Similar to 7eee378ecc, this change decreases memory usage and
improves performance when copying curves and meshes without changing
their topology. The same change used for custom data layers is applied
to face and curve offset indices, which aren't stored as a custom data
layer.
The implicit sharing info for the offsets is stored in the mesh and
curve runtime structs, since it doesn't need to be written to files
directly. When changing the offsets pointer directly, the sharing info
must be updated accordingly. To make that easier, a few utility
functions take care of common operations like making an array mutable,
resizing an array, and creating sharing info for allocated data.
This commit also clarifies the intention to not allocate the offsets
at all when there are no curves/faces. That slightly complicates some
of the logic, but there's no reason for the single `0` integer to be
allocated.
Pull Request: https://projects.blender.org/blender/blender/pulls/106907
This type will be used to store mesh edges in #106638, but it could
be used for anything else too. This commit adds support for:
- The new type in the Python API
- Editing the type in the edit mode "Attribute Set" operator
- Rendering the type in EEVEE and Cycles for all geometry types
- Geometry nodes attribute interpolation and mixing
- Viewing the type in the spreadsheet and using row filters
The attribute uses the `blender::int2` type in most code, and
the `vec2i` DNA type in C code when necessary. The enum names
are based on `INT32_2D` for consistency with `INT8` and `INT32`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106677
Nodes with names separated by a slash / can
not be searched by their initials.
This commit adds the slash character to
the list of separators for this type of
fuzzy search.
Pull Request: https://projects.blender.org/blender/blender/pulls/106838
The "reverse map" of corners to faces and points to curves is the same
for meshes and curves now. Move it to the offset indices header to
reflect this.
This unification can go further in the future, but I'd rather wait
until the design is clearer for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/106570
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
This patch implements the Anti-Aliasing node by porting SMAA from
Workbench into a generic library that can be used by the realtime
compositor and potentially other users. SMAA was encapsulated in an
algorithm to prepare it for use by other nodes that require SMAA
support.
Pull Request: https://projects.blender.org/blender/blender/pulls/106114
It provides path to a directory suitable for storing temporary files
which satisfies the following conditions:
- The directory exists.
- The return path has trailing directory separator.
It is based on the code used in the appdir.c to get the temporary
directory.
For the C++ people: this is similar to the temp_directory_path()
from the std::filesystem.
No functional changes expected as it is a new code which is planned
to be used on other places as a followup development.
Only the text editor supported the primary clipboard & only for modal
selection. Now selecting text in the console & 3D text editing also
sets the primary clipboard under X11 & Wayland.
Notes:
- Pasting from the primary clipboard isn't yet exposed in the key-map
so in practice it's only useful for pasting text outside of Blender.
- Use skip-save option when pasting from the primary selection
so this is never used by the regular paste shortcut.
- This commit adds a primary-clipboard flag to WM_capabilities_flag() so
creating the the copy-buffer is only performed when necessary.
Memory chunks that were in the same hashed bucket but had different keys
were comparing memory unnecessary.
In practice this didn't happen all that often in my tests so the
performance improvement isn't significant.
Follow up to 4f10800094.
BLI_array_store still performed poorly for boolean arrays or any arrays
where many memory chunks had identical contents since the temporary hash
had many collisions, making lookups slow.
Resolve by ensuring duplicate chunks aren't added to the hash table.
Also increase the memory chunk size for edit-mesh undo to 64kb
which performs well with high poly meshes as it reduces the overhead of
having to manage many small memory chunks.
Notes:
- Before this change performance was quite bad (10-20x worse than v3.3).
- Performance from the test in #105046 is roughly the same as before.
- Performance of #105205 compared with v3.3 is close, even faster at
times but varies much more (likely caused by threading).
Since UVs are now stored as 2D vectors in meshes, they can be copied
directly to the vertex buffers. Somewhat surprisingly, multithreading
the copying into the vertex buffer provides a good speedup-- on a CPU
with many cores at least.
Here is a test uploading two UV maps created in geometry
nodes with a 1 million quad mesh, with a Ryzen 7950x:
| | Before | After | Speedup |
| ------- | ------- | ------ | ------- |
| Average | 24.3 ms | 7.5 ms | 3.2x |
| Min | 17.6 ms | 7.0 ms | 2.5x |
I added the copying utilities to the array utils header, since the
need for them has come up in a few different places already, and the
existing function with a selection argument didn't make sense here.
Pull Request: https://projects.blender.org/blender/blender/pulls/105793
The method of accumulating values to create a hash for each chunk has
been improved for ~16% better distribution of the resulting hashes.
