Command pools and buffers inside GHOST_ContextVK was used to transit
the swapchain images to something known. This isn't anymore as Blender
assumes that the full extent of the swapchain image is updated and can
ignore the actual image format.
Pull Request: https://projects.blender.org/blender/blender/pulls/136305
This PR adds swapchain synchronization. When the swapchain swaps the
buffers it can add a wait semaphore/signal semaphore to support GPU
based synchronization
10 times playback of `rain_restaurant.blend` on AMD RX 7700
Before: 10 × Animation playback: 72347.5540 ms, average: 7234.75539684 ms
After: 10 × Animation playback: 41523.2441 ms, average: 4152.32441425 ms
Getting around the OpenGL performance target.
Pull Request: https://projects.blender.org/blender/blender/pulls/136259
`WM_gizmomap_group_find` can return null when removing ruler annotation
layer when current tool is not "Ruler" tool, this causes
`ruler_item_remove` to crash. This fix made it only remove ruler items
when `gzgroup` is not null (which is the same logic in
`view3d_ruler_remove_invoke`).
Pull Request: https://projects.blender.org/blender/blender/pulls/136416
* Perform attribute interpolation as part of dicing.
* Remove temporary subd uv and face index attributes.
On a MacBook M3 with 12 P-cores and 4 E-cores, these changes overall give
a 10x-14x speedup on various scenes. Note that splitting is still single
threaded and can be expensive, and UV subdivision can be optimized more.
Pull Request: https://projects.blender.org/blender/blender/pulls/136411
* Move dicing out of DiagSplit, caller now uses EdgeDice
* Merge, rename and reorder various EdgeDice functions
* Compute triangle indices for subpatches in advance
Pull Request: https://projects.blender.org/blender/blender/pulls/136411
Previously, including `BLI_strict_flags.h` caused compile errors for all
shadowed values. Generally, this is fine, but sometimes it may catch more cases
than desirable. For example, adding `int U;` in `init_data` in
`MOD_correctivesmooth.cc` causes an error because there is the global `U` symbol
(user prefs).
While not an issue right now, this can cause unexpected compile errors when
adding additional includes. I ran into this while working on a tool that adds
additional includes automatically as part of its operation.
Fortunately, GCC supports a slightly weaker variant of this error:
`-Wshadow=local`. This only covers the case we mainly care about where local
variables are shadowed by other local variables.
Pull Request: https://projects.blender.org/blender/blender/pulls/136389
The newly added Mix node causes the compositor to assert and misbehave.
That's because its has unavailable sockets, and the compositor code base
was not designed to handle unavailable sockets. To this patch fixes that
by handing unavailable sockets everywhere that matters.
Previously when an addon is expanded on the UI, the "Maintainer" string
would be cut short until a `<` character, to prevent showing e-mail on the
UI, however there could be more than one person/email entries in there
so to prevent cutting short the string, now we use regex to take out the
email part only, so full maintainer string is displayed.
Pull Request: https://projects.blender.org/blender/blender/pulls/136031
Potential fix for legacy AMD driver issue.
- Updating drivers using a clean install has proven to fix the issue as well.
As driver can leave parts of an older driver active what it actually the cau
- Solution comments out the `#line` by replacing the first two characters.
Pull Request: https://projects.blender.org/blender/blender/pulls/136231
Clicking the drop-down button for a Menu-type socket in geometry
modifier panel crashes with ASAN error.
Resolve by skipping the check for ID properties & assert the property
is an RNA property.
`UI_OT_button_string_clear` clears the redo panel in `wm_operator_finished`.
hud_status is set to CLEAR due to undo flag on above the internal operator.
To fix the redo panel from closing, undo flag from the operator could be
removed. Alternative is, skip internal operators from closing the redo
panel with extra check `if (op->type->flag & OPTYPE_INTERNAL) {return;}`
Ref: !135727
The transparent bounce test was too optimistic in regards to the intersection
being considered. The check needs to happen after it has been validated that
it is not duplicate.
It was already the case for Metal and HIP-RT, but not for Embree and BVH2.
Tests updated by: Alaska <Alaskayou01@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/136325
When using vertex parenting, an option for using the parent object
final evaluated indices is exposed in the Object Properties: Relations
panel. This allows the calculation of the parent vertex position to
ignore the the CD_ORIGINDEX layer and instead use the final indices
that may have been altered by the node tree evaluation.
The indices that will be used for the vertex parenting are also exposed
to the UI in the same panel, allowing them to be altered after the
vertex parent has been created.
While object names in Blender are already unique, the names themselves
may be "unsafe" for use in the various file formats. During processing
we make the names "safe". However, we did not guarantee that these new
safe names were themselves unique wrt each other. Consider object names
"Test 1" and "Test-1" which both become "Test_1" after being made safe.
These will collide during export; only 1 object would be exported and
it's undefined which object's data would "win".
To rectify this we add another name map to the hierarchy iterator which
is then used to handle collisions as they happen. The map is per-
hierarchy meaning that a name can appear more than once as long as its
under a different hierarchy. E.g.
- `/root/A/X` and another `/root/B/X` is OK
- `/root/A/X` and another `/root/A/X` is NOT OK
Pull Request: https://projects.blender.org/blender/blender/pulls/135418
- Object parent type & parent bones
- Pose information that is not trivial (i.e. print posed bones that
have either non-identity pose matrix, or custom properties)
- Make sure custom properties are output sorted by name
Pull Request: https://projects.blender.org/blender/blender/pulls/136321
This improves the situations where the shading normal is far from the
best shadow bias direction. This is particularly noticeable on low poly
meshes with smooth normals.
This patch fixes the issue by storing a quantized version of the
geometric normal in the Gbuffer.
Only 6 bits are used (each axis uses 2 bits). This is stored inside the
gbuffer header since it is always available and has some spare bits to
store this data.
This quantization is only done if the error introduced by using the
shading normal is higher than using the quantized normal. This means
that flat shaded surfaces will not have any quantization artifact.
For smooth shaded surfaces, the quantization is only effective if the
shading normal is quite different (greater than ~20° difference)
than the geometric normal.
The attached blendfile contains an example Material that shows
how the quantization is done. This was used to find the threshold
value with the least amount of error.
To compensate the quantization error, we increase the normal bias by
~20% which is subpixel if the shadow texel density is high enough.
This also changes the forward shading pipeline to use the geometric
normal for bias.
The first Light closure normal is now used for the attenuation function
since this is the most representative of the final shading. This normal
being inverted for transmission closures, we have to negate the normal
in the attenuation computation.
Pull Request: https://projects.blender.org/blender/blender/pulls/136136
This was caused by the select_id not being flushed to
the armature object.
This is because the selection code uses `FOREACH_OBJECT_IN_MODE_BEGIN`
to iterate over the objects. This doesn't call the depsgraph
which would, in normal circumstances, flush the select_id value
to the evaluated object.
Also fix#136141
Pull Request: https://projects.blender.org/blender/blender/pulls/136320
Regression from 583e2b7240
`DRW_shader_init()` calls `GPU_context_create` before having a valid
GHOST context active (`WM_system_gpu_context_activate(system_gpu_context)`).
Swap the calling order to fix the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136270