This pull request adds the ability for the `propagation_steps` value
for certain automasking settings to be applied globally instead of
using the per-brush attribute.
Previously, while the flag settings were stored at the brush and global
level, the `propagation_steps` value would always change the brush
attribute even when using the global menu.
Addresses #102377
Pull Request: https://projects.blender.org/blender/blender/pulls/117316
Based on an instrumented set of our container classes, this code path
was found to be producing an excessive number of Set resizes that are
trivial to remove.
The Set's inline buffer size was tuned from 4 to 16 which eliminates all
allocations, about 77k of them, during FBX import of the Zero-Day
"Measure One" scene[1]. It also eliminates ~90% of allocations, about
844k of them, when loading the Charge demo scene. For additional
context, using a size of 8 would reduce allocs by ~65% for Zero-Day.
[1] Zero-Day, Open Research Content Archive (ORCA):
https://developer.nvidia.com/orca/beeple-zero-day
Pull Request: https://projects.blender.org/blender/blender/pulls/117432
Based on an instrumented set of our container classes, it was found that
an excessive number of Vector reallocations were occurring in the corner
normals code path.
The allocations were reduced by increasing inline buffer sizes for the
Vectors in question. The total number of reallocs falls from 433k to
194k when importing the Zero-Day FBX scene[1]. Profiling time spent in
`MEM_lockfree_mallocN_aligned` falls from ~1.3% to ~1.15%
[1] Zero-Day, Open Research Content Archive (ORCA):
https://developer.nvidia.com/orca/beeple-zero-day
Pull Request: https://projects.blender.org/blender/blender/pulls/117431
This was the case for custom normals.
There was an optimization in 91b4f9f1f6 that was skipping computation of
existing normals if the Mix Factor in the UI was at 1.0 (under the
assumption that in this case no old normals would be needed.
Problem is that the resulting mix factor is the product of the Mix
Factor in the UI and the weights, so just doing the check as in the
culprit commit is not enough.
Need to consider if weights are used.
Pull Request: https://projects.blender.org/blender/blender/pulls/117538
This patch adds support for _Menu Switch_ nodes and enum definitions in
node trees more generally. The design is based on the outcome of the
[2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch).
The _Menu Switch_ node is an advanced version of the _Switch_ node which
has a customizable **menu input socket** instead of a simple boolean.
The _items_ of this menu are owned by the node itself. Each item has a
name and description and unique identifier that is used internally. A
menu _socket_ represents a concrete value out of the list of items.
To enable selection of an enum value for unconnected sockets the menu is
presented as a dropdown list like built-in enums. When the socket is
connected a shared pointer to the enum definition is propagated along
links and stored in socket default values. This allows node groups to
expose a menu from an internal menu switch as a parameter. The enum
definition is a runtime copy of the enum items in DNA that allows
sharing.
A menu socket can have multiple connections, which can lead to
ambiguity. If two or more different menu source nodes are connected to a
socket it gets marked as _undefined_. Any connection to an undefined
menu socket is invalid as a hint to users that there is a problem. A
warning/error is also shown on nodes with undefined menu sockets.
At runtime the value of a menu socket is the simple integer identifier.
This can also be a field in geometry nodes. The identifier is unique
within each enum definition, and it is persistent even when items are
added, removed, or changed. Changing the name of an item does not affect
the internal identifier, so users can rename enum items without breaking
existing input values. This also persists if, for example, a linked node
group is temporarily unavailable.
Pull Request: https://projects.blender.org/blender/blender/pulls/113445
Add the 'solo' flag to bone collections, effectively adding another
layer of visibility controls.
If there is _any_ bone collection with this flag enabled, only this
collection (and others with this flag enabled) will be visible.
In RNA, the following properties are exposed:
- `bone_collection.is_solo`: writable property to manage the solo flag.
- `armature.is_solo_active`: read-only property that is `True` when any
bone collection has `is_solo = True`.
The RNA property `bone_collection.is_visible_effectively` now also takes
the solo flag into account.
Pull Request: https://projects.blender.org/blender/blender/pulls/117414
Rename `BoneCollection::is_visible_effectively()` to
`is_visible_with_ancestors()`. Soon a "solo" flag will be introduced,
and the effective visibility of the bone collection will depend on that
too. This particular function doesn't take that into account, though,
and thus needs a rename.
Note that this does NOT rename the RNA property
`is_visible_effectively`. That will be updated when the "solo" flag is
introduced to also take that into account.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/117414
Boolean ID property support was added in ef68a37e5d, but the JSON
serializer for ID properties was not updated for it. This would be a
forward compatibility issue, if future json files containing boolean
properties would be read with old versions. Such properties are added
in #106303, for example.
The CPU implementation had the following downsides:
- The kernels sizes below 3 did not make much sense, often leading
to a full white image.
- The way how the total number of pixels in the kernel was calculated
quite strangely.
From these points of view the GPU compositor behaves more user friendly.
There is a versioning code which lowers the kernel size, to match the
result prior to these tweaks.
Pull Request: https://projects.blender.org/blender/blender/pulls/117505
There exist a bunch of "give me a (filtered) image pixel at this location"
functions, some with duplicated functionality, some with almost the same but
not quite, some that look similar but behave slightly differently, etc.
