Commit Graph

86 Commits

Author SHA1 Message Date
Jonas Holzman
da781fd685 UI: Allow Preferences editor to be opened in Maximized Area
This commit adds the option to open the Preferences editor in a
maximized area instead of a new window. This is done by adding a
"Preferences" field to the Interface > Editor > Temporary Editor
preferences. The default value is set to "New Window" keeping the
current behavior.

Implements: #142665

Pull Request: https://projects.blender.org/blender/blender/pulls/142681
2025-08-13 11:26:50 +02:00
Campbell Barton
7ae8e18f0b Cleanup: rename preferences for NDOF sensitivity
Clarify the terms for NDOF translation & rotation sensitivity.
Previously translation was named: "ndof_sensitivity" making it
sound like it would control rotation as well.
2025-06-14 16:35:51 +10:00
John Kiril Swenson
fa5178e366 Cleanup: VSE: Remove Legacy Handle Tweaking
This patch removes the older handle selection and transformation logic,
which was accessible through user preferences by switching off the
default "simple tweaking" mode in Editing -> Video Sequencer.

There was some initial bugginess with the new handle behavior, hence
the option to revert to legacy mode, but with recent updates this no
longer applies. With the new system, all selection workflows
are still possible -- this just drops older code to make things simpler.

No functional changes intended.

Pull Request: https://projects.blender.org/blender/blender/pulls/140031
2025-06-11 04:03:17 +02:00
Clément Foucault
1c47e31367 GPU: Enable GL multithreaded compilation by default
This allows to reduce the waiting time caused by
shader compilation on some GPU-driver combo.

A new settings in the User Preferences make it
possible to override the default amount of worker
threads and optionally use subprocesses.

We still use only one worker thread in cases where
there is no benefit with adding more workers
(like AMD pro driver and Intel windows).

It doesn't scale as much as subprocesses for material
shader compilation but that is for other reasons
explained in #139818.

Add some heuristic to avoid too much memory usage
and / or too many stalls.

Also add some heuristic to the default number of subprocess for
the platform that shows scalling.

Historically, multithreaded compilation was prevented by the
need of context per thread inside `DRWShader` module.
Also there was no good scaling at that time. But
nowadays numbers shows different results with
good scaling with reasonable amount of threads on many
platforms.

Even if we are going for vulkan in the next release
most of the legacy hardware will still use OpenGL for
a few other releases. So it is relevant to make this
easy improvement.

See pull request for measurements.

Pull Request: https://projects.blender.org/blender/blender/pulls/139821
2025-06-09 12:36:06 +02:00
Kamil Galik
64696cc699 NDOF: simplify the UI and preferences
- Navigation modes has been redefined a bit and introduced in a form of
  an enum so that new ones can me implemented in the future.
  Additionally switching between modes shouldn't require any additional
  configurations like inverting all the axes.
  Currently there are only 2 modes implemented,
  but 2 more are planned and will be proposed in follow-up PRs.
  Implemented modes are:

  - Object: works like "Orbit" option.
    but has all axes implicitly inverted
  - Fly: works the same as "Free".

- "Turntable" option has been turned into "Lock Horizon".
  This single option works for both normal navigation and Fly/Walk
  modes now.
- Pan and Rotation axes inversion has been removed from default
  configuration.
- UI has been simplified following the design from #136880.
- Zoom Invert has been removed since it looks like a duplication of
  `NDOF_PANZ_INVERT`.

Ref !139343
2025-06-05 21:29:53 +10:00
Brecht Van Lommel
f165c75e14 Refactor: Add various DNA_*_enums.h and DNA_*_types.h files
* Move colorband and theme DNA to own headers
* Move some anim, curve, modifier and space enums to new headers
* Move data transfer enums to DNA
* Duplicate imbuf proxy and GPU backend enums

For a few reasons:
* Reduce number of includes in DNA headers
* Don't define enums used in DNA outside of DNA
* Move theme settings to separate header for userdef_default_theme.c
* Prepare for using default initializers in DNA headers. (#134531)

Pull Request: https://projects.blender.org/blender/blender/pulls/138831
2025-05-20 13:26:43 +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
Pablo Vazquez
3e8801849f UI: Make auto-run scripts setting off by default
Even though the default startup already has `Trusted Source` and
`Auto Run Python Scripts` off by default, when resetting their values
to default (right click, Reset to Default) they would be turned on.

It was simply missing explicitly setting this off by default.

Pull Request: https://projects.blender.org/blender/blender/pulls/137205
2025-04-09 18:57:13 +02:00
Harley Acheson
a21481cbdd UI: Allow Changing Editor Outline Width
The gaps between editors need to be selected and manipulated in order
to resize areas. How wide these need to be depends on the accuracy and
resolution of your pointing device. And also on the fine motor control
and visual acuity of the user. If you are using a tablet pen, touch
device, or are visually or physically challenged, then you need these
gaps to be wider. This PR allows a wide latitude in this.

