It seems to be fixing an issue rendering the junkshop file on RDNA4 GPUs.
Tested on Ubuntu 22.04 and 9070 XT GPU.
The downside of this change is the curve intersection in HIP-RT being
slower (figures are a bit scattered, but average to ~10%). This seems
to be caused by compiler resolving function inlines and spilling
differently. Quite unfortunate, but it is better to solve known crashes.
There might still be time to look into the performance topic during the
Beta period.
Ref #136143
Pull Request: https://projects.blender.org/blender/blender/pulls/138981
... if "Only Show Selected Keyframes Handles" is turned ON
The piece of code from fa24ad1fd5 -- and that copied from 233c650d55 --
which alters `incl_handles` for Circle/Lasso is outdated...
Atm. it would set `incl_handles` to `false` as soon as either "Show
Handles" is OFF or "Only Show Selected Keyframes Handles" is ON.
So bug-symptoms would be:
- turn ON both "Show Handles" and "Only Show Selected Keyframes Handles"
- select a single keyframe (so its handles are visible)
- try to select that handle using Circle/Lasso
- fail
- (alternatively: select the key using Circle/Lasso >> handles get
selected as well, also a fail)
In b037ba2665 though we introduced
`KEYFRAME_ITER_HANDLES_DEFAULT_INVISIBLE` in which can properly handle
such cases in `keyframe_ok_checks` / `select_bezier_add` /
`select_bezier_subtract`, so it makes sense to only check for "Show
Handles" Circle/Lasso and let `initialize_box_select_key_editing_data` /
`keyframe_ok_checks` / `select_bezier_add` / `select_bezier_subtract`
handle the rest...
Noticed while doing !139349, part of #139314
Pull Request: https://projects.blender.org/blender/blender/pulls/139531
All contained operators are using poll functions that check we are in
weight paint mode, so all operators would be disabled in editmode
anyways, better to remove the menu to avoid confusion.
Pull Request: https://projects.blender.org/blender/blender/pulls/139535
The Switch node in the compositor crops the input image. That's because
the two inputs share the same operation domain.
To fix this, we avoid domain realization for either inputs.
Pull Request: https://projects.blender.org/blender/blender/pulls/139637
This PR will reuse the VkInstance of GHOST_ContextVK when querying for
possible compatible devices. Previously a temporary VkInstance was
created but could trigger an error in the Vulkan loader.
Pull Request: https://projects.blender.org/blender/blender/pulls/139640
This was missing from the initial implementation.
This did not affect any user code path since they were not
checking for completion and only blocking on first `get`.
For automated tests we have support for directly loading a directory as
asset library. We might need this for other things too in future, so
this should be supported generally.
Directories loaded as asset libraries this way would internally be
treated as a Preferences on-disk library, which isn't correct. This
didn't cause any known issues, but with blender/blender!138150 it would
make tests fail incorrectly.
So far this is unused, but it's used in #139165, and that pointed out
some obvious flaws in the code, like the resulting AttributeStorage
being completely ignored, and old CustomData layers not being freed.
Restructure the API a bit to make it simpler to use, and also make it
keep the non-generic layers in CustomData. That's not necessary for
point clouds but it will be necessary for curves (the next step) since
they have vertex groups.
Pull Request: https://projects.blender.org/blender/blender/pulls/139609
This patch adds support for Group Input nodes in scene compositor node
trees. The inputs return the pass that correspond to their name in the
active scene and view-layer. Image is an alias for the combined pass.
This fixes#137943 for the compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/139584
`xkb_compose_state_get_utf8` may return multiple characters, while
this isn't supported, prevent a buffer overflow & report a warning.
Co-authored-by: Phoenix Katsch <phoenixkatsch@gmail.com>
Ref: !114612
The socket name on Menu sockets is hidden by default to save layout space.
In some nodes with multiple menu inputs (switch nodes) this leads to ambiguity,
so the socket name is enabled explicitly for these node types. This was already
done for Menu Switch nodes but not for the boolean Switch node yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139628
This allow to easily request async compilation
in a safe way for every static shader.
The get function will always wait if async
compilation has been requested.
It is possible on file load that the `previous_active_brush_reference`
is an invalid old memory location. To prevent this, set the ptr to
nullptr on file load, as it should only be used within a given session.
Pull Request: https://projects.blender.org/blender/blender/pulls/139618
Set fuzzy=1 when softbody modifier is added. As of now, value is 0, this
raises concern of division by zero so bump it to 1.
Updated `softbody_test.blend` to fix the failing test.
Resolves#137849
Pull Request: https://projects.blender.org/blender/blender/pulls/137878
Use these terms over "Cross" and "Gamma Cross" in the UI/RNA
when referring to effect strips.
Keep it as "Cross" for blend modes for now (which is in and of itself
a bit of a weird naming. In the future, we should consider unifying
our blend mode types with compositor ones for consistency).
Pull Request: https://projects.blender.org/blender/blender/pulls/139606
With the change to a new `strip_effect_get_new_inputs` prototype
in #138016, this call got overlooked. The bool would sneak in
as an `int` and silently fail.
When an icon is drawn with both lowered opacity and a border shadow
(used to increased contrast in Light theme), it will look darker
because more of the dark shadow is visible through the icon. This PR
fixes this by scaling the shadow by the opacity.
Pull Request: https://projects.blender.org/blender/blender/pulls/139610
In a prior commit, the Mesh Paint BVH leaf node limit was reduced from
10000 faces to 2500 faces. This commit makes a proportional change
for the Multires paint BVH.
