Commit Graph

28539 Commits

Author SHA1 Message Date
Jacques Lucke
b2b22cb66d Cleanup: Nodes: switch using enum instead of int
This simplifies adding more interface item types, because there will
be a compiler warning when it's not handled somewhere.
2025-05-17 11:31:08 +02:00
Jacques Lucke
5d98465acd Fix: Geometry Nodes: wrong struct passed to BLO_read_struct
This didn't cause issues so far, because only the size of that passed in
struct is taken into account currently.
2025-05-17 11:27:45 +02:00
Philipp Oeser
82e557eb21 Fix #138636: "Affect only origins" fails for bezier handles
... for Grease Pencil & Curves

Was only moving the points relative to the origin (so only they stayed
in place, handles were still transformed along with the origin).

In order to fix this this, we now take into account curves handles in
the whole `XFormObjectData` related code (for both Grease Pencil &
Curves). There was a handly existing pair of functions
[`curves::bezier::retrieve_all_positions` &
`curves::bezier::write_all_positions`] which we can use for Curves, for
Grease Pencil this uses code from those functions (but not the functions
directly -- indices would fail there because Grease Pencil would call
this from multiple layers).

This also introduces `BKE_grease_pencil_has_curve_with_type` so we can
know in advance how many elements we need for the
`XFormObjectData_GreasePencil`.

Also corrects a typo in c1c67c918e (swapping `XFormObjectData_Curves`
with `XFormObjectData_GreasePencil`)

Pull Request: https://projects.blender.org/blender/blender/pulls/138665
2025-05-17 10:38:01 +02:00
Campbell Barton
b3dfde88f3 Cleanup: spelling in comments (check_spelling_* target)
Also uppercase acronyms: API, UTF & ASCII.
2025-05-17 10:17:37 +10:00
Campbell Barton
be3199771e WM: use boolean for ime_data_is_composing
This only used char since it was originally part of DNA.

Also correct typo.
2025-05-17 09:05:28 +10:00
Sean Kim
9e1e9b0859 Paint: Add toggle support for brush.asset_activate
This commit adds a toggle functionality to the `brush.asset_activate`
operator that makes it behave similarly to the `paint.brush_select`
parameter of the same name.

When the operator has this option enabled, using the operator or
pressing the relevant key will either:
* Activate the specified brush and store it if the current brush does
  not match the specified brush
* Activate the previously stored brush if it exists.

This option is exposed in the keymaps and enabled by default for the
Sculpt Mask brush.

This allows, for example, users to press 'M' to switch to the mask brush
and then press 'M' again to switch back to their previously active
brush.

Partially addresses this RCS submission: [1]
[1] https://blender.community/c/rightclickselect/1VwZ/

---

### Notes
This commit does not currently clear the `AssetWeakReference` when switching paint modes.

Pull Request: https://projects.blender.org/blender/blender/pulls/138845
2025-05-16 23:25:45 +02:00
Sean Kim
fe0b230a2b Fix: active_grid_index and active_face_index can be stale
Neither value was being cleared when the active vert was cleared,
leading to an invalid state where we could have no active vertex but an
active face or grid index.

Pull Request: https://projects.blender.org/blender/blender/pulls/138963
2025-05-16 22:26:47 +02:00
Julian Eisel
0d7e958006 Fix: Asset editing API possibly deleting user asset files
Similar to b51229f5fd.

The asset editing API would allow deleting any .blend file that was
linked via the same API, even if it was not created & managed by the API
itself but by the user.

All users of the API had sufficient other checks, so in practice it
wouldn't happen. Still make sure the API is safe to use without
requiring the caller to perform extra checks.
2025-05-16 19:24:44 +02:00
Julian Eisel
b51229f5fd Fix: Possible overwriting of custom asset blend files
The asset editing API wouldn't check if the file it's writing to is
known to be managed by the asset editing API itself, and therefore
writable by the API. So the API could potentially lead to custom blend
files getting overridden.

To be clear, all users of the API had sufficient other checks, so in
practice it wouldn't happen. Still make sure the API is safe to use
without requiring the caller performing extra checks.
2025-05-16 19:14:44 +02:00
Aras Pranckevicius
8bf73386f2 Anim: support per-bone "Display As" overrides
Armature bone display mode (Octahedral, Stick, Envelope, B-Bone,
Wire) could only be set on the whole armature. This adds ability to
override the display mode per-bone (by default bones use the
same display mode as the armature).

