When resizing a viewport all engine instance data was cleared.
This wasn't the intended design and lead to performance regressions
in the image engine.
This patch makes sure that the instance data isn't cleared when
the viewport size changes. When using instance data, draw engines
are responsible to update the textures accordingly.
This could also reduce flickering/stalling when resizing the viewport
in eevee-next.
Fixes T95428.
Reviewed By: fclem
Maniphest Tasks: T95428
Differential Revision: https://developer.blender.org/D14874
- Missing star prefix.
- Unnecessary indentation.
- Blank line after dot-points
(otherwise doxygen merges with the previous dot-point).
- Use back-slash for doxygen commands.
- Correct spelling.
ImageTileWrapper is a wrapper around ImageTile to centralize tile calculations when
using CPP. Currentry used by the image engine and will be used for the 3d
texturing brush project.
For render image buffers to be acquired, a lock must be provided. Also
fixed wrong usage of release, it must always be called regardless if the
returned image buffer is NULL.
This is only part of the experimental "Full Frame" mode (disabled
by default). See T88150.
Currently the viewer node uses buffer paddings to display image offset
in the backdrop as a temporal solution implemented for {D12466}.
This solution is inefficient memory and performance-wise. Another
issue is that the paddings are part the image when saved.
This patch instead sets the offset in the Viewer node image
as variables and makes the backdrop take it into account
when drawing the image or any related gizmo.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12750
The image engine is depth aware when using tile drawing the depth is
only updated for the central image what lead to showing the background
on top of other areas.
Also makes sure that switching the tile drawing would lead to an update
of the texture slots.
Internally the update tiles are 256x256. Due to some miscalculations
tiles were not generated correctly if the dimension of the image wasn't
a multifold of 256.
Previously we used to cache a float image representation of the image in
rect_float. This adds some incorrect behavior as many areas only expect
one of these buffers to be used.
This patch stores float buffers inside the image engine. This is done per
instance. In the future we should consider making a global cache.
Althought the float buffers are only used as cache, current code paths
don't look at the flags to identify which kind of image it is. Actual
fix would be to check flags, but that wouldn't be something to add one
week before release.
This commit fixes it by removing the buffers after use in the image
engine.
Previous implementation had a copy of the image user, which doesn't
contain all the data to identify changes. This patch introduces a new
struct to store the data and can be extended with other data as well
(color spaces, alpha settings).
Currently one a single texture slot is used to update the screen.
Current design is implemented to use multiple textures.
for now limit the number of texture slots to 1.
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Byte images are converted to float. Due to an issue how VSE cache is
freeing its images we cannot store these float buffers what leads
to recalculating it for each change in the image editor.
This fix will reduce the slowdown to areas that have the root cause of
the memory leak, so the buffers can be reused between refreshes.
NOTE: The root cause should still be fixed.
Thanks for reporting Sybren!
When viewing backdrop on top of the node grid, the grid would be
rendered black when the mode wasn't set to RGBA. This fix fixes this by
reverting the previous fix of drawing the backdrop and implement a
different one that recomputes the UV coordinates on the screen edges.
This is a temp fix for a memory leak where the VSE isn't aware that a
float representation of the image could exist. The VSE somehow doens't
clears it (refcounter is still 1).
The work around is just to let the image engine clean up all the data it
created. Potential this would add more overhead when buffers are needed
more than once.