Previous implementation allows to move VKBuffers, but didn't do a
proper std::move. On second thought it is a bad idea to be able to move
GPU resources. This PR removes the ability to move the buffer and
replace the usages with a unique ptr.
Pull Request: https://projects.blender.org/blender/blender/pulls/140103
The color picking reads 3 channels from a 4 channel texture. In the
common case the data conversion is required. Data conversion happens on
all 4 channels, but the backed memory only has 3 channels.
This is a workaround as the actual solution needs to work in many
different situations. Previous solution had to many issues that we
reverted the solution. This PR adds a local workaround specific to color
picking.
In Blender 5.0 we want to add test cases for all situations and
implement a solution that works better.
Pull Request: https://projects.blender.org/blender/blender/pulls/140101
Currently, we are forced to use `reinterpret_cast` (or c-style-casts) when
converting between `ID` and the actual data-block types like `Object` and
`Mesh`. While `reinterpret_cast` does preserve constness, it does nothing to
make sure that a cast is actually valid. This patch adds `blender::id_cast`
which can be used as a drop-in replacement of `reinterpret_cast` in supported
cases.
It supports a couple of cases (using `Object` as example for all data-block
types):
* Convert `ID *` to `Object *`. This asserts that the conversion is valid at
run-time if the pointer is not null.
* Convert `ID &` to `Object &`. This always asserts that the conversion is valid
at run-time.
* Convert `Object *` to `ID *`. This is preferred over `&object->id` even if the
result is the same because the latter results in ASAN warnings if `object` is
null.
* Convert `Object &` to `ID &`. Added for good measure. There isn't really much
of a benefit of this over using `object.id` except for maybe in generic code
where the source type can be an `Object &` or `ID &`.
* Identity cast identical id types (e.g. `Object *` to `Object *`). Not really
necessary to add a cast in such a case but may be useful in generic code where
the input can be an `Object *` or `ID *`.
Some additional notes:
* Const-correctness is preserved with this cast.
* When attempting to do a non-id-cast, the function triggers a `static_assert`.
* The data-block types must not be just forward declarations because the actual
type information is necessary.
* Casting to and from `void *` is not supported because that can't provide any
additional type-safety over `static_cast`.
* Casting between different data-block types like `Object` and `Mesh` is not
allowed.
* It does not support casting double-pointer types currently (e.g. `ID **` to
`Object **`).
The new cast is added in `DNA_ID.h`. As part of this patch, I also sprinkled in
a couple of `id_cast` in various places for testing (it's surprisingly tricky to
have the type checks working for all the different combinations of
pointer/referenced/constness/etc.). Replacing more existing `reinterpret_cast`
can be done separately afterwards.
It's nice that `blender::id_cast` has exactly the same length as
`reinterpret_cast`. So formatting should never change when using it in global
scope. Using just `id_cast` when inside of the `blender::` namespace is
preferable of course.
Pull Request: https://projects.blender.org/blender/blender/pulls/139820
The Ellipse/Box Mask nodes recently got their size clamped by their soft
limit, which was not previously the case, breaking compatibility and
limiting the node's use in some setups. The same goes for their
position. We fix this by allowing any size and position.
- Adds Anisotropic (EWA) sampling to the compositor's interpolation
enum.
- Any compositor nodes using EWA sampling are refactored and depend
now on the interpolation enum.
- More refactoring in the RNA properties and DNA nodes to unify usage.
Pull Request: https://projects.blender.org/blender/blender/pulls/139833
The alpha channel value was previously hard codded to one in the lens
distortion node. This patch solves that by integrating the alpha as well
in the radial distortion mode and taking the average alpha in the
horizontal case.
This breaks backward compatibility, but is what users what in most
cases, so it is acceptable.
Fixes#134658.
Pull Request: https://projects.blender.org/blender/blender/pulls/137994
- Pass the exit code back from WM_main_playanim instead of calling exit.
- Errors are printed to the stderr.
- Resolve some leaks on exit.
Note that this addresses noisy leaks reported by ASAN which were
flooding the output, but doesn't attempt to address all leaks.