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/138445
2025-05-16 15:06:36 +02:00
Christoph Lendenfeld
9c35656766 Refactor: Move bone functions to separate file and into namespace
No functional changes intended.

This moves the functions
* ANIM_bone_is_visible
* ANIM_bone_is_visible_ebone
* ANIM_bone_is_visible_pchan

into new files `ANIM_armature.hh`/`armature.cc`.
They were previously in `ANIM_bone_collections.hh` but don't
directly have anything to do with bone collections.

It also puts the functions into the `blender::animrig::` namespace
and removes the `ANIM_` prefix as is the standard for C++ files.

Part of #138482

Pull Request: https://projects.blender.org/blender/blender/pulls/138833
2025-05-16 14:45:46 +02:00
Sebastian Parborg
e4aa758d70 Fix #137346: IME input getting lost when using Wayland
Our IME input system relied on passing around pointers to global variables.
However this will not work as the Wayland input handling is multithreaded so the content of the global variable would change while the event loop were reading the data.

Pull Request: https://projects.blender.org/blender/blender/pulls/138871
2025-05-16 14:21:06 +02:00
Sybren A. Stüvel
82699dfe01 Fix #138733: Driver to control GP layer visibility is invalid
Fix an issue where a driver on the grease pencil layer visibility was not
considered to be animating the visibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/138944
2025-05-16 10:46:06 +02:00
Christoph Lendenfeld
0c10ada0cb Refactor: typedef for Shape Key enums
No functional changes intended.

This adds `typedef`s for the enums used by Shape Keys.
Doing so makes it clear what kind of values are stored
under the `flag` and `type` fields.

Also adding/cleaning-up comments that various functions
in `key.cc` can be changed to a `switch/case`.

In preparation for #136838

Pull Request: https://projects.blender.org/blender/blender/pulls/138595
2025-05-16 10:14:29 +02:00
Jacques Lucke
5a449439ef Refactor: BLI: simplify compute context hash generation and make it lazy
Currently, there was a lot of boilerplate to compute the compute context hash.
Now, the complexity is abstracted away to make it a simple function call.

Furthermore, this makes the compute context hash generation lazy. The goal here
is to make it very cheap to construct the compute context hash in the first,
while making it a little bit more expensive (still quite cheap overall) to
access the hash when any data has to be logged. This trade-off makes sense when
we want to pass the compute context to more lower-level places in order to be
able to create better error messages with more contextual information. For
example, we'd want to create error messages during multi-function evaluation
which happens during field evaluation within a node.

Pull Request: https://projects.blender.org/blender/blender/pulls/138912
2025-05-15 21:18:23 +02:00
Nathan Vegdahl
8a984f4f4e Anim: Add "replace" mix mode to the Action Constraint
The available mix modes on the Action Constraint only allowed
*combining* the Action's transforms with the input transforms, but
unlike most other constraints lacked a way to completely
override/replace those transforms.

This PR adds a "Replace" mix mode to the Action Constraint, bringing it
in line with most of the other constraints already in Blender.

![action_constraint_replace_mode_screenshot.png](/attachments/51fb09d6-0a87-42dc-a75e-9ae81c856796)

----

Test file: [action_constraint_replace_mode.blend](/attachments/fc3417a8-b60a-4212-9840-5b59191e9ed9)

- The small bone at the top is the action constraint target (translating it right-left triggers the action constraint).
- Both two-bone chains are set up with action constraints.  The base bones of each chain additionally have a copy location constraint to the small sideways bone, placed before the action constraint in their constraint stack.
- The chain on the left has the default mix mode, which allows you to manipulate the bones on top of what the action constraint does, and allows the copy location constraint on the base bone to work.
- The bones on the right have the new "Replace" mix mode, and therefore manipulating them does not affect the final constrained transformation, and the copy location on the base bone is overridden by the action constraint.

Pull Request: https://projects.blender.org/blender/blender/pulls/138316
2025-05-15 14:30:01 +02:00
Omar Emara
79d37720de Nodes: Add Factor and Percentage subtypes for vector sockets
This patch adds support for the Factor and Percentage subtypes for
vector sockets. This is needed by the compositor, since it has some node
inputs that specify locations and sizes relative to image size, and
having factor and percentage subtypes for those improves the UX quite a
bit according to user feedback.

