This patch takes virtual sockets into consideration in the compositor
code base. This mostly involves ignoring them as if they were
unavailable.
This is needed for use with nodes that use Extend sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/139582
Previously, when using `ctrl+G` on a single node, the newly created node group
always had a flat list of inputs and outputs. This is somewhat annoying when the
node has a lot of inputs that were already organized in panels.
This patch makes it so that when grouping a single node, it will attempt to keep
the same node interface as the original node. This works for group nodes but
also for built-in nodes. For example, when creating a group from the Principled
BSDF node, the group will still have all the same panels. Default values are
taken from the node that is being grouped.
When grouping more than one node, the behavior is exactly the same as before. In
this case there isn't really an obvious way for how to create panels
automatically.
Internally, this works by taking by creating the new node group directly from
the node declaration.
Pull Request: https://projects.blender.org/blender/blender/pulls/139351
This adds a new Format String node which simplifies constructing strings from
multiple values. The node takes a format string and a dynamic number of
additional parameters as input. The format string determines how the other
inputs are inserted into the string. Only integer, float and string inputs are
supported for now.
It supports two different format syntaxes:
* Python compatible format syntax which also mostly matches the behavior of the
`fmt` C++ library. Most of this is supported, but there are some small
limitations.
* Syntax of the form `###.##` where each `#` stands for a digit. This is the
syntax that was introduced in #134860.
This node greatly simplifies common string operations which would have required
potentially many nodes before to convert numbers to strings and to concatenate
them. It also makes new conversions possible that were not supported before.
This node can also be used to insert e.g. frame numbers into a file path which
was surprisingly complex before.
This node has special behavior for the name of new inputs. For the purpose of
the node, the name of the inputs must be valid identifiers and it's usually
helpful when they are short. New names are therefore initialized to be single
characters. If possible, the first character of the linked input is used. This
works well when connecting e.g. a Separate Vector/Color node. Otherwise, inputs
are named `a` to `z` by default. If that's not possible, the source socket name
is used instead (converted to be a valid identifier). If that still doesn't
work, the name is made unique using the normal `.001` mechanism except that `_`
instead of `.` is used as separator to make the name a valid identifier.
Python Syntax references:
* Python: https://docs.python.org/3/library/string.html#formatspec
* `fmt`: https://fmt.dev/latest/syntax/
More detailed notes about compatibility with the above syntax specifications:
* Conversion using e.g. `!r` like in Python is not supported (maybe the future).
* Sub-attribute access like `{vector.x}` is not supported (maybe the future).
* Using `%` like in Python is not supported (maybe in future).
* Using `#` for an alternate form is not supported. This might help in the
future to make the syntax compatible with #134860.
* Using `L` like in the `fmt` library is not supported because it depends on the
locale which is not good for determinism.
* Grouping with e.g. thousands separators using e.g. `,` or `_` like in Python
is not supported (maybe in future). Need to think about the locale here too.
* Mixing of unnamed (`{}`) and named (`{x} or {0}`) specifiers is allowed.
However, all unnamed specifiers must come before any named specifier.
The implementation uses the `fmt` library for the actual formatting. However,
the inputs are preprocessed to give us more control over the exact supported
syntax and error messages. The code is already somewhat written so that many
strings could be formatted with the same format but that's not actually used yet
because we don't have string fields yet.
Error messages are propagated using a new mechanism that allows a limited form
of error propagation from multi-functions to the node that evaluates them.
Currently, this only works in fairly limited circumstances, e.g. it does not
work during field evaluation. Since this node is never part of field evaluation
yet, that limitation seems ok, but it's something to work on at some point.
Properly supporting that requires some more changes to propagate enough context
information everywhere. Also showing errors of field evaluation on the field
node itself (instead of on the evaluation node) requires even more work because
our current logging system is not setup to support that yet.
This node comes with a few new requirements for the socket items system: names
must be valid identifiers and they are initialized in a non-trivial way.
