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
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).
This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.
See #110353 for details on the work that remains to be done and known
limitations.
Implementation notes:
We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.
One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
process by rendering every non-shader nodes at the same time. They are
rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
rerouting the node to the output of the material in the preview scene.
The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.
At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.
Pull Request: https://projects.blender.org/blender/blender/pulls/110065
- Rename find_area_showing_r_result -> *find_area_showing_render_result.
- Only set the return window argument when the render area is found
instead of leaving this value set to the last window.
- Use doxygen sections.
Historically, the OCIO based color management implementation in Blender
had exceptions to treat specific configurations differently. It was a
compatibility with the legacy "No color management" option.
With time and more development in the area there are better ways of
achieving this goal, if needed.
This commit removes the named-based exception, which also solves confusion
about why certain similar configurations (from OCIO stand point) give
different results. As well as allows to create a cleaner plate for an
upcoming additions in the OCIO configuration such as AgX.
Quite simple and technical change which constant-folds the check for
whether the scene color management enabled or not with "true" value.
Ref #110685
Pull Request: https://projects.blender.org/blender/blender/pulls/110580
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.
Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.
the only way forward appears to be back.
this reverts :
19422044eda670b53abe0f541db97cbe516e8c813e88a2f44c4e64b772f59547e7a31707fe6c5a57
The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.
Pull Request: https://projects.blender.org/blender/blender/pulls/110438
Resolve a crash in !104831, which exposed an error in window creation
with an empty space type.
Creating a new window with an empty space type would do the following:
- Create a new screen with a single empty area.
- Refresh the screen,
- Initialize the area.
- Convert the empty area into a 3D viewport.
- Run SpaceType::init()
This doesn't cause any problems at the moment because `view3d_init`
isn't doing anything however !104831 accesses the View3D from
`area->spacedata.first` causing SCREEN_OT_area_dupli to crash.
Resolve by supporting an area setup callback for WM_window_open
so the area-data can be set before it's initialized.
The issue remains where an unknown/empty ScrArea::spacetype results in
a crash although it seems unlikely users run into this in practice.
Whatever the case, that can be resolved separately.
This change replaces a bare RenderEngine owned by a viewport
with a VeiwRender. This unlocks a possibility of accessing
RenderResult for viewport renders. Currently it is not done,
but it will be needed for an upcoming work towards unification
of the render passes handling.
Ref #108618
Pull Request: https://projects.blender.org/blender/blender/pulls/110244
This data-block was originally added in eb4e3bbe68.
However, that original plan wasn't fully implemented, with simulations
now integrated with geometry nodes and modifiers instead of a separate
data-block. We kept the data-block around anyway since we have the
loose plan of using a similar data-block to make global simulations
connected between multiple objects. But it may be a while before we
implement that, and in the meantime having this just causes confusion.
Word ordering for wmTimer API wasn't consistent.
- Use "WM_event_timer_" / "WM_event_timers_" prefix.
- Rename "wm_window_timer" to "wm_window_timers_process"
because it wasn't clear what the function did from its name.
- Rename "wm_window_process_events" to "wm_window_events_process"
for consistency with "wm_window_timers_process".
Doing so avoids having duplicated logic for working with pixel
data which is being passed throughout the render pipeline.
Notable changes:
- ImBug can now store GPU texture.
This is not very finished part of the API, which will be
worked further to support tiling for very-high-res images.
- Implicit sharing is removed from the image buffer, as it is
no longer needed.
There should be no functional changes on user level with this
change.
Ref #108618
Pull Request: https://projects.blender.org/blender/blender/pulls/109788
There's quite a few libraries that depend on dna_type_offsets.h
but had gotten to it by just adding the folder that contains it to
their includes INC section without declaring a dependency to
bf_dna in the LIB section.
which occasionally lead to the lib building before bf_dna and the
header being missing, while this generally gets fixed in CMake by
adding bf_dna to the LIB section of the lib, however until last
week all libraries in the LIB section were linked as INTERFACE so
adding it in there did not resolve the build issue.
To make things still build, we sprinkled add_dependencies wherever
we needed it to force a build order.
This diff :
Declares public include folders for the bf_dna target so there's
no more fudging the INC section required to get to them.
Removes all dna related paths from the INC section for all
libraries.
Adds an alias target bf:dna to signify it has been updated to
modern cmake
Declares a dependency on bf::dna for all libraries that require it
Removes (almost) all calls to add_dependencies for bf_dna
Future work:
Because of the manual dependency management that was done, there is
now some "clutter" with libs depending on bf_dna that realistically
don't. Example bf_intern_opencolorio itself has no dependency on
bf_dna at all, doesn't need it, doesn't use it. However the
dna include folder had been added to it in the past since bf_blenlib
uses dna headers in some of its public headers and
bf_intern_opencolorio does use those blenlib headers.
Given bf_blenlib now correctly declares the dependency on bf_dna
as public bf_intern_opencolorio will get the dna header directory
automatically from CMake, hence some cleanup could be done for
bf_intern_opencolorio
Because 99% of the changes in this diff have been automated, this diff
does not seek to address these issues as there is no easy way to
determine why a certain dependency is in place. A developer will have
to make a pass a this at some later point in time. As I'd rather not
mix automated and manual labour.
There are a few libraries that could not be automatically processed
(ie bf_blendthumb) that also will need this manual look-over.
Pull Request: https://projects.blender.org/blender/blender/pulls/109835
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.
* 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
* Provide render data, node tree and color management directly instead
of going through scene, as these may be modified by the render pipeline.
Also better for cached texture hits this way.
* Change legacy pass type to pass name.
* Skip file output node when not doing final render.
* Gracefully handle incomplete render results.
Pull Request: https://projects.blender.org/blender/blender/pulls/108629
References to data-blocks in a material were stored in-memory and could
crash if the data-blocks referenced by the material no longer existed
when pasting.
Resolve by using a blend-file for material copy/paste, matching how the
clipboard works in the 3D view-port.
Currently there is no support for including indirectly linked
data-blocks when pasting the material. Instead, data-blocks are restored
by name, by inspecting the current file.
This also fixes a crash where the `SpaceNode::nodetree` could point to
freed memory when pasting a material.
Ref !108496.
Includes contributions by @mont29.
---
Fix back-ported to main [0], including fix [1].
[0]: 5177e2f20b
[1]: 64aa96d421
Pasting MTex referenced Texture & Object data-blocks without any
check for their validity.
This isn't ideal as it doesn't handle re-allocated ID's,
it just prevents a crash referencing freed data-blocks.
References to data-blocks in a material were stored in-memory and could
crash if the data-blocks referenced by the material no longer existed
when pasting.
Resolve by using a blend-file for material copy/paste, matching how the
clipboard works in the 3D view-port.
Currently there is no support for including indirectly linked
data-blocks when pasting the material. Instead, data-blocks are restored
by name, by inspecting the current file.
This also fixes a crash where the `SpaceNode::nodetree` could point to
freed memory when pasting a material.
Ref !108496.
Includes contributions by @mont29.
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/
Follow up to [0], some material data wasn't accounted for.
- The embedded node-tree's owner_id wasn't set.
- Animation data (both the material & it's embedded node-tree).
- Updating depsgraph relations is needed when animation data is freed
as part of paste too.
Also report when paste fails.
[0]: 5b5a1e3581