This simple function just performed a null check and an array lookup.
Just writing it in the few places its used works fine too, and avoiding
the function call per triangle can improve and make the check clearer.
Also, avoiding the abstraction makes the "node fully visible" check
when building the PBVH more obvious; that has been refactored here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111072
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
Add a High Dynamic Range option in the Color Management > Display panel.
This enables display of extended color ranges above 1.0 for the 3D
viewport, image editor and render previews.
This requires a monitor that can display HDR colors, and a view
transform designed for HDR output. The Standard view transform works,
but Filmic does not as it was designed to bring values into the 0..1
range for SDR displays.
This patch is limited to allowing the display to visualize extended
colors, but does not include future looking work to better integrate HDR
into the full workflow.
It is implemented by rendering to high bit-depth texture formats for
the user interface, and uncapping the color range in color management.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/105662
This add the possibility to define different
viewports inside a single framebuffer and
let the vertex shader decide which viewport
to render to.
This only contain the GL and VK implementation.
The Vulkan implementation works but still
has a validation error related to shader features
and extension. The test passes nonetheless.
Pull Request: https://projects.blender.org/blender/blender/pulls/110923
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
The maximum OpenGL versions supported on mac
doesn't meet the minimum required version (>=4.3) anymore.
This removes all the OpenGL paths in GHOST
Cocoa backend and from the drop down menu in
the user preferences.
Pull Request: https://projects.blender.org/blender/blender/pulls/110185
Split much of BKE_pbvh.h into BKE_pbvh_api.hh.
BKE_pbvh.h is included by BKE_paint.h, which in
turn is included by large amounts of code including
RNA.
This makes it extremely difficult to change
or clean up the PBVH API, since each modification
of BKE_pbvh.h can take 20-30 minutes to compile,
even on a quad-core system with an SSD. This
commit fixes that by moving most of BKE_pbvh.h
into another file and just having the core,
external-facing interfaces in BKE_pbvh.h.
String search & replace is a higher level function (unlike BLI_string.h)
which handlers lower level replacements for printing and string copying.
Also use BLI_string_* prefix (matching other utilities).
This makes it possible to use BLI_string in Blender's internal utilities
without depending on DynStr, MemArena... etc.
Replace `typedef struct X {} X;` with `struct X {};`
In some cases the first and last name didn't match although this
is rarely useful, even a typo in some cases, e.g. TrachPathPoint.
`CD_HAIRLENGTH` is not really a custom data type, it was just used to
specify the hair particle "length" attribute to pass it to EEVEE and
material preview. Because of the "typemap" array in `CustomData`,
it's better not to have this unnecessary type. Instead, use the same
mechanism used to request the active color attribute.
Pull Request: https://projects.blender.org/blender/blender/pulls/109449
Resolves failing unit tests where missing texture read support for
1D/3D textures was required. Also resolves a number of missing
format support cases when determining texture component
count and byte size for reading/writing.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108751
* opengl_context -> system_gpu_context. This is the operating system OpenGL,
Metal or Vulkan context provided by GHOST.
* gpu_context -> blender_gpu_context. This is the GPUContext provided by
the Blender GPU module, which wraps the GHOST context and adds some state.
* Various functions create/destroy/enable/disable both contexts, these have
just gpu_context in the name now.
Pull Request: https://projects.blender.org/blender/blender/pulls/108723
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/