Pull Request: https://projects.blender.org/blender/blender/pulls/126334
2025-04-07 21:15:20 +02:00
Harley Acheson
d111b46b7a Merge branch 'blender-v4.4-release' 2025-02-17 09:47:59 -08:00
Harley Acheson
3e77dd1e46 Fix: Enable Translation Options by Default
This PR changes the default user preferences so that the Translation
Options are enabled. Otherwise with fresh install changing language
only translates tooltips.

Pull Request: https://projects.blender.org/blender/blender/pulls/134649
2025-02-17 18:46:43 +01:00
Brecht Van Lommel
e2e1984e60 Refactor: Convert remainder of blenlib to C++
A few headers like BLI_math_constants.h and BLI_utildefines.h keep working
for C code, for remaining makesdna and userdef defaults code in C.

Pull Request: https://projects.blender.org/blender/blender/pulls/134406
2025-02-12 23:01:08 +01:00
Campbell Barton
b113e848ef NDOF: implement new methods to pick the orbit-center
Note: this is a back-port from `main`, details below,
Original message:

Add support for dynamic NDOF orbit center calculation.

- When "Auto" NDOF preference is enabled:
  All visible objects in the viewport are used to calculate a
  bounding box center, if the bounds are outside the view or the center
  is behind the viewport, use a Z-Buffer test to calculate the depth in
  the middle of the region.

- When "Use Selected Items" NDOF preferences is enabled,
  calculating the bounds from the selection.

- An option to show the orbit center as a guide has also been added.

Ref !129594

Co-authored-by: Kamil Galik <kgalik@3dconnexion.com>

Back-ported as this change as this only missed the 4.4 branch by hours
and is considered an important feature for 4.4 by 3dconnexion.

This includes the following commits from main:

1a14d69498
30399fd165
3a8658958f
da8d9d989e
2a0ce11104
fb539baa89
2025-02-07 10:23:45 +11:00
Campbell Barton
30399fd165 NDOF: enable "Auto" center & show orbit center guide by default 2025-02-06 09:54:44 +11:00
Harley Acheson
6a06e87f85 Fix #120833: Align Reset to Default with Preferences Defaults
This PR fixes a number of items in Preferences that "Reset to Default"
to different values than the default preferences. For some items this
is because they just have incorrect values, some have redundancies
between the U_default struct and property default, and many others are
caused by our code that reverses struct defaults for properties that
are "negative SDNA", or don't struct defaults for enum_bitflag_sdna
properly. Items include "show_splash", "anisotropic_filter", etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/132762
2025-01-07 18:58:27 +01:00
John Kiril Swenson
2c10fe4158 Fix: VSE: Make "connect strips" default
Implementation in #124333 had versioning code in `versioning_userdef.cc`
to make sure that updated configs would also have connected strips by default,
but forgot to change `userdef_default.c`.

Pull Request: https://projects.blender.org/blender/blender/pulls/129993
2024-11-08 05:45:58 +01:00
Dalai Felinto
49725106af Fix extensions update not showing on the status bar by default
Ref !123495
2024-06-21 12:30:10 +10:00
Campbell Barton
e93f0ee53a Extensions: add network timeout and connection limit preferences
These settings are used when running extension updates but may be
used for any operations that perform online access.
2024-06-14 15:32:07 +10:00
Miguel Pozo
74224b25a5 GPU: Add GPU_shader_batch_create_from_infos
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.

More information and the rest of the code can be found in #121925.

This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
  of multiple shaders at once, allowing GPU backed to compile them in
  parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
  own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
  compilation of batches for backends that don't have their own
  implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
  subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
  `GLShaderCompiler` implementation).
- The implementation of the subprocess program in
  `GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
  `Preferences > System > Memory & Limits` to enable parallel shader
  compilation and the max number of subprocesses to allocate (each
  subprocess has a relatively high memory footprint).

Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.

Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
Richard Antalik
f98b01e492 VSE: Improved handle tweaking
This commit changes how users can interact with handles:

Unselected handles are not drawn anymore by default. Handles are bit
thinner. If handle can't be selected, because strip is too small,
it is not drawn.

When hovering over strip handle a cursor is changed to represent a
handle shape. It is possible to select 2 handles at once if strips are
adjoined.

When tweak event happens on unselected handle, handle selection is lost
ater tweaking.

This behavior can be disabled in preferences:
Editing > Video Sequencer > Tweak Handles.

Moving strips with G key works same way as before.

Pull Request: https://projects.blender.org/blender/blender/pulls/109522
2024-06-03 23:17:41 +02:00
Jacques Lucke
528d946858 Nodes: change node auto offset default from 80 to 40
This was discussed in the last workshop.

