Commit Graph

591 Commits

Author SHA1 Message Date
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Aras Pranckevicius
69b9735ce2 Merge branch 'blender-v4.1-release' 2024-02-16 20:56:56 +02:00
Aras Pranckevicius
6508ed8a3f Fix #118213: Applying effects to VSE Color/Text strips makes both the effect and source strip visible
This is different from applying effects to regular "source media" strips
like images or movies; an effect "hides" the input strip when it is
below itself in the channel.

Apply the same treatment to Color & Text strips. Fixes #118213.

If someone wants previous behavior for some reason, they can drag
the effect applied on Color/Text to be below the input strip.

Pull Request: https://projects.blender.org/blender/blender/pulls/118269
2024-02-16 20:56:06 +02:00
Aras Pranckevicius
b4c6c69632 ImBuf: do not clear newly allocated image pixels when not needed
In some/many cases, an `ImBuf` is allocated, and all the pixels are
immediately filled by some code. Doing the memory clear within allocation
is just memory traffic for no good reason.

Add a flag to skip initialization of ImBuf pixels (IB_uninitialized_pixels)
and use that in some parts of VSE effects/rendering/cache/scopes, as well
as image loading code.

Rendering out VSE movie, on Windows/VS2022/Ryzen5950X:
- Sprite Fright: 443sec -> 414sec (takes 93% of previous time)
- Gold previs: 367sec -> 325sec (takes 88% of prev time)

Pull Request: https://projects.blender.org/blender/blender/pulls/118321
2024-02-15 14:54:57 +01:00
Campbell Barton
fee47f6da8 Cleanup: unused includes in source/blender/sequencer
Remove 95 includes.
2024-02-13 13:37:56 +11:00
ok_what
751d9c5999 Fix: VSE transition strip factor is not clamped
Previewing strip outside of it's boundary caused overflow.
Clamp the factor to prevent overflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/118086
2024-02-12 21:21:19 +01:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
29fe777445 Cleanup: Make BKE_report.h a full Cpp header. 2024-02-10 18:34:29 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Richard Antalik
a17e3a6fbb Fix: VSE prefetching doesn't work
Caused by error in 3fccfe0bc6. Commit reversed logic for getting scene strips.
2024-02-06 17:32:49 +01:00
Aras Pranckevicius
e1f8775807 VSE: default to new "Auto" image filter for strips
Part of "improve filtering situation" (#116980), now strip scaling filter defaults to "Auto" which has logic like:

- No scale, no rotation, integer positions: Nearest (fastest)
- Scaling up by more than 2x: Cubic Mitchell, so you get nicer blending between pixels than with bilinear,
- Scaling down by more than 2x: Box, so that many pixels are averaged properly without too much aliasing,
- Otherwise: Bilinear

Existing strips that use Bilinear (which is default) get switched to Auto when loading older files.

All of this has an advantage that unless you have some special needs for your look, you can leave it at default and it will look decently good at either large up-scaling or large down-scaling, but not waste performance if you don't use any scaling at all. Previously none of the choices were good in "all cases": box (née subsampled3x3) only looks good when scaling down, cubic only looks good when scaling up, default bilinear leaves performance on the table when you don't use any scale/rotation, etc.

On something like Gold movie current edit, most of the strips effectively use Nearest now, except some that are translated into non-integer pixel positions; those stay effectively Bilinear.

Pull Request: https://projects.blender.org/blender/blender/pulls/117853
2024-02-05 20:09:29 +01:00
Damien Picard
fa77e9142d UI: fix and improve a few messages
- "can not" -> "cannot" in many places (ambiguous, also see
  Writing Style guide).
- "Bezier" -> "Bézier": proper spelling of the eponym.
- Tool keymaps: make "Uv" all caps.
- "FFMPEG" -> "FFmpeg" (official spelling)
- Use MULTIPLICATION SIGN U+00D7 instead of MULTIPLICATION X U+2715.
- "LClick" -> "LMB", "RClick" -> "RMB": this convention is used
  everywhere else.
- "Save rendered the image..." -> "Save the rendered image...": typo.
- "Preserve Current retiming": title case for property.
- Bend status message: punctuation.
- "... class used to define the panel" -> "header": copy-paste error.
- "... class used to define the menu" -> "asset": copy-paste error.
- "Lights user to display objects..." -> "Lights used...": typo.
- "-setaudio require one argument" -> "requires": typo.