Pull Request: https://projects.blender.org/blender/blender/pulls/138805
2025-05-15 08:29:41 +02:00
Jacques Lucke
1a7b53ec0b Geometry Nodes: don't trigger evaluation when adding a frame
A frame never affects the computed output, so it can be added without
causing an evaluation.
2025-05-15 06:52:43 +02:00
Campbell Barton
3ec7748485 Cleanup: spelling in comments (make check_spelling_*)
Also replace term "playhead" with "current-frame".
2025-05-15 10:13:23 +10:00
Sean Kim
8ce4d737fa Fix: Various brush features do not use sampled area normal
When performing a raycast into the paint BVH inside Sculpt Mode, there
are two possible values for the cursor's normal: the current vertex's
normal, or a sampled average of the normals in the cursor radius.

The "Grab Silhouette" option of the Grab brush and the "Area Normal"
option of brush automasking both use an initial normal value to
determine a relative influence factor. However, this normal was only
ever using the active vertex normal, not the sampled normal, leading to
a stronger than normal falloff on areas of a mesh that have a high
variance between individual vertex normals.

To further complicate matters, the "Area Normal" setting uses the
sampled normal when the Mesh Filter tool is used, but sculpt brushes
behave as described above. This commit aligns the behavior across all
tool types.

To fix this, check for the existence of this sampled normal when
populating the initial value and use it if found.

Pull Request: https://projects.blender.org/blender/blender/pulls/137692
2025-05-14 23:20:17 +02:00
Philipp Oeser
b8d82c510f Fix #138782: "Set Origin > Geometry to Origin" can be inaccurate
"Origin to Geometry" was also affected

With very large meshes (report was about this failing for imported
terrain data), we lack precision in `BKE_mesh_center_median`.

First intuition was to just use doubles, but based on the work done
in !132759 to get a more numerically stable way to compute a mean,
we can use that instead.

So this PR moves `compute_sum` into `blender::array_utils`
and re-uses that for `BKE_mesh_center_median`

Pull Request: https://projects.blender.org/blender/blender/pulls/138813
2025-05-14 17:56:07 +02:00
Hans Goudey
a224ba806d Mesh: Rewrite face corner normals calculation
This PR intends to replace the current face corner normals calculation.
Compared to the existing code it has a few benefits:
- It's much easier to understand.
- It doesn't require edges, ideally helping to remove them from caches
  and eventually to make them optional.
- It is completely multithreaded using the vert to face map, which is
  already used for vertex normals and domain interpolation. The previous
  code has a significant single threaded portion that scales with the
  size of the mesh.
- Lower peak memory usage: It doesn't require a temporary edge to corner
  map, the corner to face map, or a corner domain sized bit vector.
- The code sorting corners around a vertex should be easy to reuse.
- It's over twice as fast. On a test file with custom normals I observe
  an overall FPS increase of 2.56x, from 37 to 95.

Pull Request: https://projects.blender.org/blender/blender/pulls/138013
2025-05-14 15:35:48 +02:00
Jacques Lucke
c77b93f49d Nodes: use modifier's persistent UID in context and viewer path
Previously, the modifier name was used to identify it in a compute context or
viewer path. Using `ModifierData.persistent_uid` (which was only introduced
later) has two main benefits: * It is stable even when the modifier name
changes. * It's cheaper and easier to work with since it's just an integer
instead of a string.

Note: Pinned viewer nodes will need to be re-pinned after the change.

Pull Request: https://projects.blender.org/blender/blender/pulls/138864
2025-05-14 15:18:36 +02:00
Aras Pranckevicius
9e4c26574a VSE: new cache implementation
Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
  now (previously caching stopped as soon as whole Blender used that
  much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.

Pull Request: https://projects.blender.org/blender/blender/pulls/137926
2025-05-14 12:59:46 +02:00
Pratik Borhade
4627e0d3d0 Fix #138168: Weightpainting: Smooth Operator does not respect locked flag
`BKE_object_defgroup_subset_from_select_type` does not consider locked
status of vertex group, ends up smoothing all vgroup when `deform pose bones`
is selected.

Pull Request: https://projects.blender.org/blender/blender/pulls/138435
2025-05-14 11:42:15 +02:00
Christoph Lendenfeld
9ee5196db7 Refactor: Remove PBONE_VISIBLE and EBONE_VISIBLE macros
No functional changes intended.

This just replaces all calls to `PBONE_VISIBLE` and `EBONE_VISIBLE`
with appropriate functions.
In the case of editbones it is just the function that the macro already contained.
For pose bones, a new function was added that mirrors what the macro had.

Using a function will make it easier to change how selection is queried in the future.

part of #138482

Pull Request: https://projects.blender.org/blender/blender/pulls/138819
2025-05-13 15:51:12 +02:00
Omar Emara
0cee690de3 Fix: String file path interface socket has wrong type
The string interface sockets with a file path subtype are assigned a
vector translation type, which is probably a typo in the original
implementation.

