Doing so avoids having duplicated logic for working with pixel
data which is being passed throughout the render pipeline.
Notable changes:
- ImBug can now store GPU texture.
This is not very finished part of the API, which will be
worked further to support tiling for very-high-res images.
- Implicit sharing is removed from the image buffer, as it is
no longer needed.
There should be no functional changes on user level with this
change.
Ref #108618
Pull Request: https://projects.blender.org/blender/blender/pulls/109788
* opengl_context -> system_gpu_context. This is the operating system OpenGL,
Metal or Vulkan context provided by GHOST.
* gpu_context -> blender_gpu_context. This is the GPUContext provided by
the Blender GPU module, which wraps the GHOST context and adds some state.
* Various functions create/destroy/enable/disable both contexts, these have
just gpu_context in the name now.
Pull Request: https://projects.blender.org/blender/blender/pulls/108723
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Allows to share buffer data between the render result and image buffers.
The storage of the passes and buffers in the render result have been
wrapped into utility structures, with functions to operate on them.
Currently only image buffers which are sharing buffers with the render
results are using the implicit sharing. This allows proper decoupling of
the image buffers from the lifetime of the underlying render result.
Fixes#107248: Compositor ACCESS VIOLATION when updating datablocks from handlers
Additionally, this lowers the memory usage of multi-layer EXR sequences
by avoiding having two copies of render passes in memory.
It is possible to use implicit sharing in more places, but needs
some API to ensure the render result is the only owner of data before
writing to its pixels.
Pull Request: https://projects.blender.org/blender/blender/pulls/108045
See: https://projects.blender.org/blender/blender/issues/103343
Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.
Pull Request: https://projects.blender.org/blender/blender/pulls/107790
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
To make GPU backends other than OpenGL work. Adds required pixel buffer and
fence objects to GPU module.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T92212
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D16042
Render stored a shallow copy of the scene view layers and views for thread
safety, without proper functions to free it. But with the CoW depsgraph this
scene is already a copy of the original and an additional copy is not needed.
Refactor to use the scene view layers and some other settings directly instead
of making a copy.
In T93382, the problem was that the Blender-side rendering code was
still generating the subsurface passes because the old render pass
flags were set, even though Cycles doesn't generate them anymore.
After a closer look, it turns out that the entire hardcoded pass
creation code can be removed. We already have an Engine API function
to query the list of render passes from the engine, so we might as
well just call that and create the returned passes.
Turns out that Eevee already did this anyways. On the Cycles side, it
allows to deduplicate a lot of `BlenderSync::sync_render_passes`.
Before, passes were defined in engine.py and in sync.cpp. Now, all
passes that engine.py returns are created automatically, so sync.cpp
only needs to handle a few special cases.
I'm not really concerned about affecting external renderer addons,
since they already needed to handle the old "builtin passes" in
their Engine API implementation anyways to make them show up in the
compositor. So, unless they missed that for like 10 releases, they
should not notice any difference.
Differential Revision: https://developer.blender.org/D16295
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15900
Leading to excessive memory usage compared to Blender 2.93. There's still
some avoidable memory usage remaining, due to the full float buffer in the
new image editor drawing and not loading the cached EXR from disk in tiles.
Main difficulty was handling multi-image baking and disk caches, which is
solved by associating a unique layer name with each image so it can be
matched when reading back the image from the disk.
Also some minor header changes to be able to use RE_MAXNAME in RE_bake.h.