Reduce overhead of copying attribute data into GPU buffers when the
PBVH is active. The existing lambda with a FunctionRef callback had
a significant overhead. While that was reduced by 25917f0165
already, even making the `foreach_faces` lambda into a template gave
significant overhead compared to simpler loops. Instead, separate
value conversion and iteration over visible triangles in a way that the
compiler is able to optimize more easily.
According to the GPU module, it's also better to use raw data access
than `GPU_vertbuf_raw_step`, since the data format strides aren't
meant to vary by platform, and the runtime stride can have a
noticeable performance impact.
Also avoid recalculating face normals, since they're already used to
calculate vertex normals anyway (since ac02f94caf).
I tested the runtime of the initial data-upload after entering sculpt
mode with a 16 million vertex mesh. Before, that took 1350 ms, after
it took 680 ms, which is almost a 2x improvement. In my tests, the
performance improvement was only observable for the initial data
upload, theoretically it is a more general change though.
It's possible that a similar optimization could be applied to multires
or dynamic topology sculpting, but that can be looked at later too.
Pull Request: https://projects.blender.org/blender/blender/pulls/110621
Use StringRef where possible to avoid copying strings, avoid
redundant string returns, and use std::string for attribute
request names now that all the relevant code is C++.
The goal is to reuse the same bake items for simulation and normal baking (#110137).
Previously, the bake data was tied to a simulation state which made it harder to reuse.
Now the code for the following things can be reused easily:
- Convert geometry node socket values into bake items and back.
- Serialize and deserialize bake items.
Pull Request: https://projects.blender.org/blender/blender/pulls/110577
No user visible changes expected.
This is needed for the asset shelf (#104831), so that the user can
resize the asset shelf region, but it's ensured to always be snapped to
a multiple of the row height (which can change over redraws).
Before this, `RGN_FLAG_DYNAMIC_SIZE` would have to be set so that
regions can control their own size in the `ARegionType::layout()`
callback. But this would also disable resizing the region by the user.
Tagging regions as being dynamically sized and disabling user resizing
are now two separate options/flags.
Included changes:
- Rename `RGN_FLAG_PREFSIZE_OR_HIDDEN` to `RGN_FLAG_NO_USER_RESIZE` and
make that generally disable user resizing like `RGN_FLAG_DYNAMIC_SIZE`
used to, so that it can be used for more than just the properties
editor tabs region.
- Ensure regions that relied on the previous `RGN_FLAG_DYNAMIC_SIZE`
behavior that disallowed user resizing have the
`RGN_FLAG_NO_USER_RESIZE` flag set too now.
- Versioning to ensure the previous point for old files.
- Update comments.
This commit adds modifier support for Grease Pencil 3.
The `BKE_grease_pencil_data_update` function evaluates the modifiers by
first creating a `GeometrySet` from the grease pencil data,
then evaluating the modifiers, and finally reading the
resulting `GreasePencilComponent` component and assigning
the evaluated object data.
Pull Request: https://projects.blender.org/blender/blender/pulls/110500
Dynamic topology drawing can now use the smooth status saved in each
edge. Because of that, the "Smooth Shading" draw option is unnecessary
and just adds confusion because of inconsistency between dynamic
topology drawing and other modes.
Fixes#109191
Pull Request: https://projects.blender.org/blender/blender/pulls/110548
Similar to 79115c5c56, but for multires sculpting. Improves
the PBVH build time for a 16 million vert multires sculpt by about 100ms
(from 470ms to 370ms). That itself is just a small portion of the time
spent entering sculpt mode though.
Reduces the average runtime of building mesh PBVH nodes from 4.2 to
3.3 seconds in a basic test with a 16 million face grid on my hardware.
This is probably mainly because of improved inlining with C++
templates. It also makes the code easier to understand.
When entering sculpt mode (or another mode that uses PBVH), the
bounds of each triangle are calculated serially. Doing this in parallel
is simple, and about 10x faster (568 to 56 ms) on a Ryzen 7950x.
One thing to point out is that `PBVH::nodes` is now stored in a `Vector`
which replaces the manual amortized growth. That requires explicitly
setting the defaults of PBVHNode fields for default initialization.
Similar to f0b53777c8
This implements the main aspects of changes to blendfile compatibility
as designed in #109151:
* Blender files which file minversion is newer than current Blender
executable won't be loaded at all.
* Blender files which file version is newer than current Blender will
triger systematic warning to user:
* In the status info bar (lower right corner in default UI).
* When attempting to save (overwrite) them.
This means that the file minversion becomes a hard limit, and not a
soft, warning-only as it used to be. Further more, forward compatibility
warning is now systematic (instead of depending on file minversion),
and more visible for users.