Pull Request: https://projects.blender.org/blender/blender/pulls/138803
2025-05-13 10:56:56 +02:00
Endor H
309ce182b8 Nodes: Allow dragging Group Inputs from the panel into the nodes editor
This patch adds support for creating Group Input nodes by dragging input sockets
and panels from the group interface tree-view in the side bar. This
significantly simplifies creating a Group Input node for a specific input when
there are lots of them.

These cases are supported:
* Dragging an input socket creates a Group Input node just for that socket.
* Dragging a panel without panel-toggle creates a Group Input node containing
  all sockets in the panel.
* Dragging a panel with panel-toggle creates a Group Input for the panel-toggle.
* Dragging a panel with panel-toggle while holding Ctrl creates a Group Input
  with the panel-toggle and all sockets in the panel.

This is supported in all node tree types.

Pull Request: https://projects.blender.org/blender/blender/pulls/137739
2025-05-13 07:17:48 +02:00
Jacques Lucke
23d5ae7da5 Refactor: Nodes: decentralize node storage blend read/write
Previously, whenever a node had a non-trivial storage struct, there would have
to be code for it in `node.cc`. Now there is a general callback that new node
types can use to implement their blend read/write behavior.

Some existing nodes were converted to use this decentralized method. However,
some older nodes can't use it in the same way, because the node types were
introduced before there were node idnames. It's also somewhat hard to reason
about special cases that versioning code might have for these nodes, so they
remain unchanged.

The node callback only writes the non-trivial data, while the main node storage
struct is written automatically by relying on `bNodeType::storagename`. This
simplifies the callback in many cases or makes it unnecessary for trivial types.

Some nodes have specific handling for forward-compatibility. This
forward-compatibility code is kept in `node.cc` for now, because it also affects
the main storage struct and therefore has to be changed before that struct is
written.

Pull Request: https://projects.blender.org/blender/blender/pulls/138722
2025-05-13 07:00:03 +02:00
Jacques Lucke
87f0ab292f Geometry Nodes: support menu type in Menu Switch node
Previously, it was not possible to switch a menu based on another menu. This
patch adds support for this.

Usually, menu sockets are drawn without the label in nodes currently. Now there
is one exception: the Menu Switch node when it switches another menu. If the
label is not shown, the UI is missing crucial information.

Pull Request: https://projects.blender.org/blender/blender/pulls/138704
2025-05-13 04:57:19 +02:00
Campbell Barton
2f2eb6468b Cleanup: add missing break statement 2025-05-13 12:31:16 +10:00
Campbell Barton
011de28348 Fix #138730: Crash setting 3D texts font to None
Regression in [0] caused a null pointer dereference.

[0]: 2336b7c6f8
2025-05-13 10:48:37 +10:00
Hans Goudey
a86873f251 Cleanup: Fix custom data type categories in attribute type conversion 2025-05-12 19:28:32 -04:00
Mattias Fredriksson
d0cf7dd8b5 Fix: Improve OBJ NURBS IO, support exporting custom knots
Corrects behavior with NURBS knot values in .obj exporter. Knot values
denoting the curve parameter range and values at the boundary region
in the span ends had hardcoded knot values. It also implemented its own
knot calculation, which is not ideal...

Importer is updated to not try to second guess the knot values.
Not entirely sure what it was trying to do but it used wrong indices
and missed writing the end of the knot vector. Combined the changes
should make it possible to import and export a simple NURBS curve with
custom knots and leaving it intact.

This replaces some of the erronous behavior using functions from [new]
Curves implementation. Mixing new and legacy curve implementation is not
ideal but exporter is exporting POLY curves as NURBS while legacy method
does not support computing the knot vector. To avoid introducing
additional branch cases nor update legacy functions, using the new
functions seems to be the correct choice. These functions should be
functionally equivalent but is not identical (e.g. legacy curve returns
knots in [0, 1] range). It should also make it easier to transition to
exporting new Curves.

Pull Request: https://projects.blender.org/blender/blender/pulls/138732
2025-05-12 16:51:21 +02:00
Lukas Tönne
11ceddb9df New Grid Info node for reading grid transforms and background value
These are generic properties of grids (not stored in voxels) which are
useful to know in geometry nodes. The transform in particular defines
the voxel size. Background value is used outside of active voxels.