Some of them were in BLI, some were in ImBuf.
This commit tries to improve the situation by:
* Adding low level interpolation functions to `BLI_math_interp.hh`
- With documentation on their behavior,
- And with more unit tests.
* At `ImBuf` level, there are only convenience inline wrappers to the above BLI
functions (split off into a separate header `IMB_interp.hh`). However, since
these wrappers are inline, some things get a tiny bit faster as a side
effect. E.g. VSE image strip, scaling to 4K resolution (Windows/Ryzen5950X):
- Nearest filter: 2.33 -> 1.94ms
- Bilinear filter: 5.83 -> 5.69ms
- Subsampled3x3 filter: 28.6 -> 22.4ms
Details on the functions:
- All of them have `_byte` and `_fl` suffixes.
- They exist in 4-channel byte (uchar4) and float (float4), as well as
explicitly passed amount of channels for other float images.
- New functions in BLI `blender::math` namespace:
- `interpolate_nearest`
- `interpolate_bilinear`
- `interpolate_bilinear_wrap`. Note that unlike previous "wrap" function,
this one no longer requires the caller to do their own wrapping.
- `interpolate_cubic_bspline`. Previous similar function was called just
"bicubic" which could mean many different things.
- Same functions exist in `IMB_interp.hh`, they are just convenience that takes
ImBuf and uses data pointer, width, height from that.
Other bits:
- Renamed `mod_f_positive` to `floored_fmod` (better matches `safe_floored_modf`
and `floored_modulo` that exist elsewhere), made it branchless and added more
unit tests.
- `interpolate_bilinear_wrap_fl` no longer clamps result to 0..1 range. Instead,
moved the clamp to be outside of the call in `paint_image_proj.cc` and
`paint_utils.cc`. Though the need for clamping in there is also questionable.
Pull Request: https://projects.blender.org/blender/blender/pulls/117387
Broken from 72ab6faf5d
Because the `IMA_GEN_TILE` flag was not cleared during the memory pack,
the tile was regenerated on reloading. Mimic what is done during save
and clear the flag if all tiles pack successfully.
Pull Request: https://projects.blender.org/blender/blender/pulls/117472
Cycles can use a per face flag to determine if a face is smooth or flat,
and there is no need to use corner normals in such cases. So revert to
not doing that as before, which also saves a bit of memory.
There is a pre-existing issue where faces are split by sharp edges and
autosmooth, which is not solved by this. It's only fixing the regression.
This simplifies code using these functions because of RAII,
range based for loops, and the lack of output arguments.
Also pass object pointer array as a span in more cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/117482
This pull request adds the ability for the `Limit` and `Falloff` values for the View and Normal automask modes to be applied per-brush instead of modifying the global tool value.
Previously, while the flag settings were stored at the brush and global level, the values would always change the global value even when using the advanced tab of the brush menu.
## Testing
* `make test` results in 3 failures (49 - io_wavefront, 134 - compositor_distort_cpu, 323 - imbuf_save), but these tests appear to fail even prior to any changes being applied when running locally
* Manual testing with older version blend files to ensure that the value is defaulted correctly.
* Visual testing to verify that brush values are favored over global values.
Addresses #115174
Pull Request: https://projects.blender.org/blender/blender/pulls/117433
If the mix factor means the old values won't be used at all,
the existing corner normals from before the modifier don't
matter and we can skip computing them.
There are still node versioning bits running after linking, for example
`version_geometry_nodes_replace_transfer_attribute_node`. This code
relies on node types being untouched at that point.
Move the unknown node type replacement from `ntreeSetTypes` into the
`ntreeUpdateAllNew` function. This is called _after_ late versioning.
Pull Request: https://projects.blender.org/blender/blender/pulls/117441
Rename: anim -> ImBufAnim
Rename: anim_index -> ImBufAnimIndex
There were cases where removing redundant "struct" qualifier caused
a warning since the name of the struct member was also anim.
Use uppercase type name to conform with other types names.
Ref !117394
This has been broken since 2.8.
The highlevel reason for this is that the "info file" (saved as frame
zero) was not written anymore.
Reason for that in turn is that when calling BKE_ptcache_write outside
the bake job, the PTCacheID calldata (a psys in our case) is not the
evaluated particle system, causing a check for totpoint to fail (these
were always zero).
Deeper reasoning is unclear, no further investigations were done as to
why/when this happened.
The solution proposed here is using the evaluated psys when writing the
info frame (and this is isolated to just this spot and only to particle
systems). File then gets
written and can/will be read when using this as an external disk cache
in another file.
Pull Request: https://projects.blender.org/blender/blender/pulls/117401
GreasePencil v3 requires some additional processing on its data before
writing to blendfile, and after reading from it.
Extract this from generic `read/write` code, and put it into dedicated
callbacks in Cpp classes that need it (layer groups and leaves
currently).
NOTE: Work done while exploring possibility to use 'memfile' read/write
code for GP editmode undo (!117072), but ended up taking a different
approach for it, so this PR is purely a 'no expected changes in behavior'
refactor at this point.
Pull Request: https://projects.blender.org/blender/blender/pulls/117413
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350