Under GNOME resizing a window often caused the window contents could be
a different size to the window-frame, resizing was also slow.
This occurred with LIBDECOR on Wayland when a window configure event
was called from a non-main thread.
Resolve by postponing the commit-configuration call until the main event
can handle it (matching XDG behavior).
A workaround using malloc_usable_size is currently needed.
While relying on the malloc size is not so portable and worth avoiding,
it resolves noticeable glitches and allows other workarounds to be
removed.
Any application that supports threaded event handing with LIBDECOR
will need a way to postpone applying the configuration.
Even once LIBDECOR supports this properly, a workaround is necessary
until support older versions of LIBDECOR can be dropped.
Before #108014, toggling "Auto Smooth" was an easy way to disable
evaluation of custom normals and face corner normals for faster
viewport playback performance. Now that corner normals are calculated
automatically as necessary, it's helpful to still have a way to disable
expensive normal computation for faster playback.
This commit adds a "Normals" scene simplify setting. To avoid a bunch
of complexity, it just influences which normals are requested from the
object by viewport rendering. In my tests, skipping calculating at
least doubled viewport FPS in a few test files with a large mesh with
custom normals. This works well because normals are cached and lazily
calculated.
Pull Request: https://projects.blender.org/blender/blender/pulls/113975
This was an attempt to fix a crash resizing windows #107797
(which I can't reproduce), however it didn't fix the issue and meant
that a window would sometimes not reach the desired size,
the maximized window for e.g. would sometimes remain the un-maximized
size.
Since the preferred fractional scale callback runs,
remove a workaround that guessed the fractional scale from the output.
While it could be kept, it added unnecessary complexity.
Recent re-ordering change [0] on Wayland window initialization crashed
WLROOTS based compositors, resolve by keeping the updates and only
postponing the state change.
[0]: 39f378da37
Starting blender with --window-maximized wouldn't always size the
windows properly, similar to the fix for LIBDECOR, move setting the
window state last.
With fractional scale under GNOME, the window frames didn't match
the window contents. This was caused by updates needed to call
libdecor_frame_get_xdg_toplevel initializing the LIBDECOR window
before the window scale, internal buffer - etc were set.
Resolve by accessing moving the window state assignment last.
When the final buffer scale is known, set the window scaling on startup.
This avoids scaling immediately after creating the window which
flickers. It also resolves an paper-cut with KDE where fractional
scaling caused the window to be placed on the screen center,
then the size increased pushing the window contents off the bottom right
hand portion of the screen.
The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.
Use terms:
- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.
This was already a convention but not followed closely.
From what I can tell time-stamps are supposed to be monotonic
however with LIBDECOR & GNOME click events after resizing the window
can cause this to happen.
Resolve by only considering the value wrapped when the new time-stamps
wrapped difference is less than the unwrapped difference.
Also skip wrapping when the current offset is closer to the current time
than it would be with the offset applied.
There were two problems here:
- libdecor_frame_get_content_* is not available in LIBDECOR v0.1.0.
- These functions aren't exposed by <libdecor.h>,
they're only exposed by `libdecor-plugin.h`
(intended for plug-ins that implement window decorations).
Resolve by storing the last applied size from LIBDECOR for reuse.
This was required for OSL, which used to be compiled entirely without
RTTI for LLVM. However OSL now only compiles a private part of its code
without RTTI, so this no longer necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/116035
All the relevant code is C++ now, so we don't need to complicate things
with the trip through C anymore. We will still need some wrappers, since
opensubdiv is an optional dependency though. The goal is to make it
simpler to remove the unnecessary/costly abstraction levels between
Blender mesh data and the opensubdiv code.
The NanoVDB headers are not compatible with Metal due to missing address
space qualifiers. We currently have a big patch for NanoVDB header
files, which is difficult to update for OpenVDB 11. Instead extract a
few hundred lines of code from NanoVDB to do just what we need.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
This makes the GPU tricubic implementation more efficient. The dense
grid code implemented this in terms of trilinear lookups that are
hardware accelerated, but for NanoVDB this just causes unnecessary voxel
reads. Instead match the CPU code.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992