Some issues reported by Joan Pujolar and Tamar Mebonia.

Pull Request: https://projects.blender.org/blender/blender/pulls/117856
2024-02-05 17:08:17 +01:00
Aras Pranckevicius
4cf2d95bb5 Cleanup: more C++ constructs in VSE render.hh and friends
- enum class StripEarlyOut instead of raw integer defines
- SeqRenderState default initializer instead of seq_render_state_init
- Vector<Sequence*> instead of manually sized arrays of pointers
- some const to several function arguments

Pull Request: https://projects.blender.org/blender/blender/pulls/117829
2024-02-05 11:10:43 +01:00
Aras Pranckevicius
0bfffdaf82 VSE: bilinear upscaling no longer adds transparent border around the image
Part of overall "improve image filtering situation" (#116980), this PR addresses
two issues:
- Bilinear (default) image filtering makes half a source pixel wide transparent
  border around the image. This is very noticeable when scaling images/movies up
  in VSE. However, when there is no scaling up but you have slightly rotated
  image, this creates a "somewhat nice" anti-aliasing around the edge.
- The other filtering kinds (e.g. cubic) do not have this behavior. So they do
  not create unexpected transparency when scaling up (yay), however for slightly
  rotated images the edge is "jagged" (oh no).

More detail and images in PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/117717
2024-02-02 16:28:51 +01:00
Hans Goudey
c87e51790d Cleanup: Make format 2024-01-31 22:01:30 -05:00
Hans Goudey
fac27b1b6b Cleanup: Replace most used of SWAP macro with std::swap
Also remove / replace use of the math vector double swapping functions.
2024-01-31 21:12:16 -05:00
Hans Goudey
7fa5fc02b7 Cleanup: Move BLF headers to C++ 2024-01-31 14:04:56 -05:00
Richard Antalik
8a96f0fb06 Fix #116411: Sound animation not working correctly
This was caused by global variable `sound_cfra` not being updated when
rendering sequencer data. This global variable could cause problems in
other cases though, so it is removed. Functions that are used to set
anomation buffers now accept frame as argument.

Pull Request: https://projects.blender.org/blender/blender/pulls/117345
2024-01-31 18:57:06 +01:00
Aras Pranckevicius
5bd1e0bb22 VSE: replace Subsampled3x3 filter by a general Box filter
Part of overall "improve filtering situation" (#116980): replace Subsampled3x3
(added for blender 3.5 in f210842a72 et al.) strip scaling filter with a
general Box filter.

Subsampled3x3 is really a Box filter ("average pixel values over NxM region"),
hardcoded to 3x3 size. As such, it works pretty well when downscaling images by
3x on each axis. But starts to break down and introduce aliasing at other
scaling factors. Also when scaling up or scaling down by less than 3x, using
total of 9 samples is a bit of overkill and hurts performance.

So instead, calculate the amount of NxM samples needed by looking at scaling
factors on X/Y axes. Note: use at least 2 samples on each axis, so that when
rotation is present, the result edges will get some anti-aliasing, just like it
was happening in previous filter implementation.

Images in PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/117584
2024-01-29 18:41:31 +01:00
Aras Pranckevicius
b7cf71d567 VSE: add Cubic Mitchell filtering, rename previous cubic to Cubic BSpline
Part of overall "improve filtering situation" (#116980) task:

Add "Cubic Mitchell" filtering option to VSE strips. This is a cubic (4x4)
filter that generally looks better than bilinear, while not blurring the image
as much as the Cubic BSpline filter that exists elsewhere within Blender. It is
also default in many other apps.