Pull Request: https://projects.blender.org/blender/blender/pulls/138592
2025-05-12 13:46:40 +02:00
Omar Emara
17db65dfd0 Compositor: Remove Gamma from Blur and Defocus nodes
This patch removes the Gamma option from the Defocus and Blur nodes. The
reasoning is as follows.

- The option was originally added when the compositor wasn't working on
  a strictly linear workflow. So this is rarely needed now.
- It is easy to insert a Gamma node around Blur nodes to perform any
  gamma correction if really needed.
- Since we are moving options to inputs, it doesn't seem worth it to
  provide this option as an input in the process.

Pull Request: https://projects.blender.org/blender/blender/pulls/138673
2025-05-12 13:18:46 +02:00
Jacques Lucke
9fd7a093c9 DNA: support getting sdna id for static DNA type
This adds a new `DNA_sdna_type_ids.hh` header:
```cpp
namespace blender::dna {

/**
 * Each DNA struct has an integer identifier which is unique within a specific
 * Blender build, but not necessarily across different builds. The identifier
 * can be used to index into `SDNA.structs`.
 */
template<typename T> int sdna_struct_id_get();

/**
 * The maximum identifier that will be returned by #sdna_struct_id_get in this
 * Blender build.
 */
int sdna_struct_id_get_max();

}  // namespace blender::dna
```

The `sdna_struct_id_get` function is used as replacement of
`SDNA_TYPE_FROM_STRUCT` in all places except the DNA defaults system. The
defaults system is C code and therefore can't use the template. There is ongoing
work to replace the defaults system as well though: #134531.

Using this templated function has some benefits over the old approach:
* No need to rely on macros.
* Can use type inferencing in functions like `BLO_write_struct` which avoids
  redundancy on the call site. E.g. `BLO_write_struct(writer, ActionStrip,
  strip);` can become `BLO_write_struct(writer, strip);` which could even become
  `writer.write_struct(strip);`. None of that is implemented as part of this
  patch though.
* No need to include the generated `dna_type_offsets.h` file which contains a
  huge enum.

Implementation wise, this is done using explicit template instantiations in a
new file generated by `makesdna.cc`: `dna_struct_ids.cc`. The generated file
looks like so:
```cpp
namespace blender::dna {

template<typename T> int sdna_struct_id_get();

int sdna_struct_id_get_max();
int sdna_struct_id_get_max() { return 951; }

}
struct IDPropertyUIData;
template<> int blender:🧬:sdna_struct_id_get<IDPropertyUIData>() { return 1; }
struct IDPropertyUIDataEnumItem;
template<> int blender:🧬:sdna_struct_id_get<IDPropertyUIDataEnumItem>() { return 2; }
```

I tried using static variables instead of separate functions, but I didn't
manage to link it properly. Not quite sure yet if that's an actual limitation or
if I was just missing something.

Pull Request: https://projects.blender.org/blender/blender/pulls/138706
2025-05-12 11:16:26 +02:00
Campbell Barton
5e75a9c1e8 Cleanup: spelling in comments 2025-05-11 17:00:47 +10:00
Jacques Lucke
127719fc87 Refactor: Nodes: decentralize detecting internal links
Previously, nodes which had their own special internal-links-behavior were
hardcoded in node tree update code. Now that is decentralized so that more nodes
can use this functionality without leaking special cases into general code.

Pull Request: https://projects.blender.org/blender/blender/pulls/138712
2025-05-11 05:23:43 +02:00
Jacques Lucke
42431dcdd0 Cleanup: Nodes: remove unused group_update_func
Pull Request: https://projects.blender.org/blender/blender/pulls/138702
2025-05-10 08:37:17 +02:00
Hans Goudey
d68cd0c1fe Refactor: Use attribute API to convert between mesh and point cloud
Besides not using CustomData directly which allows future changes,
this should result in proper conversion of vertex groups to generic
point cloud attributes.
2025-05-09 22:47:26 -04:00
Hans Goudey
4c1ae9454a Point Cloud: Simplify creating data-block without attributes
Remove the addition of the position attribute from the default
"init data" callback where we don't know the desired number
of points. Add it in the other functions that add the data-block
(except the version that purposefully doesn't add attributes).

Pull Request: https://projects.blender.org/blender/blender/pulls/138697
2025-05-10 04:37:43 +02:00
Hans Goudey
8ac48880e7 Point Cloud: Move "Random" default primitive creation to operator
Previously all new point clouds created in the main database would
have the random 400 points. Now that's only the point cloud created
from the add menu.

Similar to f98d74c80d.

