This node hashes various types into an integer. Note that hashes
cannot generally used as unique identifiers because they are not
guaranteed to be unique. It can be used to generate somewhat
stable randomness though in cases where White Noise does not
offer enough flexibility.
It uses hash functions from BLI_noise.hh. These are also used in
the White Noise node.
Pull Request: https://projects.blender.org/blender/blender/pulls/110769
Use `IndexMask` for a selection of nodes, and remove the temporarily
added type-agnostic functions for PBVH node data access. This change
results in a lot of boilerplate change since all iteration over nodes is
affected, and the proper types for nodes need to be used to access
their data.
Until leaf and inner nodes are split, the `all_leaf_nodes` function has
an unfortunate signature now since it needs to return an `IndexMask`
as well. That should be simplified in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/126944
The use of `const` for Objective-C object pointer is not standard and
generally unsound. Unlike a C++ class, which has support for const and
non-const methods. An Objective-C object will still respond to mutable
selectors even if its object pointer is const, making it semantically
useless.
Another problem with const Objective-C object is that they cannot be
properly passed into other Objective-C object selectors due to type
differences. Even if that selector didn't modify the underlying object.
For consistency with general Objective-C code style guidelines, usage of
const pointer syntax (`Class *const`) were also removed.
Ref #126772
Pull Request: https://projects.blender.org/blender/blender/pulls/126768
This patch optimizes `IndexMask::from_bits` by making use of the fact that many
bits can be processed at once and one does not have to look at every bit
individual in many cases. Bits are stored as array of `BitInt` (aka `uint64_t`).
So we can process at least 64 bits at a time. On some platforms we can also make
use of SIMD and process up to 128 bits at once. This can significantly improve
performance if all bits are set/unset.
As a byproduct, this patch also optimizes `IndexMask::from_bools` which is now
implemented in terms of `IndexMask::from_bits`. The conversion from bools to
bits has been optimized significantly too by using SIMD intrinsics.
Pull Request: https://projects.blender.org/blender/blender/pulls/126888
When execvp() failed to replace the stack, the forked process would
return to Blender's WM_main(..) loop then hang when attempting to draw
the window.
Resolve by calling _exit() when execvp fails.
It's not entirely clear why TBB requires this. I couldn't find this restriction
in their documentation yet. It is mentioned in a code comment in
`allocate_node_default_construct` in `tbb/concurrent_hash_map.h` though.
This changes how the lazy-loading and unloading of volume grids works. With that
it should also fix#124164.
The cache is now moved to a deeper and more global level. This allows reloadable
volume grids to be unloaded automatically when a memory limit is reached. The
previous system for automatically unloading grids only worked in fairly specific
cases and also did not work all that well with caching (parts of) volume
sequences.
At its core, this patch adds a general cache system in `BLI_memory_cache.hh`. It
has a simple interface of the form `get(key, compute_if_not_cached_fn) ->
value`. To avoid growing the cache indefinitly, it uses the new
`BLI_memory_counter.hh` API to detect when the cache size limit is reached. In
this case it can automatically free some cached values. Currently, this uses an
LRU system, where the items that have not been used in a while are removed
first. Other heuristics can be implemented too, but especially for caches for
loading files from disk this works well already.
The new memory cache is internally used by `volume_grid_file_cache.cc` for
loading individual volume grids and their simplified variants. It could
potentially also be used to cache which grids are stored in a file.
Additionally, it can potentially also be used as caching layer in more places
like loading bakes or in import geometry nodes. It's not clear yet whether this
will need an extension to the API which currently is fairly minimal.
To allow different systems to use the same memory cache, it has to support
arbitrary identifiers for the cached data. Therefore, this patch also introduces
`GenericKey`, which is an abstract base class for any kind of key that is
comparable, hashable and copyable.
The implementation of the cache currently relies on a new `ConcurrentMap`
data-structure which is a thin wrapper around `tbb::concurrent_hash_map` with a
fallback implementation for when `tbb` is not available. This data structure
allows concurrent reads and writes to the cache. Note that adding data to the
cache is still serialized because of the memory counting.
The size of the cache depends on the `memory_cache_limit` property that's
already shown in the user preferences. While it has a generic name, it's
currently only used by the VSE which is currently using the `MEM_CacheLimiter`
API which has a similar purpose but seems to be less automatic, thread-safe and
also has no idea of implicit-sharing. It also seems to be designed in a way
where one is expected to create multiple "cache limiters" each of which has its
own limit. Longer term, we should probably strive towards unifying these
systems, which seems feasible but a bit out of scope right now. While it's not
ideal that these cache systems don't use a shared memory limit, it's essentially
what we already have for all cache systems in Blender, so it's nothing new.
Some tests for lazy-loading had to be removed because this behavior is more
implicit now and is not as easily observable from the outside.