In performance testing of just the brush evaluation, this change
represents a 3x speedup (from 0.6326s to 0.2135s) on a Multires grid
with 25m vertices at multires level 5.
In a simulated brush stroke testing similar to what a user would do,
on a grid of 6m vertices at multires level 5 this change equals a 1.4x
improvement from 41.8 to 58.6 FPS.
See the related PR for the raw data and testing methodology.
Related to #137871
Pull Request: https://projects.blender.org/blender/blender/pulls/139311
e.g. stands for "exempli gratia" in Latin which means "for example".
The best way to make sure it makes sense when writing is to just expand
it to "for example". In these cases where the text was "for e.g.", that
leaves us with "for for example" which makes no sense. This commit fixes
all 110 cases, mostly just just replacing the words with "for example",
but also restructuring the text a bit more in a few cases, mostly by
moving "e.g." to the beginning of a list in parentheses.
Pull Request: https://projects.blender.org/blender/blender/pulls/139596
- Previously, effects could be changed into types that take different
amount of inputs, e.g. from "add" to "glow", which led to undefined
and glitchy behavior (unreported bug). Fix by requiring same input count
for new effect.
- Previously, strip names were not updated when changing effect type,
which tended to be confusing. Now, if the default name was not changed,
update to the new effect type name.
- Remove "effect strip" menu from color and text strips. Although they
are effects internally, to a user, this is not clear, and providing the
option to modify effect inputs in these cases doesn't really make sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/139514
Prior to this commit, the cursor overlay options were tied to the
`has_overlay` setting for brushes. This check used the `mtex` property
to examine the mapping mode of the associated texture.
This should not apply to the overall cursor overlay settings, as they
are not dependent upon a texture being loaded.
Pull Request: https://projects.blender.org/blender/blender/pulls/139567
Allow adding compilation batches to different priority queues.
Set priorities so static shaders are always compiled first,
then materials, and optimized materials last.
Pull Request: https://projects.blender.org/blender/blender/pulls/139456
Previously there was no mechanism to invalidate scene strip cache, when
changes were made to scene that the strip renders. Because of this, the
cache had to be cleared manually, even for other strips.
Strip invalidation is performed from function
`ED_render_id_flush_update`.
Recalc flags like selection or frame change are ignored as they are
unlikely to influence the rendered image.
When some ID is changed, all scene strips using
`DEGEditorUpdateContext::scene` will be invalidated.
Limitations:
- Because frame change is ignored, changes to physics caches would not
invalidate VSE strips
- Only active scene will be invalidated this way. So if an object is
linked to 2 scenes, inactive scene cache would be invalid
- If animated object is moved, and there is VSE preview to be updated
Scene re-rendering in VSE would cause object to snap to its evaluated
position. This is because scene frame is changed by VSE. Reported in
#139501.
To refresh VSE preview after cache is invalidated, relatively big chunk
of code was copied from `view3d_main_region_listener` to VSE preview
listener. Cases that would not result in visual changes like selection
were excluded.
Fixes#113137.
Pull Request: https://projects.blender.org/blender/blender/pulls/138231
Before e4aa758d70 we kept a pointer to ghost IME data, but with that
change we instead maintain a local copy of that data instead. This
means that we have a copy of it with GHOST_kEventImeCompositionStart,
but we don't update our copy when we get GHOST_kEventImeComposition.
This is where (at least on Windows) when we get the composition result,
the final string to be inserted.
Pull Request: https://projects.blender.org/blender/blender/pulls/139557
This was caused by the volume module not being available in
`begin_sync`.
The fix is to split `modules_init` into `init` and `begin_sync`
to always init the modules when creating the `DRWContext`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139442
Several small speedups for Voronoi node (no behavior change). This
affects Cycles and CPU execution of Voronoi node e.g. in Compositor.
- F1 mode: when evaluating distance for Voronoi cells, use a faster
distance estimation, and only do final distance calculation on the
resulting closest cell. This is only really relevant for the default
Euclidian distance, where this saves a square root per evaluated cell
(in 3D Voronoi case saves 26 square roots; in 4D case saves 80 square
roots).
- N-Sphere Radius mode: speedup by doing squared distance calculations.
We only need to find the closest one, so again doing the square root
per cell is not needed here.
Something like 5%-10% speedup for F1 3D Voronoi; more performance details
in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/139490
This PR adds builtin shaders for drawing points. Using `FLAT_COLOR`,
`SMOOTH_COLOR`, `UNIFORM_COLOR` can lead to undesired behavior
on Metal and Vulkan backends. To ensure future compatibility this PR
adds `POINT_FLAT_COLOR` and `POINT_UNIFORM_COLOR`.
The point size can be set using `gpu.state.point_size_set`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139583
This patch takes virtual sockets into consideration in the compositor
code base. This mostly involves ignoring them as if they were
unavailable.
This is needed for use with nodes that use Extend sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/139582
Previously, when using `ctrl+G` on a single node, the newly created node group
always had a flat list of inputs and outputs. This is somewhat annoying when the
node has a lot of inputs that were already organized in panels.
This patch makes it so that when grouping a single node, it will attempt to keep
the same node interface as the original node. This works for group nodes but
also for built-in nodes. For example, when creating a group from the Principled
BSDF node, the group will still have all the same panels. Default values are
taken from the node that is being grouped.
When grouping more than one node, the behavior is exactly the same as before. In
this case there isn't really an obvious way for how to create panels
automatically.
Internally, this works by taking by creating the new node group directly from
the node declaration.
Pull Request: https://projects.blender.org/blender/blender/pulls/139351