Overall, this was fairly straight forward to implement but currently it requires
to adding a bunch of new members to all the accessors that don't really need it.
This is something that we should simplify at some point even if I'm not entirely
sure how yet. The same new requirements used in this node would probably also
exist in a potential future expression node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138860
Race condition between the main thread and worker thread. In this case
the worker thread was waiting for a device idle, but the main thread was
waiting on a specific timeline. As long as the timeline didn't pass the
device was locked.
Releaved the race condition to check on queue idle as the timeline event
isn't part of the queue.
On windows drivers could be reset and could lead to other crashes as handles
were not used anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/139579
In this case a triangle shader was used to render points.
This change entails:
- Using point shaders in this case
- Add support for `GPU_point_size` to update the uniform of the point
shader.
Pull Request: https://projects.blender.org/blender/blender/pulls/139574
Previously the only way to see these attributes and their values
was the Python API. It's helpful for both users and developers to
be able to know all the data attached to the geometry.
This commit adds an option to the spreadsheet's "View" menu
to display attributes starting with a period that are normally hidden.
The option is off by default. Anonymous attributes are still hidden.
---

Pull Request: https://projects.blender.org/blender/blender/pulls/139559
Previously, the undo type was stored at the node level, so undo pushes
inside sculpt mode that didn't need nodes still appended this data so
that they could be appropriately filtered out. This commit removes
instances where this was the case and clarifies other checks that used
the vector of undo nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/130479
Both horizontal and vertical scale indicators rely on string measuring
for proper positioning. But in order to always do this reliably the
font's size needs to be set explicitly. Otherwise the font size could
be incorrect from prior use so the measurement is wrong, but then the
size is correctly set when drawing occurs. It draws at the right size
but at wrong position.
Pull Request: https://projects.blender.org/blender/blender/pulls/139549
In most cases this is a simple switch for `reinterpret_cast` or
`static_cast`, but for `BKE_paint_brush` and `BKE_paint_eraser_brush`
code is duplicated to avoid a `const_cast`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139119
The GPU implementation is a bit too complex
to implement for now.
As we are improving shader loading, having the
CPU timings is already helpful.
Note that `Map<size_t, int>` does not compile
on Clang.
This is exposing the `--profile-gpu` option on
all backends as the vulkan backend should follow
shortly.
Pull Request: https://projects.blender.org/blender/blender/pulls/139551
Explicitly set the Midlevel and Scale values for Displacement material
nodes during Import. This is necessary for "constant" displacement,
where the incoming UsdPreviewSurface does not have midlevel or scale
data associated with any part of the node graph. We default to Midlevel
and Scale values of 0.5 and 1.0 respectively; as that's what the prior
code assumed, and will closely match what is seen in `usdview`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139510
Creating materials in worker threads does not work, this relies on BKE functions
which must only be called from the main thread. Create the foreground/background
materials in advance before starting the trace job.
Pull Request: https://projects.blender.org/blender/blender/pulls/139532
Since code expects only known values of
`FileAssetSelectParams::import_method`, ensure forward compatibility on
file read by defaulting to `FILE_ASSET_IMPORT_FOLLOW_PREFS` when the
value is unkown to the current code.
------
Found out while working on forward compatibility for embedded linked IDs
project, which introduces a new 'Link Embed' import method.
Pull Request: https://projects.blender.org/blender/blender/pulls/139537
The issue was the usage of `change_link_placeholder_to_real_ID_pointer`
to remap the removed duplicate Library ID pointer to its first instance.
Library ID pointers are _not_ placeholder ones, and therefore the check
on entries in `change_link_placeholder_to_real_ID_pointer_fd` would
fail, leading to never actually remapping this removed Library ID
pointer.
Added a dedicated separate util functions for this usage, as it is
important to keep it clearly distinct from the more usual remapping of
placeholder IDs to their real linked counterparts.
