Resolves failing unit tests where missing texture read support for
1D/3D textures was required. Also resolves a number of missing
format support cases when determining texture component
count and byte size for reading/writing.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108751
Math tests failing in Metal due to non-zero-initialized values
and shader compilation error caused by mutli-component
boolean being implicitly evaluated.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108758
Bug in Metal when gl_FragDepth is used but not written to by a shader
causing depth-based navigation to fail. Patch ensures gl_FragDepth
is assigned a default value at the current depth from the vertex
shader to catch all edge-cases of this.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108453
This gizmo is now responsible for drawing labels with speed of retimed
segments. By clicking on the value it is possible to type in new speed,
which is more convenient, than dragging handles by hand.
Note: Due to granularity of frames, the precise value may not be
respected.
Pull Request: https://projects.blender.org/blender/blender/pulls/108422
The problem was that the attribute layers may not exist when the operator ran.
The fix is to use `lookup_or_add_for_write_span` instead of `lookup_for_write_span`.
Pull Request: https://projects.blender.org/blender/blender/pulls/108851
This reverts commit 451751380c.
Seems like this broke linux/mac, likely needs to detect of libxvid
is there or not. For now revert until we sort this out.
Currently, Windows some dependencies are built with MinGW/GCC 3.x
this commit removes that, in favor of building them with MSVC
via msys2. This will make it easier in the future to offer Win/Arm64
builds of blender.
Notable changes:
- This change drops support for the external libxvid library in favor
of ffmpegs built in support for this format. This has been done with
permission from the VFX module.
Pull Request: https://projects.blender.org/blender/blender/pulls/105502
With this change, instances of lamps and emissive meshes which do not
have their own light group assigned will use the light group of the
collection instance.
If an object does have a light group assigned, its instances will
continue to use it regardless of the collection instance's light group.
The rendering pipeline will re-use dependency graph and request
for re-building its relations for every new view layer, and try
to re-use as much evaluation as possible.
This could potentially run into situation when a content of
collection is changed: due to the difference in the per-view
layer visibility. If the evaluated collection has an object cache
this will make the cache to get out-of-sync with the actual
content. The cache on the evaluated collection might be created
when instancing system iterates over the collection.
This change makes it so the cache is freed when the dependency
graph relations are updated. This might be a bit too intrusive.
There might be ways to somehow ensure the content of the collection
is still the same as it was before the relations update, but this
is much more complicated task. Perhaps the performance is already
good enough.
This is a collaboration with Jacques Lucke, who was looking into
the same report, bouncing some ideas back and forth, and helped
testing the patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/108816
When no ID type filter is set, all ID types should be visible. Otherwise
there's no way to make all ID types visible when the filtering must be
called (e.g. because filtering by tags is to be applied).
The data transfer code stored values not in the `eCustomDataType`
enum in this variable, so the type was incorrect. Instead use a cast
when we expect the value to be a valid enum value.
No user visible changes expected.
Assigning a string literal to `PanelType.description` would give a
warning, because ISO C requires these to be `const char *`. Wasn't used
so far, but will be with #104831.
This PR adds initial cube (array) support. Depending on how the texture
is used a different image view is created. When used as a framebuffer
attachment only a single side of the cubemap is attached. The image
view is attached as a 2d texture array. When used as a shader resource
the image view is a cubemap.
Also adds test cases to test both scenarios.
Pull Request: https://projects.blender.org/blender/blender/pulls/108794
This patch adds support for Viewer and File Output nodes to the realtime
compositor. The experimental render GPU compositor was also extended to
support viewers. While support for File Output nodes was added, it
remains unimplemented.
This is just an experimental implementation, the logic for viewers will
probably be changed once #108656 is agreed upon. Furthermore, the recalc
NODE_DO_OUTPUT_RECALC flags need to be taken into account to avoid
superfluous computations.
Pull Request: https://projects.blender.org/blender/blender/pulls/108804
These are now unused and it's not worth keeping them. There are some
other unused functions that are simple data getters, I'm keeping them in
in case they become useful again. The full asset handle API will be
removed as part of #108806.
`AssetHandle` is meant as temporary design and should be replaced by
`AssetRepresentation`. This moves us another step closer to that.
Rather than taking data from the volatile asset handle and storing that
in the drag data, store the (more persistent) asset representation there
and access data from it where needed.
Caused by 5ca65001ea (which was already patched with ae7c71ef09 and
fa5cc84a0a)
Getting the right modifier would still fail / throw errors when not done
from the modifier extra ops dropdown.
Only there, a 'modifier' attribute is set for context (via
`uiLayoutSetContextPointer` in `modifier_ops_extra_draw`).
So now check if a 'modifier' attribute is set for context (and fallback
to using the active modifier instead).
This way, polling errors in F3 search are gone and you can actually
execute the operators which are also in modifier extra ops dropdown from
elsewhere (e.g. F3 search).
Pull Request: https://projects.blender.org/blender/blender/pulls/108795
`AssetHandle` is meant as temporary design and should be replaced by
`AssetRepresentation`. This moves us another step closer to that.
There's now an iterator for the asset-list that provides an asset
representation instead of an asset handle. Use that whenever the
representation provides all necessary data (i.e. when no preview image
access is required).
The current `Snap Base` was available and displayed to allow snapping
to `Edge Perpendicular`.
However, the usefulness of perpendicular snapping in `Set Snap Base`
mode is questionable and can sometimes cause inconvenience.
Also, removing the current `Snap Base` indicator (the `X` drawing)
makes the intention of the operation more apparent.
Therefore, this commit removes both the indicator and the effect of the
current `Snap Base` in `Set Snap Base` mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/108776