
* Some areas were checking for object->recalc != 0, however it is was
possible that object recalc flag contains PSYS_RECALC_CHILD which
was never cleaned from there.
No idea why would we need to assign such a flag when enabling
scene simplification, this is to be investigated separately.
* It is possible that scene_update_post and frame_update_post handlers
will modify objects. The issue is that DAG_ids_clear_recalc is called
just after callbacks, which leaves objects with recalc flags but no
corresponding bit in ID recalc bitfield. This leads to some kind of
regression when using ID type tag fields to check whether there objects
to be updated internally comparing threaded DAG with legacy one.
For now let's have a workaround which will preserve tag for ID_OB
if there're objects with OB_RECALC_ALL bits. This keeps behavior
unchanged comparing with 2.69 release.
This solves threading conflict which happens when having
multiple objects using Curve Deform modifier with the same
curve datablock. This conflict was caused by the fact that
curve_deform_verts() used to temporary override curve's
flags to make it path is there.
Actually, it was setting CU_FOLLOW flag temporary which
was only used where_on_path() (only in terms that this
temporary assignment only affected this function) but it
is now commented out for a while, so no reason to set
this flag temporary, If it's ever to be done, we'll need
to pass flags as an additional function argument.
For the path creation i've extended DegNode structure
which now holds extra bits which indicates what additional
data depending on the graph topology is to be evaluated.
Currently this is only used to indicate that curve needs
path to be evaluated regardless to cu->flag state. This
is so Curve Deform modifier is always happy.
In the future this flag might also be used to indicate
whether bmesh verts are to update (see recent commit to
3-vertex parent crash fix) or to indicate that the object
is the motherball etc.
This goes back to ancient era again and such a call isn't
safe for threading and really DAG is to make it sure display
list for dependencies is always there.
BKE_curve_bevel_make() is only used from object_handle_update()
friends and never called directly. This means if there's no
display list ready for the bevel object it's something wrong
happened with DAG.
In fact, this check goes back to ancient era and from tests
it appears this check is no longer needed.
It was some kind of workaround for DAG glitch in 2009
(commit hash 8c5c7ebb0) and according to the comment
was needed to make select outline show immediately.
After some tests it appears DAG behaves almost fine now
(just needed to make it so layer is flushed properly to
the set scene) and no reason to have rather confusing
call in the code.
This simply mimics code used for loopnormals, to enable py scripts to generate and access (temporary)
a tangent 3D vector and bitangent sign for each loop. Together with the split normals, this allow
to recreate a complete tangent space for normal mapping (bitangent = bitangent_sign * cross(normal, tangent)).
Expects all faces to be tri or quads.
Reviewed By: Brecht, campbellbarton
Differential Revision: https://developer.blender.org/D185
group default values.
This can happen when using value sliders for node group input values.
The localized copies were setting the "interface_type" runtime pointer
of the original tree to NULL instead of the new tree (which is created
on-the-fly in general). This type is used in RNA update functions
however, the original tree DNA should not be modified there.
DAG node tagging was rather an experiment to make derived render working.
However, it ended up in a whole can of worms and need to be re-considered.
It is likely that regular object update tagging and scene update routines
are to be used for this.
Meanwhile no need to keep extra field in dag node. Would save us the whole
byte of the struct which we can use for other purposes meanwhile.
Issue is causes by vertex parent modifies original BMesh from
a multiple threads. Ideally this is to be done as a separate
update callback for mesh datablock, but it's not so much simple
now (would need to do some re-arranges to DAG which might conflict
with the work from Ali or will double amount of work we did).
So for now use simple solution with mutex lock.
Based on the patch from Campbell Barton with some fixes to make
changes really thread-safe.
Differential Revision: https://developer.blender.org/D168
to previous sculpt fix (OpenGL access from thread with no context
bound). The fact that this has gone unnoticed so far means that people
are dyntopoing like crazy these days.
It doesn't make any sense anymore with the current depsgraph and probably was
not useful for a long time, just a leftover from the pre 2.04 game engine.
to exist and accessed without prior NULL checks (with exception of
get_next_frame and get_movie_path). The callbacks are not reliably
initialized however if none of the video formats is enabled (AVI being
the default). Added stub functions now that ensure access to
bMovieHandle callbacks is safe and doesn't crash.
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.
This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.
The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
Issue was caused by BKE_vfont_to_curve() modifying curve->nurbs list which
gave threading issues.
Now added BKE_vfont_to_curve_nubase() which operates on a given nurbs list
base which is local in do_makeDispListCurveTypes().
By the looks of it it wouldn't give speed regression because previously it
also was creating nurbs for every font object sharing the same curve data.
Main issue here is that glBuf* calls were invoked from threads different than
main thread. This caused a crash (since those do not have a GL context active).
Fix here is twofold:
* add an ID buffer in buffer pool that handles pbvh buffers and is freed
from main thread when gpu_buffer_pool_free_unused is called.
* do not create glbuffers in derivedmesh creation routine, rather tag nodes
for update and create those in the draw function
(guaranteed to be called from main thread)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D169
Issue seems to be caused by thread-unsafe IMB_freeImBuf.
Now use generic BKE_image_release_ibuf to de-reference
image buffer which was acquired from image datablock.
EditFont's use of Curve.len was very confusing, in editmode it
represented the number of characters, in object mode the number of
bytes. add Curve.len_wchar and keep track of both.
Also don't convert the editmode text into utf8 on every keystroke.
Now this is done on exiting editmode or save - to match most other
object types.
This also fixes curves 'body_format' being reported with an invalid size.
Summary:
Crash was happening because of fcurve modifier stack
used modifier's DNA to store temporary data.
Now made it so storage for such a thing is being
allocated locally per object update so multiple objects
which shares the same animation wouldn't run into
threading conflict anymore.
This storage might be a part of EvaluationContext,
but that'd mean passing this context all over in
object_where_is which will clutter API for now without
actual benefit for this.
Optimization notes: storage is only being allocated
if there're Cycles modifier in the stack, so there're
no extra allocations happening in all other cases.
To make code a bit less cluttered with this storage
passing all over the place added extra callbacks to
the FModifier storage which runs evaluation with the
given storage.
Reviewers: brecht, campbellbarton, aligorith
CC: plasmasolutions
Differential Revision: https://developer.blender.org/D147
File tracking.c became rather huge and annoying to
maintain and it really contains several independent
areas of motrack pipeline.
Now we've got:
* tracking.c: general-purpose functions which are used
by blender, clip editor, RNA and so.
* tracking_detect.c: feature detection functions
(blender-side, logic is still in libmv).
* tracking_plane_tracker.c: blender-side 2D tracking logic.
* tracking_plane_tracker.c: plane track tracker.
* tracking_solver.c: functions for camera solving.
* tracking_stabilize.c: 2D stabilization functions.
* tracking_util.c: utility functions for all those files
and which shouldn't be public.
Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.
We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.
Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.
There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.
This is actually what was happening in previous release
already actually so not a big issue.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D162