Rename the (very recently added) VSE Bicubic filter option to Cubic BSpline.

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/117517
2024-01-26 11:57:19 +01:00
Aras Pranckevicius
5ed2eea0f6 ImBuf: Refactor pixel interpolation functions
There exist a bunch of "give me a (filtered) image pixel at this location"
functions, some with duplicated functionality, some with almost the same but
not quite, some that look similar but behave slightly differently, etc.
Some of them were in BLI, some were in ImBuf.

This commit tries to improve the situation by:
* Adding low level interpolation functions to `BLI_math_interp.hh`
  - With documentation on their behavior,
  - And with more unit tests.
* At `ImBuf` level, there are only convenience inline wrappers to the above BLI
  functions (split off into a separate header `IMB_interp.hh`). However, since
  these wrappers are inline,   some things get a tiny bit faster as a side
  effect. E.g. VSE image strip, scaling to 4K resolution (Windows/Ryzen5950X):
  - Nearest filter: 2.33 -> 1.94ms
  - Bilinear filter: 5.83 -> 5.69ms
  - Subsampled3x3 filter: 28.6 -> 22.4ms

Details on the functions:
- All of them have `_byte` and `_fl` suffixes.
- They exist in 4-channel byte (uchar4) and float (float4), as well as
  explicitly passed amount of channels for other float images.
- New functions in BLI `blender::math` namespace:
  - `interpolate_nearest`
  - `interpolate_bilinear`
  - `interpolate_bilinear_wrap`. Note that unlike previous "wrap" function,
    this one no longer requires the caller to do their own wrapping.
  - `interpolate_cubic_bspline`. Previous similar function was called just
    "bicubic" which could mean many different things.
- Same functions exist in `IMB_interp.hh`, they are just convenience that takes
  ImBuf and uses data pointer, width, height from that.

Other bits:
- Renamed `mod_f_positive` to `floored_fmod` (better matches `safe_floored_modf`
  and `floored_modulo` that exist elsewhere), made it branchless and added more
  unit tests.
- `interpolate_bilinear_wrap_fl` no longer clamps result to 0..1 range. Instead,
  moved the clamp to be outside of the call in `paint_image_proj.cc` and
  `paint_utils.cc`. Though the need for clamping in there is also questionable.

Pull Request: https://projects.blender.org/blender/blender/pulls/117387
2024-01-25 11:45:24 +01:00
Hans Goudey
02582213de Cleanup: Move BKE_layer.hh to C++ 2024-01-24 10:55:16 -05:00
Campbell Barton
6cc8ac7cb3 Cleanup: rename ImBuf anim & anim_index structs
Rename: anim -> ImBufAnim
Rename: anim_index -> ImBufAnimIndex

There were cases where removing redundant "struct" qualifier caused
a warning since the name of the struct member was also anim.

Use uppercase type name to conform with other types names.

Ref !117394
2024-01-23 20:26:55 +11:00
Hans Goudey
0618de49ad Cleanup: Replace MIN/MAX macros with C++ functions
Use `std::min` and `std::max` instead. Though keep MIN2 and MAX2
just for C code that hasn't been moved to C++ yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/117384
2024-01-22 15:58:18 +01:00
Jacques Lucke
311ca3e6af Core: rename Session UUID to Session UID
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.

In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.

This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.

BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/117350
2024-01-22 13:47:13 +01:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Campbell Barton
a3b4078be3 Cleanup: spelling in comments 2024-01-18 10:39:24 +11:00
Omar Emara
753c52ba15 Fix: Sequencer crash with scene strip of no composite output
If a scene sequencer strip references a scene with no composite output,
it will crash due to null image buffer output. This patch fixes that by
allocating an empty buffer in those cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/117135
2024-01-16 09:13:30 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Sebastian Parborg
5c32b9ad38 VSE: Speed up "Alpha Over/Under" if the pixels are fully transparent or opaque
Before we always did a float conversion of the colors even if we
wouldn't use the result.
Because the float conversion does alpha premultiplication, we can
use some shortcuts to skip a lot of computations

In a edit with a lot of fully transparent pixels, I observed a reduction
in total render time from 1m 31s to 1m 17s.

