Previously transforming and translating meshes (used by the object info
and transform geometry nodes) was single threaded. Now use the same
code path as other geometry types which already includes multithreading.
I observed a 5x performance improvement for a 4 million vert mesh on a
Ryzen 7950x.
Trim erronously samples the next to last control point when it should
sample the last control point on the curve. This only happens when
reducing the curve to a single point. These changes should correct
the behavior.
Differential Revision: https://developer.blender.org/D17003
ViewCullingData::corners (vec4) was casted to a BoundingBox (vec3), so the frustum corners were uploaded in the wrong format to the GPU.
Now the ViewCullingData::corners are used directly without casting, since the BoundBox API is not really needed.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D17008
While keeping SSE2, SSE4.1 and AVX2. This does not affect hardware support, it
only slightly reduces performance for some older CPUs.
To reduce maintenance cost and improve compile times.
Differential Revision: https://developer.blender.org/D16978
Separating strokes using "selected points" didn't take into account
that points->time can be 0 and thus created points with negative
values in points->time, which should be an impossibility.
This patch fixes this in BKE_gpencil_stroke_delete_tagged_points.
Also, it makes the build modifier's new drawspeed immune
to (erroneous) negative time values, should they arise in other situations.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D17006
Implementation didn't count the string terminator when allocating
memory to store `msl_patch_default`. The string terminator could
be overwritted by other memory adding some undefined behavior.
An alternative fix to [0] which caused an error with ASAN
(freeing an GHOST_ISystem instead of a GHOST_System).
Reported by @Baardaap in chat, I'm unable to reproduce the issue.
Instead of calling the destructor directly, add a private method that
deletes data before raising an exception.
[0]: fd36221930
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.
Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.
Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
Meshes spawning particles from faces with with UV's/Vertex-colors but no
faces would crash de-referencing a NULL pointer.
Resolve by adding a check for this case and an assertion if CD_MFACE is
NULL when the mesh has polygons.
Ref D16947
These allow the usage of `atomicMin` and `atomicMax` function with float
values as there is no overload for these types in GLSL.
This also allows signed 0 preservation.
This wasn't really a problem since these are set on first bind or creation.
The test `if (enabled_srgb && srgb_) {` was depending on that variable that
in certain case, might not have been initialized (because of lazy init).
Changes to overlay_shader.cc workaround a bug in GCC-12.2
(likely a duplicate of [0]). As the workaround involved removing
a local variable which most functions already didn't assign,
remove it for all functions.
An alternative is to add (otherwise redundant) parenthesis, e.g.
`&(e_data.sh_data[sh_cfg])`, but this would need to be noted in
code-comments, so opt for removing the intermediate variable.
[0]: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=106247
As noted in comments, there are a lot of false positives which can't
be conveniently suppressed. Many of these warnings were caused by
`float x, y, z` being passed as `float[3]` using a pointer to `x`.
This makes `GVArrayImpl` and `VArrayImpl` more similar.
Only passing the pointer instead of the span also increases
efficiency a little bit. The downside is that a few asserts had
to be removed as well. However, in practice the same asserts
are in place at a higher level as well (in `VArrayCommon`).
In most cases it is currently not used, so always having it there
causes unnecessary overhead. In my test file that causes
a 2 % performance improvement.
Previously, `ParamsBuilder` lazily allocated an array for an
output when it was unused, but the called multi-function
wanted to access it. Now, whether the multi-function supports
an output to be unused is part of the signature. This way, the
allocation can happen earlier when the parameters are build.
The benefit is that this makes all methods of `MFParams`
thread-safe again, removing the need for a mutex.
`std::get` could not be used due to restrictions on macos.
However, the minimum requirement has been lifted in
{rB597aecc01644f0063fa4545dabadc5f73387e3d3}.
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.
Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.
Notes:
- The previous "duplicate referenced layer" functions are redundant
with retrieving layers with write access
- The custom data functions that give a specific index only have
`for_write` to simplify the API
Differential Revision: https://developer.blender.org/D14140
Fixes bugs where UV islands with `mark seam` would tear at boundaries.
Modify seam_connected to search both it's edges instead of only one,
as this could fail if the edge was a seam or did not fan to the other loop.
Also fixes bug in `seam_connected_recursive`:
- `loop->prev == needle` changed to `loop == needle`
Maniphest Tasks: T103787
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D16992
Test File: F14145477, F14137755, T79304
Avoid using components that can contain null pointer.
Getting attibute should avoid trying to do it for a null mesh.
This fix bypasses working with components.
Differential Revision: https://developer.blender.org/D16997
The crease custom data layer was added to a mutable version of the mesh,
but that wasn't used in the rest of the operation. Also the layer wasn't
retrieved properly with write access from the custom data API (fixed
separately as part of D14140). Also clean up a bit by retrieving
attributes from the mesh directly and by tweaking naming a bit.