The `EdgeHash` and `EdgeSet` data structures are designed specifically
as a hash of an order agnostic pair of integers. This specialization can
be achieved much more easily with the templated C++ data structures,
which gives improved performance, readability, and type safety.
This PR removes the older data structures and replaces their use with
`Map`, `Set`, or `VectorSet` depending on the situation. The changes
are mostly straightforward, but there are a few places where the old
API made the goals of the code confusing.
The last time these removed data structures were significantly changed,
they were already moving closer to the implementation of the newer
C++ data structures (aa63a87d37).
Pull Request: https://projects.blender.org/blender/blender/pulls/111391
Since menus are created flipped (from event handling point of view), the
root layout block needs to be flagged `UI_BLOCK_IS_FLIP`.
This was missing for a couple of `uiMenuCreateFunc`, namely:
- creating worspaces menu
- modifiers extra ops
- constraints extra ops
- GP modifiers extra ops
- GP Shader FX extra ops
Same fix as f51de2246c.
Not crtitcal, but could go into LTS I guess.
Pull Request: https://projects.blender.org/blender/blender/pulls/111341
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.
Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.
This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.
For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.
Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925
It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.
Pull Request: https://projects.blender.org/blender/blender/pulls/111046
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.
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
The simulation used to reset when the previously computed frame is the
same as the current one. However, in this case the output should just be
the same as in the previous computation.
Pull Request: https://projects.blender.org/blender/blender/pulls/110799
Show node group inputs in the redo panel, including the
"use attribute" toggle. There are a few limitations that will
be solved separately:
- The redo panel is _always_ drawn, there is no way to show it conditionally yet
- There is no way to add the operator name to the redo panel title yet
- Attribute search is still missing for attribute inputs
Pull Request: https://projects.blender.org/blender/blender/pulls/109975
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.
Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.
Pull Request: https://projects.blender.org/blender/blender/pulls/110738
A few places already calculated vertex normals with better contextual
information to improve performance. To allow changing the storage of
vertex normals more (mostly for improved caching), change some code
from "get normals, set values, clear dirty flag" to "make vertex
normals data, give to mesh". This makes the API less awkward too,
since previously the "get for write" and "clear dirty" calls always
had to be separated.
Pull Request: https://projects.blender.org/blender/blender/pulls/110754
Replace `BKE_mesh_face_flip_ex()` with `bke::mesh_flip_faces()`.
This gives better performance since it avoids custom data name
lookups for every face index, and processes data in a more cache
friendly way. Also remove the `CustomData_swap` API function
as mentioned in 09b6eac5c4.
Flipping 16 million faces, I observed a 3.25x speedup, from 760 to 230 ms.
Pull Request: https://projects.blender.org/blender/blender/pulls/110702
Historically, the OCIO based color management implementation in Blender
had exceptions to treat specific configurations differently. It was a
compatibility with the legacy "No color management" option.
With time and more development in the area there are better ways of
achieving this goal, if needed.
This commit removes the named-based exception, which also solves confusion
about why certain similar configurations (from OCIO stand point) give
different results. As well as allows to create a cleaner plate for an
upcoming additions in the OCIO configuration such as AgX.
Quite simple and technical change which constant-folds the check for
whether the scene color management enabled or not with "true" value.
Ref #110685
Pull Request: https://projects.blender.org/blender/blender/pulls/110580
The issue was that `CustomData_swap` modifies all layers, but does not ensure
that the layers are actually mutable. This resulted in it modifying shared layers.
Now it ensures that the layers are mutable first (which copies the layers if they
are shared).
Longer term, it would be good to remove `CustomData_swap` since it's not a
good API performance wise, but that is outside of the scope of this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/110678
Previously the panel type name of a modifier (e.g. "MOD_PT_Smooth") was
created by copying from the ModifierTypeInfos name.
This meant that modifiers with the same default name would use
the same identifier for the panels.
Since different object types (e.g. OB_GREASE_PENCIL and OB_MESH)
might want to use the same default modifier name, this PR introduces
an idname field in the ModifierTypeInfo struct. This is then used to
generate the panel type name.
For compatibility reasons, the idname is the same as the name for now.
Note: Because the name was used previously, this means that some
modifiers have spaces in their panel type name.
E.g. "MOD_PT_Volume to Mesh".
Pull Request: https://projects.blender.org/blender/blender/pulls/110468
Currently, while calculating face corner normals, Blender retrieves
custom normal data with write access. When the the custom normals in a
single smooth corner fan don't match, they are reset to the average
value.
This behavior is very old, but it comes from when Blender didn't have a
strong idea of const correctness. Indeed, modifying custom normal data
while calculating normals isn't threadsafe, which is important because
normals are calculated for viewport drawing, for example. And in the
future, properly caching face corner normals (see #93551) will require
the ability to calculate normals on a properly const mesh.
The fix is to still use the average of custom normals in a fan, but
not write that back to the custom data array. In my testing the results
are the same. Setting custom normals still fills the same value for all
corners in a fan.
Pull Request: https://projects.blender.org/blender/blender/pulls/110478
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
Utility functions make accessing the next and previous corner of a face
more obvious, and range based for loops make iterating over corners
or vertices in a face simpler too.
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.
Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.
the only way forward appears to be back.
this reverts :
19422044eda670b53abe0f541db97cbe516e8c813e88a2f44c4e64b772f59547e7a31707fe6c5a57
The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.
Pull Request: https://projects.blender.org/blender/blender/pulls/110438
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
"Flip" option in mirror modifier is only effective for when "Bisect" is
enabled, thus grey out the flip option when it's ineffective to avoid
confusion on the user interface.
Pull Request: https://projects.blender.org/blender/blender/pulls/110191
Update VertexWeighEdit modifier Group Add / Remove threshold to be inclusive.
Additionally, add 3.6 backwards compatibility (4.0 versioning) to slightly offset Group Add / Remove threshold property value to make exclusive.
Pull Request: https://projects.blender.org/blender/blender/pulls/108286
This formats code that is disabled using `#if 0`. Formatting was achieved
by temporarily changing `#if 0` to `#if 1 /*something*/`, then formatting,
and then changing it back to `#if 0`.