Pull Request: https://projects.blender.org/blender/blender/pulls/126411
This introduces `MemoryCount` which can be used across multiple
`MemoryCounter`. Generally, `MemoryCount` is expected to live
longer (e.g. over the entire life-time of a cache), while `MemoryCounter`
is expected to only exists when actually counting the memory.
We often have the situation where it would be good if we could easily estimate
the memory usage of some value (e.g. a mesh, or volume). Examples of where we
ran into this in the past:
* Undo step size.
* Caching of volume grids.
* Caching of loaded geometries for import geometry nodes.
Generally, most caching systems would benefit from the ability to know how much
memory they currently use to make better decisions about which data to free and
when. The goal of this patch is to introduce a simple general API to count the
memory usage that is independent of any specific caching system. I'm doing this
to "fix" the chicken and egg problem that caches need to know the memory usage,
but we don't really need to count the memory usage without using it for caches.
Implementing caching and memory counting at the same time make both harder than
implementing them one after another.
The main difficulty with counting memory usage is that some memory may be shared
using implicit sharing. We want to avoid double counting such memory. How
exactly shared memory is treated depends a bit on the use case, so no specific
assumptions are made about that in the API. The gathered memory usage is not
expected to be exact. It's expected to be a decent approximation. It's neither a
lower nor an upper bound unless specified by some specific type. Cache systems
generally build on top of heuristics to decide when to free what anyway.
There are two sides to this API:
1. Get the amount of memory used by one or more values. This side is used by
caching systems and/or systems that want to present the used memory to the
user.
2. Tell the caller how much memory is used. This side is used by all kinds of
types that can report their memory usage such as meshes.
```cpp
/* Get how much memory is used by two meshes together. */
MemoryCounter memory;
mesh_a->count_memory(memory);
mesh_b->count_memory(memory);
int64_t bytes_used = memory.counted_bytes();
/* Tell the caller how much memory is used. */
void Mesh::count_memory(blender::MemoryCounter &memory) const
{
memory.add_shared(this->runtime->face_offsets_sharing_info,
this->face_offsets().size_in_bytes());
/* Forward memory counting to lower level types. This should be fairly common. */
CustomData_count_memory(this->vert_data, this->verts_num, memory);
}
void CustomData_count_memory(const CustomData &data,
const int totelem,
blender::MemoryCounter &memory)
{
for (const CustomDataLayer &layer : Span{data.layers, data.totlayer}) {
memory.add_shared(layer.sharing_info, [&](blender::MemoryCounter &shared_memory) {
/* Not quite correct for all types, but this is only a rough approximation anyway. */
const int64_t elem_size = CustomData_get_elem_size(&layer);
shared_memory.add(totelem * elem_size);
});
}
}
```
Pull Request: https://projects.blender.org/blender/blender/pulls/126295
This patch improves the isotropic Gabor noise UI controls such that
variations happen in both directions of the base orientation, as opposed
to being biased in the positive direction only.
Thanks to Charlie Jolly for suggesting this improvement.
This patch optimizes the Gabor noise standard deviation estimation by
computing the upper limit of the integral as the frequency approaches
infinity, since the integral is mostly constant for the relevant
frequency range. The limits are 0.25 for the 2D case and 1 / 4 * sqrt2
for the 3D case.
This also improves normalization for low frequencies, possibly due to
the effect of windowing.
Thanks to Charlie Jolly for spotting the optimization.
Optimize the Gabor noise texture code with an early exit for points that
are further away from the kernel center. This was already done for the
kernel, but is now being done earlier before computing the weight, so
its computation is now skipped.
Thanks to Charlie Jolly for the suggestion.
Covers OS detection, CPU architecture, bitness, and compiler family.
The goal of this change is to provide easier to use and remember checks
for these things. For example, with this change code like
```
#ifdef _WIN32
...
#elif defined(__APPLE__) || defined(__FreeBSD__) || defined(__NetBSD__) || \
defined(__OpenBSD__)
..
#endif
```
becomes
```
#if OS_WIN
...
#elif OS_MAC || OS_BSD
...
#endif
```
The code is originally based on build_config.h from Chromium, which was
first modified for Libmv, then to some other projects, and now is
adopted for Blender itself.
The checks are relying on the -Wundef to provide hint of cases when an
include is missing prior to the platform-specific checks.
This change only introduces possibility of cleaner checks and does not
start actual refactor.
Pull Request: https://projects.blender.org/blender/blender/pulls/118908
Part of #118145.
These days we aren't really benefiting from making PBVH an opaque type.
As we remove its responsibilities to focus it on being a BVH tree and look
to improve performance with data-oriented design, that will only become
more true.
There are some other future developments the current header structure
makes difficult:
- Storing selections of nodes with `IndexMask` for simpler iteration, etc.