Pull Request: https://projects.blender.org/blender/blender/pulls/117134
2024-01-15 18:12:51 +01:00
Aras Pranckevicius
709b00179f VSE: add Bicubic filtering option, and optimize bicubic performance
Part of overall "improve filtering situation" (#116980) task:

* Add Bicubic filtering option to strip Transform "Filter" setting.
Previously this option only existed in Transform Effect "Interpolation"
setting.
  - With this addition, it feels like the transform effect could
    possibly be marked as legacy/deprecated, since the regular Transform
    that is on all strips can do everything that Transform Effect did?
* Speed up bicubic filtering (used now in VSE, but also in CPU Compositor,
  image paint, etc.) by slightly simplifying the code and using some SIMD.
  Upscaling 96x54 image to 3840x2160 resolution, using Bicubic filtering:
  - Windows (VS2022, Ryzen 5950X): 35.5ms -> 15.1ms
  - Mac (clang 15, M1 Max): 29.6ms -> 24.4ms
* Add gtest coverage for bicubic functionality.

Pull Request: https://projects.blender.org/blender/blender/pulls/117100
2024-01-15 16:38:41 +01:00
Richard Antalik
daa0219a57 VSE: Add retiming operator macros
Add retiming_add_freeze_frame_slide and retiming_add_transition_slide
operator macros to move keys after adding, instead of using fixed
duration.
2024-01-14 19:47:49 +01:00
Richard Antalik
a86ed166d7 VSE: Allow mirror axis crossing when moving transition key
Transition retiming keys move as if they are mirrored across a point.
It is possible to allow them to cross this point instead of limiting
transition duration.

This change itself doesn't really improve usability, but it is needed
for "Add transition and change its size" operator.
2024-01-14 19:47:49 +01:00
Aras Pranckevicius
9c7b3659e2 VSE: speed up solid color effect
It's pretty simple, but threading it, and making it write out whole
pixel at a time (instead of one byte at a time) still makes it faster.

4K resolution, five Color strips blended over each other, playback on
Windows/VS2022, Ryzen 5950X:
- Playback 9.2FPS -> 11.5FPS
- do_solid_color for one effect, median time 7.7ms -> 3.8ms

Additionally, the solid color on byte output was not doing float->byte
color rounding & clamping properly, and on float output it was writing
255.0 into alpha instead of 1.0. So fix that too.

Pull Request: https://projects.blender.org/blender/blender/pulls/117058
2024-01-12 18:04:38 +01:00
Richard Antalik
f37b2d1907 VSE: Hide retiming keys, when retiming is reset
This prevents making new keys without user input by
`SEQ_retiming_data_ensure()`.
2024-01-09 20:41:49 +01:00
Campbell Barton
617f7b76df Cleanup: comment block formatting 2024-01-08 11:31:43 +11:00
Hans Goudey
d6cfd7d1f4 Cleanup: Remove unnecessary keywords from C++ headers
- Remove unnecessary `struct`
- Use `using` instead of `typedef`
- Remove `void` from `(void)` as function arguments
2024-01-04 15:07:48 -05:00
Aras Pranckevicius
10bea077ae Fix: VSE: image strip outline sometimes not matching image
This is only visible for very low resolution image strips; the math was
operating on integers as image size but doing division by two to get the
outline. For non-even image sizes the outline could be off by a pixel due
to rounding.

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/116605
2024-01-03 21:20:03 +01:00
Richard Antalik
534a1c9ecd Fix #115655: Removing transition keys is buggy
This also fixes crash when deleting keys.

Issue was caused by incorrect implementation of batch deleting with
`SEQ_retiming_remove_multiple_keys()` function. It tried to remove data
from different strips, when it should work with one strip at the time.
Also transitions and freeze frames were treated as normal keys, but they
do need special handling.