Improve performance of array de-duplication, see: #105046.
Accumulating hashes with a byte/boolean array didn't include enough
information for a useful hash, creating hashes with many collisions.
This is the root cause of a performance regression since 3.3 where
mesh data (used for storing edit-mesh undo steps) was changed to store
selection in a boolean array, creating a bottleneck de-duplicating
chunks of that array for edit-mesh undo's custom-data de-duplication.
Resolve by increasing hash accumulation for arrays with smaller elements,
so each chunk of memory (a candidate for de-duplication) isn't as likely
to have hash collisions.
`char` (single byte) arrays now accumulate 22 values instead of 7, it's
taking more values into account was necessary as these are effectively
bits in the case of boolean arrays, 2-byte values accumulate 32 bytes,
4-byte elements accumulate 44 bytes, larger structs accumulate
`sizeof(type) * 7` bytes (as before).
Also ensure the accumulation read-ahead never exceeds the chunk size -
technically a fix although this would only happen when passing a small
`chunk_count` to BLI_array_store_create (in the range of 1-16) so this
didn't happen in practice.
Improve performance of array de-duplication, see: #105046.
Use uint32_t since it's sufficient for hashing, using an int64_t was
especially inefficient when allocating an int64_t for every boolean
(when compacting an array of booleans).
Improve performance of array de-duplication, see: #105046.
The reasoning is that the detail namespace is not to be used
outside the module itself. But one might want to use different
number types with these templates.
The `Base` suffix was chosen in order to be consistent with `MatBase`
and `Vector` naming convention.
This patch re-implement the whole C rotation API into a more type
oriented C++ API. See the #104444 design task for more details about
the goals.
The list of C to C++ equivalent syntax can be found attached.
This adds `AngleRadian`, `AngleCartesian` and `AngleFraction` as
different angle types with the same interface. Each of them have
specific benefits / cons. See inline documentation for detail.
This adds `Axis` and `AxisSigned` class wrapped enums to increase type
safety with axes selection.
This adds `CartesianBasis` to represent orthonormal orientations.
Added a weight accumulation to dual-quaternions to make normalization
error proof. Creates the overhead of summing the total weight twice
(which I think is negligible) and add an extra float.
Named the dual-quaternion `DualQuaternion` to avoid naming ambiguity
with `DualQuat` which come up quite often (even with namespace).
Pull Request: https://projects.blender.org/blender/blender/pulls/104941
Increase the buffer sizes used for `BLI_str_format_uint64_grouped` to
prevent overflow on strings representing numbers within the uint64
range. Also creates and uses defines for all the formatted string
buffer sizes.
Pull Request #105263
This commit adds the default .usdz export capability.
The importer already supports usdz so no change is required other than updating the text in menu to match the updated exporter text.
On export, a .usd/a/c file has to be created first, and then converted to .usdz. A weird change of directory is required because of a quirk with the USD conversion to usdz. If an absolute filepath is passed into the `UsdUtilsCreateNewUsdzPackage` function, the usd files inside the usdz archive will have the same directory structure, i.e. if one tries to create a file at `C:\code\BlenderProjects\file.usdz`, when the usdz file is created, inside it will have the structure `\code\BlenderProjects\file.usdc`.
This is counteracted by setting the current working directory to the temporary session directory where both the usdc and usdz files are created, and just passing the file name to `UsdUtilsCreateNewUsdzPackage` without any filepath. Once the usdz file is created it is moved to the intended directory.
There is a separate `UsdUtilsCreateNewARKitUsdzPackage` capability for exporting usdz for iOS devices that will be implemented in a follow up patch as it will require some more small UI changes.
Co-authored-by: Charles Wardlaw (@CharlesWardlaw)
Co-authored-by: Sonny Campbell (@SonnyCampbell_Unity)
Co-authored-by: Bastien Montagne (@mont29)
Pull Request #105185, based on #104556.
Pull Request #105223
While some implementations of `getcwd` may return an allocated string
instead of the given char buffer in some cases, this is not the expected
behavior of the BLI wrapper. Not to mention the danger of returning a
pointer to a static char buffer...
Improve `ChangeWorkingDirectoryTest` to be more 'full check' regarding
behavior of both `BLI_current_working_dir` and `BLI_change_working_dir`.
Also move call to `BLI_threadapi_init` into proper `SetUp` method (to
have correct symmetry with the call to `BLI_threadapi_exit` in the
`TearDown` one).
Based on investigation by Charles Wardlaw (@CharlesWardlaw).
Pull Request #105220