xdg_surface_ack_configure must run once the events have been handled
which is not the case configure runs from the event handling thread.
In practice this could lead to glitches resizing windows, although some
flickering on startup remains on KDE which would be good to resolve.
Exiting with multiple overlapping windows (a file selector for e.g.)
reliably crashes.
Closing the windows on exit caused the the keyboard enter handler to be
called with a NULL window surface (wl_surface).
While this doesn't look to be documented anywhere, SDL's code-comments
note this happens when windows have just been closed.
GTK also check surfaces for NULL.
Used to be https://archive.blender.org/developer/D17123.
Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.
The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.
Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".
That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.
This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.
Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/104445
The goal is to make it more explicit and centralized operation to
assign and steal buffer data, with proper ownership tracking.
The buffers and ownership flags are wrapped into their dedicated
structures now.
There should be no functional changes currently, it is a preparation
for allowing implicit sharing of the ImBuf buffers. Additionally, in
the future it is possible to more buffer-specific information (such
as color space) next to the buffer data itself. It is also possible
to clean up the allocation flags (IB_rect, ...) to give them more
clear naming and not have stored in the ImBuf->flags as they are only
needed for allocation.
The most dangerous part of this change is the change of byte buffer
data from `int*` to `uint8_t*`. In a lot of cases the byte buffer was
cast to `uchar*`, so those casts are now gone. But some code is
operating on `int*` so now there are casts in there. In practice this
should be fine, since we only support 64bit platforms, so allocations
are aligned. The real things to watch out for here is the fact that
allocation and offsetting from the byte buffer now need an explicit 4
channel multiplier.
Once everything is C++ it will be possible to simplify public
functions even further.
Pull Request: https://projects.blender.org/blender/blender/pulls/107609
Only make libdecor a hard-requirement for using Wayland in gnome-shell
when X11 is available, as it's possible to disable Xwayland.
This also fixes window-borders not being used in gnome-shell when
WITH_GHOST_X11 is off.
Now it's possible to test Blender under gnome without libdecor by
uninstalling libdecor & running with DISPLAY environment variable
set to an empty string - useful for troubleshooting issues which
could be caused by libdecor.
NanoVDB headers have unused code using "double" type, which is not supported on Arc GPUs.
Recent DPC++ changes enforced runtime verifications:
7663dc201d
which prevents execution when such type has been present even if unused.
This is a solution to avoid double to be compiled at all, similar as how it is done for Metal.
Area light sampling use special techniques to reduce noise with small
spread angles; the change in sampled area was not taken into
consideration when computing the pdf in MNEE.
Pull Request: https://projects.blender.org/blender/blender/pulls/107897
After the removal of the Shadow pass this no longer worked. Now it works by
marking the object as a shadow catcher and returning the Shadow Catcher pass.
The result is different than before, since it also takes into account indirect
light now and uses a different method to weight the contribution of lights that
is adaptive to the light strength.
This PR enabled the swapchain to be used with AMD GPUs.
The issue is that we had to separate the swapchain into
2 functions and therefore the rendering is also not
controlled at the same time.
Semaphores were finished, before being used and the
driver stalled when waiting for those Semaphores.
This doesn't solve the issue that renderdoc can still
crash the graphics driver.
Pull Request: https://projects.blender.org/blender/blender/pulls/107840
This PR replaces the previous implementation of the swap chain.
The previous implementation was based on a gaming loop where
inside a single function an image is requested, the drawing occurs
and the requested image is presented on screen.
In blender the drawing isn't controlled in a single function and
this approach lead to freezes, missing frames and other
artifacts.
This approach is not be the final approach but a step into a
direction where the acquiring of the next image in the swap chain
is separated from the swapping.
Pull Request: https://projects.blender.org/blender/blender/pulls/107740
This will make further changes for light linking easier, where we want to
build multiple trees specialized for each light linking set.
It's also easier to understand than the stack used previously.
Pull Request: https://projects.blender.org/blender/blender/pulls/107560
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.
This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.
In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.
Pull Request: https://projects.blender.org/blender/blender/pulls/106774
Previous GHOST_ContextVK would create a logical device for each
context. Blender uses multiple contexts at the same time and wasn't able
to share resources between them as the logical device where different.
This patch will create a single logical device and share them between
multiple contexts. This allows sharing memory/shaders between contexts
and make sure that all memory allocations are freed from the device it
was allocated from.
Some allocations in Blender are freed when there isn't a context, this
was failing in the previous implementation. We didn't noticed it before
as we didn't test multiple contexts.
This patch also moves device specific data structures from VKContext to
VKDevice like the descriptor pools, debug layers etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/107606
- Rename name/filename/path to filepath when it's used for full paths.
- Rename name/path to dirpath when it refers to a directory.
- Rename file to filepath or path (when it may be a file or dir).
- Rename ImBuf::name & anim::name to filepath.
In some cases the Geometry Nodes Volume Cube generates
a Volume grid that doesn't contain any leaf nodes. This can happen
when only tiles are needed to represent the volume.
This PR changes the `empty_grid` check function to also check if
there are any active tiles in the grid before returning `true`.
Pull Request: https://projects.blender.org/blender/blender/pulls/107551
In some cases comments at the end of control statements were wrapped
onto new lines which made it read as if they applied to the next line
instead of the (now) previous line.
Relocate comments to the previous line or in some cases the end of the
line (before the brace) to avoid confusion.
Note that in quite a few cases these blocks didn't read well
even before MultiLine was used as comments after the brace caused
wrapping across multiple lines in a way that didn't follow
formatting used everywhere else.