Pull Request: https://projects.blender.org/blender/blender/pulls/121974
2024-05-21 16:59:00 +02:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Pratik Borhade
b3095d9c2e Merge branch 'blender-v4.1-release' 2024-03-18 14:43:15 +05:30
Kamil Galik
d739d27a2d Fix #119203: Change default NDOF Deadzone value
There is a Deadband built in the sensor of SpaceMouse,
therefore the default value of Deadzone field can be equal to 0.0
instead of 0.100.

Pull Request: https://projects.blender.org/blender/blender/pulls/119522
2024-03-18 10:10:21 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Hans Goudey
91e54fdd83 Cleanup: Move BLO_readfile.h to C++
I added a new BLO_userdef_default.h header to contain declarations of
two global variables that are still defined in C files. Use of designated
initializers for large structs make those files harder to change.
Arguably this is a better header for them anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/118015
2024-02-09 13:41:30 +01:00
Christoph Lendenfeld
5e28601d69 Anim: Separate keying flags
Splits the flag `..._FLAG_INSERTNEEDED` between autokey and
manual keying. The fact that this flag was shared between the two
systems has been the cause of issues in the past. It wouldn't
let you insert a keyframe even though you explicitly used an operator
to do so.

In order to be clearer what options are used where, the user preferences
have been reordered.

By default "Only Insert Needed" will be enabled for auto-keying, but not for manual keying.
The versioning code will enable both if it was enabled previously.

# Code side changes

The keying system has flags that define the behavior
when keys are inserted. Some of those flags were shared
between keying and auto-keying. Some were only used for
auto-keying.
To clarify that, prefix flags that used exclusively in one or the other
system with `AUTOKEY`/`MANUALKEY`

Also the flag name on the user preferences and the tool settings was renamed.
Previously it was called `autokey_flag`. To indicated that it is not only used
for autokeying, rename it `keying_flag`.

Fixes: #73773

Pull Request: https://projects.blender.org/blender/blender/pulls/115525
2024-01-19 16:26:10 +01:00
Christoph Lendenfeld
1a998c73eb Fix: Keying Channel Defaults
This was missed during #113504

While the versioning code set the flags correctly,
the defaults were not specified correctly.
This would leave new users to key only location.

Fix it by enabling Location, Rotation, Scale and
Custom Properties by default.

Pull Request: https://projects.blender.org/blender/blender/pulls/116180
2023-12-14 11:28:03 +01:00
Christoph Lendenfeld
a99e419b6e Anim: Insert keyframes without keying sets
When animators want to key something in the viewport,
the code needs to know *which properties* should be keyed of that selected thing.
So far that was done with keying sets, and a pop-up that let's
you choose the keying set to use. You can get rid of the popup by
choosing a keying set ahead of time. But that is also not always desirable.

That pop-up is quite confusing and gives way too many options.
To simplify this process this PR adds a User Preference option to choose one or more of:
* Location
* Rotation
* Scale
* Rotation Mode
* Custom Properties

Now whenever the `I` key is pressed in the viewport,
and no keying set is enabled, it reads the preferences for which channels to insert.

# User Facing changes
* The popup will not be shown when pressing the hotkey,
 but you can still explicitly use keying sets by going to the menu
* Which channels are keyed is defined by a User Preference setting under animation
* when a keying set is used explicitly, the User Preference settings are ignored

Part of #113278

Pull Request: https://projects.blender.org/blender/blender/pulls/113504
2023-11-21 15:38:01 +01:00
Harley Acheson
fa32379def UI: Allow Integer Thumbnail Size Range
Instead of four discrete thumbnail sizes, allow the user to instantly
zoom to any integer size from 16-256. This also changes the default to
96 from the current 128.

Pull Request: https://projects.blender.org/blender/blender/pulls/105815
2023-09-13 19:56:53 +02:00
Rawalanche
411cd827b7 Nodes: Move Auto-Offset toggle to User Preferences
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.

Pull Request: https://projects.blender.org/blender/blender/pulls/111589
2023-08-29 01:18:33 +02:00
Campbell Barton
b150b47720 UI: add a preference for the number of samples used for FPS playback
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.

The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
2023-08-25 19:33:48 +10:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Colin Marmond
b8eb7d18e9 Nodes: experimental node previews in the shader editor
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).

This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.

See #110353 for details on the work that remains to be done and known
limitations.

Implementation notes:

We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.

One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
  process by rendering every non-shader nodes at the same time. They are
  rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
  rerouting the node to the output of the material in the preview scene.

The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.

At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.

