There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
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.
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/
Adds the initial stage for the grease pencil 3.0 project.
This patch includes:
* New ID and new object type.
* New DNA structures.
* New drawing engine for grease pencil (gpencil-next).
* Tests for the new grease pencil data-type.
* A few operators for conversion, switching modes and (simple) drawing.
Exposed to the user:
* An experimental option to switch to the new grease pencil.
* This will switch the grease pencil render engine to gpencil-next which can only render the new object type.
Current grease pencil objects will no longer render.
* Changing this option currently requires a restart of blender (for the keymap to update).
* A conversion setting in the `Object` > `Convert To` operator.
* A drawing operator in `Draw Mode`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106848
The runtime backup/restore logic was slightly wrong: it is possible that
an object requires light linking runtime but does not need light linking
itself. This is typical configuration for the receivers/blockers.
Modified the logic so that the evaluated object light linking is allocated
if there was a runtime field needed.
This required to make it so light linking evaluation takes care of feeing
the light_linking if it is empty. The downside of this approach is a
redundant allocation from the object backup when removing light linking
collection from emitter. But this is not a typical evaluation flow, and
the more typical flows are cheap with this approach.
Pull Request: https://projects.blender.org/blender/blender/pulls/108261
Animation data (including drivers) on inactive view layers now work. The
removal of such view layers was too optimistic; they are now kept
around. The bases are still removed, mostly for safety sake and to keep
the changes to a minimum.
`scene_remove_unused_view_layers()` has been renamed to
`scene_minimize_unused_view_layers()` to reflect its new functionality.
For compatibility with assumptions in other areas of the code, the
function still ensures the input view layer is at index 0.
This also introduces a new function
`BKE_view_layer_free_object_content(view_layer)`, which is a subset of
the functionality of `BKE_view_layer_free()`.
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
As an optimization, dependency graph evaluation skips through
no-op nodes at the scheduling stage. However, that leaves update
flags enabled on the node, and the most problematic one is the
USER_MODIFIED flag, which get flushed to children every time
the no-op node is tagged.
This in turn can cause simulation caches downstream to be
permanently stuck in an outdated state until the depsgraph
is rebuilt and the stuck flag cleared out.
Differential Revision: https://developer.blender.org/D16868
The issue was introduced by the optimization of hidden objects and modifiers
in the f12f7800c2.
The solution here detects that either an object is hidden or the modifier is
disabled and does special tricks to ensure the dependencies are evaluated.
This is done by constructing a separate minimal dependency graph needed for
the object on which the modifier is being applied on. This minimal dependency
graph will not perform visibility optimization, making it so modifier
dependencies are ensured to be evaluated.
The downside of such approach is that some dependencies which are not needed
for the modifier are still evaluated. There is no currently an easy way to
avoid this. At least not without introducing possible race conditions with
other dependency graphs.
If the performance of applying modifiers in such cases becomes a problem the
possible solution would be to create a temporary object with a single modifier
so that only minimal set of dependencies is pulled in the minimal dependency
graph.
Differential Revision: https://developer.blender.org/D16421
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
The internal state tracking is not fully suited for such kind
of optimization yet.
It is probably not that much work to make them work, but the
issue caused by the changes is serious enough for the studio
so it feels better to revert changes for now and have a closer
look into remaining issues without pressure.
A regression since ac20970bc2
The issue was caused by depsgraph clearing all id->recalc flags
wrongly assuming that all IDs are fully evaluated.
This change makes it so the depsgraph becomes aware of possibly
incompletely evaluated IDs.
Differential Revision: https://developer.blender.org/D15946
This change makes it so that objects which are temporary hidden from
the viewport (the icon toggle in outliner) do not affect on the
performance of the viewport.
The attached file demonstrates the issue. Before this change hiding
the object does not change FPS, after this change FPS goes high when
the object is hidden.
F13435936
Changing the object temporary visibility is already expected to tag
scene for bases updates, which flushes down the stream to the object
visibility update. So the only remaining topic was to ensure the
graph does a special round of visibility update on such changes.
Differential Revision: https://developer.blender.org/D15813
While it is hard to measure the performance impact accurately, there
is no need to perform per-modifier string lookup on every frame update.
Implemented as an exceptional case in the code which flushes updates to
the entire component. Sounds a bit suboptimal, but there are already
other exception cases handled in the function.
Differential Revision: https://developer.blender.org/D15812
While missing the break before a default that only breaks isn't
an error, it means adding new cases needs to remember to add the
break for an existing case, changing the default case will also
result in an unintended fall-through.
Also avoid `default:;` and add an explicit break.
Need to update relations when modifiers are added or removed
since those create nodes in the dependency graph.
Added an assert statement to point at possible culprit so
that issues can be fixed more quickly.
Solves long-standing issue when dependencies of disabled modifiers are
evaluated.
Simple test case: no drivers or animation. Manually enabling modifier
is expected to bring FPS up, enabling modifier will bring FPS (sine
evaluation can not be avoided)
F13336690
More complex test case: modifier visibility is driven by an animated
property. In am ideal world FPS during property being zero is fast
and when property is 1 the FPS is low.
F13336691.
Differential Revision: https://developer.blender.org/D15625
A mistake in the 0dcee6a386 which made specific driven visibility
to work, but did not properly handle actual time-based visibility.
The basic idea of the change is to preserve recalculation flags of
nodes which were tagged for update but were not evaluated due to
visibility constraints. In the file from the report this makes it
so tagging which is done first time ID is in the dependency graph
are handled when the ID actually becomes visible. This is what
solved the root of the problem from the report: there was missing
geometry update since it was "swallowed" by the evaluation during
the object being invisible. In other configurations this change
allows to handle pending geometry updates due to animated modifiers
be handled when object becomes visible without time change.
This change also solves visibility issue of the synchronization
component which also started to be handled badly since the
previous fix attempt. Basically, the needed exception in its
visibility handling did not happen and a regular logic was used
for it.
Tested with files from the T99733, T99976, and from the Heist
project.
Differential Revision: https://developer.blender.org/D15544
The issue was caused by the fact that objects with driven or animated
visibility were considered visible by the dependency graph evaluation.
This change makes it so the dependency graph evaluation is aware of
visibility which might be changing. This is achieved by evaluating the
path of the graph which affects objects visibility and adjusts to it
before evaluating the rest of the graph.
There is some time penalty to this, but there does not seem to be a
way to fully avoid this penalty.
With the production shot from the heist project the FPS drops by a
tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object
which keeps it visible. Note that this is a bit hard to measure since
the FPS fluctuates quite a bit throughout the playback. On the other
hand, having a driver on a visibility of a heavy object from character
and setting visibility to false gives big speedup.
Also worth noting that there is no penalty at all when there are no
animated visibilities in the scene.
Differential Revision: https://developer.blender.org/D15498
The goal is to make it possible to evaluate the graph in multiple
passes without evaluating the same node multiple times.
Currently should not be any functional changes.
Not sure why multiple pools were created: the pool should be able to
handle two sets of tasks.
Perhaps non-measurable improvement in terms of performance but this
change simplifies code a bit.
Solves compilation warning with Clang, and moves manipulation with
DNA structures to the designed way for C++.
The tests and few other places are update to the new code by Jacques.
Ref T96847
Maniphest Tasks: T96847
Differential Revision: https://developer.blender.org/D14625