See also https://wiki.blender.org/wiki/Process/Compatibility_Handling
for details over the new policy.
Technically:
* Opening any file with a minversion newer than current Blender file one
now triggers an early abort, with an error message reported to the user.
This is handled by a new utils called from `blo_decode_and_check`.
* Any file newer than current Blender version sets a new
`has_forward_compatibility_issues` flag in Main struct at read time.
* Status bar info area is turned into a template, which uses this flag
to display special warning UI and tooltip when set.
* A new confirmation popup appears when user tries to save (overwrite)
such a 'newer' blendfile, stating potential loos of data, and
proposing by default to 'save as' instead.
* The 'quit unsaved' popup has also been updated to 'save as' instead of
'save' when the edited file is has potential forward compitibility
issues.
Part of #109151 (PR !110109).
Since in rare cases there may be needs to expose file subversion here,
the following format was defined:
<major>.<minor> (sub <subversion>)
Part of #109151 (PR !110109).
This struct was defined in `BKE_fcurve.h` but only used in editor files.
The only function that used this struct in BKE was marked unused.
This commit removes the unused BKE function and moves the struct
to `ED_keyframes_edit.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/110527
Exit the operator code if `DG_LOCK_WEIGHT` flag is set
for active vertex group to avoid painting over locked vertex
group. New function `BKE_object_defgroup_active_is_locked`
created to handle this.
Previously this function would return `PAINT_MODE_TEXTURE_2D`.
This would result `paint_space_stroke_enabled` to return true, when it
shouldn't for Grease Pencil .
Triangles and quads don't check for degenerate faces (where the normal
might be zero), while ngons already set the Z component to 1 for that,
which is also what we do for vertex normals.
Also reorder the face size checks to put quads and triangles before
N-gons, since they are typically more common on high-poly meshes.
And change the check for 2 sided faces into an assert.
Implementation of the click-selection operator of keyframes in the dopesheet, along with its alternatives : deselect all when no frames is hit, extend selection with shift, column selection with alt, select all keyframes on current channel with ctrl+alt.
Includes the new following API functions :
* `select_frame_at` : selects a frame in a layer at a specific time (if such frame exists),
* `select_all_frames` : selects all frames of a layer,
* `select_layer_channel` : selects a layer, and sets it as active (if layer is not null, otherwise the active layer is set null),
* `layer_has_frame_selected` : checks if any of the frames in the layer is selected.
Pull Request: https://projects.blender.org/blender/blender/pulls/110492
Previously the panel type name of a modifier (e.g. "MOD_PT_Smooth") was
created by copying from the ModifierTypeInfos name.
This meant that modifiers with the same default name would use
the same identifier for the panels.
Since different object types (e.g. OB_GREASE_PENCIL and OB_MESH)
might want to use the same default modifier name, this PR introduces
an idname field in the ModifierTypeInfo struct. This is then used to
generate the panel type name.
For compatibility reasons, the idname is the same as the name for now.
Note: Because the name was used previously, this means that some
modifiers have spaces in their panel type name.
E.g. "MOD_PT_Volume to Mesh".
Pull Request: https://projects.blender.org/blender/blender/pulls/110468
Currently, while calculating face corner normals, Blender retrieves
custom normal data with write access. When the the custom normals in a
single smooth corner fan don't match, they are reset to the average
value.
This behavior is very old, but it comes from when Blender didn't have a
strong idea of const correctness. Indeed, modifying custom normal data
while calculating normals isn't threadsafe, which is important because
normals are calculated for viewport drawing, for example. And in the
future, properly caching face corner normals (see #93551) will require
the ability to calculate normals on a properly const mesh.
The fix is to still use the average of custom normals in a fan, but
not write that back to the custom data array. In my testing the results
are the same. Setting custom normals still fills the same value for all
corners in a fan.
Pull Request: https://projects.blender.org/blender/blender/pulls/110478
This is mostly boilerplate code to add a new `GeometryComponent` as well as making sure
the new `GeometryComponent::Type` is handled in all the `switch` statements.
Pull Request: https://projects.blender.org/blender/blender/pulls/110457
Take into account the filtering flags while filtering grease pencil channels in the grease pencil dopesheet.
This PR also adds two API functions for layers :
* `is_empty` checks if a layer contains no frame, and
* `is_selected` checks if a layer is selected.
Pull Request: https://projects.blender.org/blender/blender/pulls/110484
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
The current face index can always be retrieved from the "loop_to_face"
map, so passing it around and updating it manually just adds more
state to track.
Utility functions make accessing the next and previous corner of a face
more obvious, and range based for loops make iterating over corners
or vertices in a face simpler too.