Pull Request: https://projects.blender.org/blender/blender/pulls/110065
2023-08-08 17:36:06 +02:00
Campbell Barton
7d7ac591c8 Cleanup: minor changes to BKE_appdir_font_folder_default
- Ensure a trailing slash in BKE_blendfile_userdef_from_defaults
  instead of in-line platform specific checks.
- Take a buffer size argument for the directory.
- Use the documented size for SHGetSpecialFolderPathW wchar_t argument.
- Remove use of unsafe `wcscat` on WIN32
2023-06-22 13:42:27 +10:00
Campbell Barton
65f99397ec License headers: use SPDX-FileCopyrightText in all sources 2023-06-15 13:35:34 +10:00
guishe
e16ec95a16 UI: Add a custom text editor preference
Add a user preference to set up a custom text editor for editing text
files with the "Edit Source" action in the UI context menu.

- An operator TEXT_OT_jump_to_file_at_point has been added.
- A custom editor can be set in the user preferences.
- A preset has been included for "Visual Studio Code".
- When the editor is not set, use Blender's internal editor.

Ref !108299.
2023-06-07 14:09:19 +10:00
Julian Eisel
ba25023d22 Python: Support multiple custom script directories in Preferences
Makes it possible to select multiple custom script directories in Preferences >
File Paths, replacing the single Scripts path option. Each of these directories
supports the regular script directory layout with a startup file (or files?),
add-ons, modules and presets.
When installing an add-on, the script directory can be chosen.

NOTE: Deprecates the `bpy.types.PreferencesFilePaths.script_directory`
property, and replaces `bpy.utils.script_path_pref` with
`bpy.utils.script_paths_pref`.

Pull Request: https://projects.blender.org/blender/blender/pulls/104876
2023-04-11 15:20:52 +02:00
Harley Acheson
f78f05c749 Refactor: U.dpi_fac -> U.scale_factor
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"

Pull Request: https://projects.blender.org/blender/blender/pulls/105750
2023-03-17 04:19:05 +01:00
Harley Acheson
19ca2e905e UI: Increase the size of the "Open Recent" list
Increase the default value for the maximum number of recently-opened
files from 10 to 20. Also change the user's preference on version bump
to this new value if their current value is exactly the old default.

Pull Request: https://projects.blender.org/blender/blender/pulls/105703
2023-03-15 17:09:36 +01:00
Christoph Lendenfeld
3b900048f1 Animation: Move Graph Editor settings to User Preferences
Move two settings that were previously in the "View" menu of the Graph Editor into User Preferences.

It has been mentioned in the meeting by Luciano Muñoz Sessarego that it would be good to move that to the preferences so you can set it once and then forget about it.

The Settings moved are:

    Only Selected Curve Keyframes
    Use High Quality Display

Pull Request: https://projects.blender.org/blender/blender/pulls/104532
2023-03-09 14:15:23 +01:00
Jeroen Bakker
87e5d7212c Mac: Enable Metal as default gpu backend.
Currently Metal is more stable then the OpenGL backend on apple
devices. Also the Metal backend supports more features then the
OpenGL backend. For example the viewport compositor and rendering
of production files.

This has been validated with users and studios.

This patch will default to the Metal backend when starting
Blender 3.5 for the first time or when loading factory startup. It
is still possible to switch to OpenGL via the user preferences.

It will not automatically select the Metal backend when there is
already user preferences available for Blender 3.5.
2023-02-20 11:03:11 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Jeroen Bakker
f4b03031e8 GPU: Select GPU Backend from Preferences.
(MacOS) only: In the System tab of the user preferences the user has the
ability to select a GPU backend that Blender will use. After changing
the GPU backend setting, the user has to restart Blender before the
setting is used.

It was added to start collecting feedback on the Metal backend without
using the command lines.

By default Blender will select OpenGL as backend. When Metal is selected
(via `--gpu-backend metal` or via user preferences) OpenGL will be used as
fallback when the platform isn't capable of running Metal.
2022-12-21 20:54:36 +01:00
Brecht Van Lommel
c7f788b877 Subdiv: remove unused GPU device choice, fix crash with libepoxy on init
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.

To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.

This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.

Ref D15291

Differential Revision: https://developer.blender.org/D15470
2022-07-18 13:59:08 +02:00
Jacques Lucke
e40b0d52cf Preferences: enable Duplicate Data for curves and point cloud objects
Those geometry types are expected to behave the same as e.g. mesh
with respect to data copying. The fact that this was not enabled
already was an oversight in the initial commit that added these types.

Differential Revision: https://developer.blender.org/D14554
2022-04-05 15:19:43 +02:00
Campbell Barton
391c3848b1 NDOF: make camera view/pan behavior optional
User request since adding this option in:
51975b89ed

When disabled, use the previous behavior when orbiting a camera view.
2022-02-23 21:25:46 +11:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Kévin Dietrich
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00
Bastien Montagne
65dbeb1d81 Fix T90638: Inconsistent object data behavior when link-duplicating collections.
Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.

NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
2021-10-22 12:35:40 +02:00