-----
This issue was likely never noticed before, because:
* 'Standard' Library ID pointers are rare, nowadays they are mostly
coming from the Outliner tree items. (`ID.lib` pointers and the like
are set by readfile code outside of/before the lib-linking process.)
* Files with duplicate libraries should not be possible to create for
quite a few years already.
Found out while working on forward compatibility for the Embedded Linked
IDs, since in this project 'duplicates' of libraries (from older code PoV)
are expected: the 'archive' Library IDs.
This might be up for debate, but for the purpose of copy/pasting
keyframes, I think including keyframes that only have a handle selected
is not what most users expect.
The more pressing issue of #139314 is probably already addressed with
!139349 (that one fixes cases where handles would be included in [box]
selection even though they are not visible), but handles -- e.g.
overshooting handles -- can easily get included in [box]selection
without the user actually wanting to copy/paste the whole keyframe.
This is now resolved by swapping the check for skipping a keyframe from
`BEZT_ISSEL_ANY` to `BEZT_ISSEL_IDX`.
Additionally, a bit of code was added so we can do the "early out" in
`copy_animedit_keys` under the same condition.
Pull Request: https://projects.blender.org/blender/blender/pulls/139352
Overall the goal of the PR is to show the preview range in the
clip editor's dopesheet and graph mode.
To accomplish this, some cleanup and refactor were needed:
- Clip editor had a nearly 1:1 copy paste of the timeline draw code,
which has been replaced with `ANIM_draw_framerange`.
- Preview range draw code required `bContext`, which was only used to
access scene. Now scene is passed explicitly, without need to know the
context.
- The macro to access the preview range was removed. This is because the
code is within `PRVRANGEON` check, so `PSFRA`/`PEFRA` were doing
redundant checks.
Pull Request: https://projects.blender.org/blender/blender/pulls/138678
This PR adds a clear on creation for draw region framebuffers, which
fixes issue https://projects.blender.org/blender/blender/issues/139443.
When using the "Lock Interface" option, redrawing is disabled until the
rendering process has finished. When the GPU driver does not initialize
framebuffer textures with zero, this means that visual corruption can
be perceived when resizing the main window while rendering.
This fix makes sure that framebuffer textures are initialized with zero
on all GPU platforms.
Pull Request: https://projects.blender.org/blender/blender/pulls/139445
Error in [0] could read past the array bounds for small arrays
containing uniform values.
For tests this wasn't reporting issues with ASAN unless `malloc` was
used (instead of `MEM_malloc_arrayN`).
Resolve and add tests that run with different alignments.
[0]: f9842107aa
Part one.
We have to determine distances for proportional editing for all three
`TransData` (representing the key as well as both handles). The way
#bezt_to_transdata sets up the `TransData`, the `td->center[0]` will
always be based on the **key** (bezt->vec[1]) which means that
#graph_key_shortest_dist will return the same for all of them and we can
reuse that (expensive) result if needed.
Depending on the situation, we can save two thirds of the time spent
here... (42sec >> 14sec before we can actually start transforming keys
in the file from #139042)
Might be worth looking into using a 2D KDTree in the future as well.
(also corrects a code comment about what is actually done in a
particular code path)
Noticed while looking into #139042
Pull Request: https://projects.blender.org/blender/blender/pulls/139164
Reported for Grease Pencil, but also true for Curves.
This was simply missing the call to
`transform_snap_project_individual_apply`.
Even though we cannot snap **onto** Grease Pencil / Curves faces, we can
snap Grease Pencil / Curves onto other suitable face geometry.
So to resolve, just add the calls to
`transform_snap_project_individual_apply` in both
`recalcData_grease_pencil` and `recalcData_curves`
Pull Request: https://projects.blender.org/blender/blender/pulls/139489
Previously, each Viewer node in a different loop iteration would have a separate
table with a separate column ordering. This is annoying when using the
inspection index to look at different iterations.
This patch changes it so that the iteration index of the table identifier is
ignored.
