Move the code dealing with converting float3 to GPU normals
out of the vertex format header into a separate header. Use a
proper C++ namespace and remove duplication by only using
the more recently added C++ templated conversions.
Most of the diff comes from the removal of the indirect includes
from GPU_vertex_format.hh. A lot of files ended up mistakenly
depending on that.
Pull Request: https://projects.blender.org/blender/blender/pulls/134873
This was caused by 91de4a50ab refactor which replaced
the evaluator cache singleton by local variable.
It was unknown that the evaluators in the cache
are actually referenced by the modifier data.
To fix this and fix the thread-unsafety of the global
variable, a mutex is introced around a reduced critical
section inside `draw_subdiv_create_requested_buffers`.
The global evaluator cache is now also refcounted to allow
freeing of the cache when no evaluator is referenced
anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/134926
This happend for meshes without UVs.
The call to `texpaint_request_active_uv` in
`DRW_mesh_batch_cache_get_surface_edges` is from 9c010c44f4.
Looks like this is not needed (assumed to be copy paste error).
Pull Request: https://projects.blender.org/blender/blender/pulls/134856
Subdiv shader library contains an optional part that shaders can include.
As we are migrating each shader at a time there are now multiple PRs doing
the same thing. Best to add the changes to main already so it doesn't add
confusion during review.
Pull Request: https://projects.blender.org/blender/blender/pulls/134906
This change migrates the first 2 subdiv shaders to use the ShaderCreateInfo.
Other shaders will follow in separate PRs.
- Should compile when using `WITH_GPU_SHADER_CPP_COMPILATION`
- A `subdiv_` prefix is added only to the functions related to `PosNorLoop`.
But eventually the prefix should also be added to other lib functions.
- Due to Metal restrictions `subdiv_set_vertex_*` is implemented using a
functional paradigma. Our Metal backend only supports `inout` qualifier
on thead local data structures.
Pull Request: https://projects.blender.org/blender/blender/pulls/134218
EEVEE crashes when it is not able to allocate buffers. Previously we had a
message showing to the user that it tries to allocate a texture larger than
supported by the GPU. But was not implemented for EEVEE-next. This fix will
add back this error message.

Pull Request: https://projects.blender.org/blender/blender/pulls/134725
The main goal of these changes are to improve static (i.e. build-time)
checks on whether a given data can be allocated and freed with `malloc`
and `free` (C-style), or requires proper C++-style construction and
destruction (`new` and `delete`).
* Add new `MEM_malloc_arrayN_aligned` API.
* Make `MEM_freeN` a template function in C++, which does static assert on
type triviality.
* Add `MEM_SAFE_DELETE`, similar to `MEM_SAFE_FREE` but calling
`MEM_delete`.
The changes to `MEM_freeN` was painful and useful, as it allowed to fix a bunch
of invalid calls in existing codebase already.
It also highlighted a fair amount of places where it is called to free incomplete
type pointers, which is likely a sign of badly designed code (there should
rather be an API to destroy and free these data then, if the data type is not fully
publicly exposed). For now, these are 'worked around' by explicitly casting the
freed pointers to `void *` in these cases - which also makes them easy to search for.
Some of these will be addressed separately (see blender/blender!134765).
Finally, MSVC seems to consider structs defining new/delete operators (e.g. by
using the `MEM_CXX_CLASS_ALLOC_FUNCS` macro) as non-trivial. This does not
seem to follow the definition of type triviality, so for now static type checking in
`MEM_freeN` has been disabled for Windows. We'll likely have to do the same
with type-safe `MEM_[cm]allocN` API being worked on in blender/blender!134771
Based on ideas from Brecht in blender/blender!134452
Pull Request: https://projects.blender.org/blender/blender/pulls/134463
With the brush assets project, brushes were moved from being local to
the working blendfile to being linked from asset libraries. This breaks
the Image Paint 'Clone' brush, as it has a brush property that links to
other Image datablocks.
To support this functionality, this commit adds the corresponding
properties into the `ImagePaintSettings` struct so that it is stored
locally with the images that will be used by the tool, inside the main
blendfile.
The source image property is shared with the 3D version of the 'Clone'
brush instead of adding a separate field to preserve old behavior.
Notably, this has the following limitations:
* If clone brush assets have been made and shared with external packs,
they would not work out of the box with linked image assets.
* Despite these settings being stored on the scene, they are populated
inside the tool window under "Brush Settings" which is potentially
misleading. However, this is already the case for the 3D version of
the brush, so further UI refinement will happen outside of this PR.
* Users will be unable to use separate images simultaneously for the
Image editor and the 3D viewport, unlike in pre-4.3 versions. This
can be adjusted in the future if it is a critical workflow.
Because the intended design and functionality of this tool is currently
questionable, this commit opts to make these changes instead of doing
further design to support both accessing data on the brush and on the
scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/134474
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.
This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:
* is_type_point_cloud
* use_new_point_cloud_type
Pull Request: https://projects.blender.org/blender/blender/pulls/134803
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.
By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.
Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.
Pull Request: https://projects.blender.org/blender/blender/pulls/134627
Add a `--profile-gpu` launch argument.
When set, it generates a profile in the Trace Event Format with CPU and
GPU metrics based on GPU debug scopes.
https://profilerpedia.markhansen.co.nz/formats/trace-event-format/
The profiles are best viewed at https://ui.perfetto.dev/
Notes:
- The profiler captures everything form app start to exit.
- Being JSON based the profiles can become relatively large, but they
compress very well.
- Only OpenGL profiling is supported for now, but the report formatting
code can be shared across backends.
Pull Request: https://projects.blender.org/blender/blender/pulls/133557
Previously we generally expected CustomData layers to have implicit
sharing info, but we didn't require it. This PR clarifies that we do
require layers with non-null data to have implicit sharing info. This
generally makes code simpler because we don't have to have a separate
code path for non-shared layers. For example, it makes the "totelem"
arguments for layer freeing functions unnecessary, since shared data
knows how to free itself. Those arguments are removed in this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/134578