Pull Request: https://projects.blender.org/blender/blender/pulls/116722
2024-01-03 17:01:53 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
ok_what
04efca91f9 Fix: VSE Slip Strips operator doesn't move effect strips inside of a meta strip.
When slipping meta strip, effect position was not updated. These updates
are limited to VSE core code, so function `SEQ_time_slip_strip()` was
added to resolve this issue.

This also simplifies operator code, so it does not have to deal with
recursion and doesn't need to hold quite detailed strip state for when
operator is cancelled.

Pull Request: https://projects.blender.org/blender/blender/pulls/113200
2023-12-21 18:04:56 +01:00
Aras Pranckevicius
fec8461365 Cleanup: move BKE_colorband.h and BKE_colorcools.h to .hh
Also remove includes of those where not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/116416
2023-12-21 10:10:53 +01:00
Richard Antalik
c9fc69d10b Cleanup: Fix build warnings introduced in e02eeaf888 2023-12-19 19:54:21 +01:00
Richard Antalik
e02eeaf888 Fix #115305: Sound equalizer not applied when rendering
This was caused by 5c76c7bf84, which only updated sound when tagged by
`ID_RECALC_AUDIO`. On undo or rendering, this flag is missing.

Update equalizer when recalc is flagged by `ID_RECALC_COPY_ON_WRITE`.

Pull Request: https://projects.blender.org/blender/blender/pulls/116282
2023-12-19 17:38:29 +01:00
Miguel Pozo
b1e83f8323 Draw: Reuse GPUViewport when doing viewport render animations
Allows supporting motion blur for EEVEE-Next viewport render animations.
It should also provide a slight performance improvement.

Pull Request: https://projects.blender.org/blender/blender/pulls/116199
2023-12-19 16:12:30 +01:00
Brecht Van Lommel
eaede06456 Fix: crash with sequencer scene strips after previous refactor 2023-12-17 21:07:33 +01:00
Richard Antalik
3d03dbfa4c Cleanup: VSE strips update callback
Split the code, use preconditions, use rather plain language for
function names and add comments where it is not totally obvious, what
the code is supposed to do.
2023-12-17 18:36:54 +01:00
Richard Antalik
9f0b4344ac Fix #114630: Retiming fails if movie and scene FPS does not match
The main problem is, that retiming key frame index is defined in strip
content space (0 <> seq->len -1), but API functions must rescale this
index by applying `SEQ_time_media_playback_rate_factor_get()` and return
value in timeline space.

This wasn't done properly, in many places, some had challenges:
- `SEQ_retiming_key_timeline_frame_get()` returned floats, but UI
  expects integers. Otherwise keys may be drawn inbetween frames.
- Function `right_fake_key_frame_get()` must return  exact frame of
  keys, otherwise lookup by frame would fail. But `retime_key_draw()`
  can not compensate position of last fake key, so this has to be done
  in `fake_keys_draw()` and `try_to_realize_virtual_key()`.
- For transformation to work as expected, double precision value has
  to be used for frame index.
- For UI either API would had to be extended to provide helper functions
  to deal with FPS mismatch, or it needs to know the FPS difference.
  I have opted to put `SEQ_time_media_playback_rate_factor_get()` in
  "public" headers. Neither solution is great.
2023-12-15 21:01:44 +01:00
Aras Pranckevicius
5cac8e2bb4 VSE: reduce effects code duplication, making gaussian blur faster in the process
Now that the code is in C++, quite some duplication between "byte" and
"float" effect code paths can be reduced (easier than it was in C times).
So I did that, removing about 400 lines of code.

In that process I accidentally made Gaussian Blur faster, since while
reducing the amount of code I noticed it was doing some things
sub-optimally (calculated kernel tables for each job, etc.). Applying
100x100 gaussian blur on 4K UHD resolution image strip on Ryzen 5950X
went 630ms -> 450ms.

Pull Request: https://projects.blender.org/blender/blender/pulls/116089
2023-12-14 17:31:05 +01:00