Pull Request: https://projects.blender.org/blender/blender/pulls/139511
This mainly results in an error when trying to use the a simulation zone in
a node tool which is not supported yet. It might become supported in the
future though.
Unit tests veryfying expectation for curves::nurbs::calculate_knots.
While useful to avoid regressions, they might be more valuable as
reference of the output from the knot vector generator for different
options.
Pull Request: https://projects.blender.org/blender/blender/pulls/139508
Function nodes can be evaluated when determining which inputs are used. However,
for general function nodes the output value is considered to be unknown if any
of the inputs is considered to be unknown. For some built-in nodes we can do
better than that.
This patch improves the behavior for the following cases, previously the output
was always unknown:
* Float Math:
* `0.0 * x = 0.0`
* `x * 0.0 = 0.0`
* Integer Math:
* `0 * x = 0`
* `x * 0 = 0`
* Boolean Math:
* `false AND x = false`
* `x AND false = false`
* `true OR x = true`
* `x OR true = true`
* `false NAND x = true`
* `x NAND false = true`
* `true NOR x = false`
* `x NOR true = false`
* `false IMPLY x = true`
* `x IMPLY true = true`
* `false NIMPLY x = false`
* `x NIMPLY true = false`
This helps the inferencing code to be smarter on some cases.
This partially solves #139319. Although in the provided file even more complex
reasoning is necessary to fully support it. For integers it would need to keep
track of the current possible values e.g. `{0, 1}` so that when the integer is
compared to 2, it can be determined that this will always be false. This kind of
inferencing is a bit out of reach for the time being, it's not impossible
though.
Pull Request: https://projects.blender.org/blender/blender/pulls/139331
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.
Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.
The new visualization and the group input structure type option
are hidden behind a new experimental option for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/134811
When using Vulkan HgiOpenGL was still selected. This PR changes the Hgi selectiong
to be based on the active GPU backend.
With this PR the correct Hgi could be selected, this requires the USD/Hydra libs to be
compiled with Vulkan support.
The previous implementation used `HGI_ENABLE_VULKAN` but had an issue:
- Depending on the platform the environment variable was stored inside a global
and initialized when loading blender (even before our main entry point is triggered)
- Storm render engine in Blender has been adapted to do not do any detection.
Ref #133717
Pull Request: https://projects.blender.org/blender/blender/pulls/135780
The crop node default values produces an image of size 100x100. While
this is better than 0x0, it still makes the backdrop image look like it
disappeared after adding a crop node when the new image happens to be
behind a node.
Ideally, the default should be the render resolution, but we don't have
this information at node declaration time, so initialize width and
height to 1920 x 1080 such that the node has no apparent effect for the
default blend file.
<img width="216" alt="default.png" src="attachments/a904a92c-3c0c-4075-80ea-f6168bfb0966">
Pull Request: https://projects.blender.org/blender/blender/pulls/139493
Not really critical in current main, since such 'copying in library'
behavior is fairly rare, but once it start being applied to e.g.
geometry IDs owning shape keys, it would make Blender unhappy because
unlinkable IDs (the shape keys) would be tagged as directly linked.
This is similar to how Value/Vector/Integer/... nodes are automatically
initialized when they are created using link-drag-search.
Strings require some special case handling here but that seems fine. The
`node_socket_move_default_value` function is already fairly specific for the
different value nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/139478
This is not something we support currently. Before, the simulation would just
not do anything. Now there is an error message.
In theory, a limited version of that could be supported eventually but it does
not have high priority currently. The tricky aspect of supporting this is that
each simulation has a cache, can be baked etc and we need a persistent identify
for those. That's not possible if simulations can be added and removed
dynamically all the time.
Pull Request: https://projects.blender.org/blender/blender/pulls/139479
After exposing options as inputs, the following gizmos may be drawn but
have no effect when tweaked:
- Sun beams
- Ellipse mask
- Box mask
- Split
This patch hides the gizmo when the relevant node inputs are linked
Pull Request: https://projects.blender.org/blender/blender/pulls/139491