Pull Request: https://projects.blender.org/blender/blender/pulls/138685
2025-05-10 02:24:18 +02:00
Hans Goudey
bb8719030d Geometry: Initial replacement of CustomData with AttributeStorage
As described in #122398, implement read and write support for a new
attribute storage system. Currently this is only implemented to support
forward compatibility; the format used at runtime isn't changed at all.
That can be done one step at a time during the 4.5 and 5.0 development
cycles. A new experimental option for testing tells Blender to always
save with the new format.

The main benefit of the new structure is that it matches the attribute
system design, it allows for future attribute storage optimization, and
each attribute is an allocated struct, which will give pointer stability
for the Python API.

The next step is to connect the attribute API and the RNA API to
AttributeStorage for the simplest geometry type, point clouds.

Pull Request: https://projects.blender.org/blender/blender/pulls/133874
2025-05-09 17:27:07 +02:00
Jacques Lucke
d9b91c73e3 Core: use template for BKE_id_new
This is the same change as e09ccc9b35 but for `BKE_id_new`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138667
2025-05-09 16:13:25 +02:00
Omar Emara
a84de8067b Compositor: Remove Offset from Scale node
This patch removes the translation Offset from the Scale node. The
reasoning is that it is easy to insert a Translate node afterwards to
perform any necessary translation. And since we are moving options to
inputs, it doesn't seem worth it to provide those offsets as inputs in
the process.

Pull Request: https://projects.blender.org/blender/blender/pulls/138668
2025-05-09 15:46:41 +02:00
Omar Emara
fd3ca68b5e Compositor: Turn Bokeh Blur options to inputs
This patch turns the options of the Bokeh Blur node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138664
2025-05-09 14:15:14 +02:00
Sergey Sharybin
7ceb4495c5 Refactor: OpenColorIO integration
Briefly about this change:
- OpenColorIO C-API is removed.
- The information about color spaces in ImBuf module is removed.
  It was stored in global ListBase in colormanagement.cc.
- Both OpenColorIO and fallback implementation supports GPU drawing.
- Fallback implementation supports white point, RGB curves, etc.
- Removed check for support of GPU drawing in IMB.

Historically it was implemented in a separate library with C-API, this
is because way back C++ code needed to stay in intern. This causes all
sort of overheads, and even calls that are strictly considered bad
level.

This change moves OpenColorIO integration into a module within imbuf,
next to movie, and next to IMB_colormanagement which is the main user
of it. This allows to avoid copy of color spaces, displays, views etc
in the ImBuf: they were used to help quickly querying information to
be shown on the interface. With this change it can be stored in the
same data structures as what is used by the OpenColorIO integration.
While it might not be fully avoiding duplication it is now less, and
there is no need in the user code to maintain the copies.

In a lot of cases this change also avoids allocations done per access
to the OpenColorIO. For example, it is not needed anymore to allocate
image descriptor in a heap.

The bigger user-visible change is that the fallback implementation now
supports GLSL drawing, with the whole list of supported features, such
as curve mapping and white point. This should help simplifying code
which relies on color space conversion on GPU: there is no need to
figure out fallback solution in such cases. The only case when drawing
will not work is when there is some actual bug, or driver issue, and
shader has failed to compile.

The change avoids having an opaque type for color space, and instead
uses forward declaration. It is a bit verbose on declaration, but helps
avoiding unsafe type-casts. There are ways to solve this in the future,
like having a header for forward declaration, or to flatten the name
space a bit.

There should be no user-level changes under normal operation.
When building without OpenColorIO or the configuration has a typo or
is missing a fuller set of color management tools is applies (such as the
white point correction).

Pull Request: https://projects.blender.org/blender/blender/pulls/138433
2025-05-09 14:01:43 +02:00
Nathan Vegdahl
0b97a13eaa Cleanup: Use libfmt functions in path template code
The use of `sprintf()` was causing compiler warnings on Apple's version
of Clang. This replaces those uses with `fmt::format_to_n()` from
libfmt, which is safer and silences those warnings.

Additionally, the format string given to `printf()` in debugging
functions for the path template unit tests was also causing warnings due
to type mismatch (long long vs long). This replaces those with
`fmt::print()`, which infers the correct type on its own, silencing
those warnings.

Pull Request: https://projects.blender.org/blender/blender/pulls/138660
2025-05-09 12:45:52 +02:00
Sergey Sharybin
191f395cac Fix: Dead-lock when opening image from the Image compositor node
An oversight in the #138551
2025-05-09 11:55:53 +02:00