- Specialization of node type for each PBVH type
- Reducing overhead of access to node data as nodes get smaller
- General C++ cleanliness and consistency
This PR moves `PBVH` to `blender::bke::pbvh::Tree` and moves `PBVHNode`
to `blender::bke::pbvh::Node`. Both are classes visible to elsewhere in Blender
but with private data fields.
The difficult part about the change is that we're in the middle of a transition
removing data from PBVH. Rather than making some data truly private I
chose to just give it the `_` suffix, since it will ideally be removed later.
Other things should be class methods or implemented as part of friend
classes. But the "fake" private status is much simpler for now and avoids
increasing the scope of this PR too much. Though that's a bit ugly, there's a
straightforward way to resolve these issues-- it just looks like the sort of
inconsistency you'd expect in the middle of a large refactor.
Pull Request: https://projects.blender.org/blender/blender/pulls/124919
Previously, 4e9e44ad made changes to allow GSpan and GMutableSpan to not
have a type when they are empty. This mirrors the same change in the
conversion from GArray to both span types and when converting to an
actual typed Span<> or MutableSpan<> via typed().
Fixes#125013
Pull Request: https://projects.blender.org/blender/blender/pulls/125018
This continues the cmake modernization effort and introduces support for
allowing our optional dependencies to integrate properly. TBB is added
here as it's proven troublesome to maintain correctly.
Currently the only Blender project which uses the TBB headers directly
is `blenlib`. However, all downstream projects which require blenlib as
their dependency, and wish to properly make use of its threading
facilities, needed to define various TBB items in their CMake files. Not
only is this unnecessary and arcane, but several projects didn't do this
and ended up not using threading as well as producing ODR violations
along the way[1].
This PR makes TBB a modern dependency and exposes it PUBLIC'ly from
`blenlib`. All downstream projects which depend on blenlib will now
receive everything they require from TBB automatically. This includes
the `WITH_TBB` define, the headers, and the library itself.
[1] blender/blender@05241f47f5
Pull Request: https://projects.blender.org/blender/blender/pulls/124916
Interpolation tool for strokes ported from GPv2.
Adds a new operator that inserts a new frame with interpolated curves.
The source curves are taken from the previous/next keyframe.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/122155
This adds support for attaching gizmos for input values. The goal is to make it
easier for users to set input values intuitively in the 3D viewport.
We went through multiple different possible designs until we settled on the one
implemented here. We picked it for it's flexibility and ease of use when using
geometry node assets. The core principle in the design is that **gizmos are
attached to existing input values instead of being the input value themselves**.
This actually fits the existing concept of gizmos in Blender well, but may be a
bit unintutitive in a node setup at first. The attachment is done using links in
the node editor.
The most basic usage of the node is to link a Value node to the new Linear Gizmo
node. This attaches the gizmo to the input value and allows you to change it
from the 3D view. The attachment is indicated by the gizmo icon in the sockets
which are controlled by a gizmo as well as the back-link (notice the double
link) when the gizmo is active.
The core principle makes it straight forward to control the same node setup from
the 3D view with gizmos, or by manually changing input values, or by driving the
input values procedurally.
If the input value is controlled indirectly by other inputs, it's often possible
to **automatically propagate** the gizmo to the actual input.
Backpropagation does not work for all nodes, although more nodes can be
supported over time.
This patch adds the first three gizmo nodes which cover common use cases:
* **Linear Gizmo**: Creates a gizmo that controls a float or integer value using
a linear movement of e.g. an arrow in the 3D viewport.
* **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be
rotated to change the attached angle input.
* **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale.
In the future, more built-in gizmos and potentially the ability for custom
gizmos could be added.
All gizmo nodes have a **Transform** geometry output. Using it is optional but
it is recommended when the gizmo is used to control inputs that affect a
geometry. When it is used, Blender will automatically transform the gizmos
together with the geometry that they control. To achieve this, the output should
be merged with the generated geometry using the *Join Geometry* node. The data
contained in *Transform* output is not visible geometry, but just internal
information that helps Blender to give a better user experience when using
gizmos.
The gizmo nodes have a multi-input socket. This allows **controlling multiple
values** with the same gizmo.
Only a small set of **gizmo shapes** is supported initially. It might be
extended in the future but one goal is to give the gizmos used by different node
group assets a familiar look and feel. A similar constraint exists for
**colors**. Currently, one can choose from a fixed set of colors which can be
modified in the theme settings.
The set of **visible gizmos** is determined by a multiple factors because it's
not really feasible to show all possible gizmos at all times. To see any of the
geometry nodes gizmos, the "Active Modifier" option has to be enabled in the
"Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of
the following is true:
* The gizmo controls an input of the active modifier of the active object.
* The gizmo controls a value in a selected node in an open node editor.
* The gizmo controls a pinned value in an open node editor. Pinning works by
clicking the gizmo icon next to the value.
Pull Request: https://projects.blender.org/blender/blender/pulls/112677