There have been a number of commits that have introduced regressions
in Sculpt mode where NaN begins to be propagated. While it is visually
very obvious that this is happening, this commit adds an assert so that
any automated testing with asserts on will also catch this issue.
Related to 23951e1b12
Pull Request: https://projects.blender.org/blender/blender/pulls/133992
Introduced with 23951e1b12
The paint brush uses either absolute or local distance values, mapping
this distance to a brush strength requires using different values for
`BKE_brush_calc_curve_factors` and cannot just use
`calc_brush_strength_factors`. To fix this, use the more generic method
instead to allow passing the correct radius.
Pull Request: https://projects.blender.org/blender/blender/pulls/140084
Introduced with 23951e1b12.
When using brushes that use a cube distance, some distances are set to
be float::max(). This breaks assumptions made inside the previously
linked commit, as the operations inside `BKE_brush_calc_curve_factors`
can easily cause this distance value to become infinity, which when
multiplied with the factor value of 0 results in NaN propagation in the
mesh.
To fix this, set the max distance in `calc_cube_distance` to 1.0f.
Pull Request: https://projects.blender.org/blender/blender/pulls/139965
This moves `PointCloud` to use the recently added `AttributeStorage`
at runtime. Mainly this involves implementing the higher level attribute
API on top, and implementing the RNA API as well. The attribute RNA type
is now backed by either CustomDataLayer or bke::Attribute. For now the
new code is specific to point clouds but next steps can reuse it for
Grease Pencil layer attributes, curves, and eventually meshes.
Point cloud attributes no longer have a name length limit.
Internally, the `AttributeStorage` API is extended with a few additions:
- The data structs have static constructors for convenience.
- A few functions give index-based access to attributes
- A "rename" function is added.
The `Attribute` RNA type now exposes a `storage_type` property.
For now the "single value" option is still unused at runtime, and
accessing the single value data isn't implemented yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139165
On the Windows platform if you select "Automatic" for language, it
won't actually select correctly for the Chinese languages. This is
because our Windows code returns a locale like ""zh_CN" or "zh_TW",
not the "zh_HANS" and "zh_HANT" expected. This PR checks for language
code "zh" and will then will append "_HANT" if your 2-letter region
is TW (Taiwan), HK (Hong Kong), or MO (Macau), and "_HANS" for other
regions (like China, Malaysia, Singapore, etc).
Pull Request: https://projects.blender.org/blender/blender/pulls/140027
Depending on things like order or processing etc., appending
liboverrides data could generate error message in the console regarding
invalid override hierarchy data.
While this could probably be solved, it feels fairly brittle and risky
to directly make linked liboverride hierarchies locale anyway, so just
alsways make local copies of these on append.
Currently, there is the general rule that outputs must be above inputs in any
given panel. Since internally a panel toggle input is part of the panel that it
toggles and has to be the first item in a panel, it was not possible to have a
panel toggle for a panel with outputs.
This patch relaxes the rule for ordering of inputs and outputs for the special
case of panel toggles.
Pull Request: https://projects.blender.org/blender/blender/pulls/140054
This adds motion blur support for Grease Pencil.
We follow the same principle form EEVEE and use the existing
`antialiasing_accumulate` (SSAA) function to accumulate the
frames in range of the motion blur over time.
There is a new `motion_blur_steps` setting in the Grease
Pencil render settings to control the accuracy of the motion
blur. This will increase the render time.
Limitations:
* When Grease Pencil is composited into the scene, we only do
it for one the current frame and don't take the motion blur into
account. This will lead to hard edges currently.
* There is no viewport motion blur. This would need an entirely
new technique that can be computed in real-time.
Pull Request: https://projects.blender.org/blender/blender/pulls/139840
Not only depend on the camera position but also on the other camera parameters.
This is important because otherwise Geometry Nodes won't be updated when e.g.
the focal length changes which is important when implementing e.g. camera
culling.
This already works when depending on a specific camera directly, but not when
depending on the active camera.
Pull Request: https://projects.blender.org/blender/blender/pulls/140046
To make this work, I had to add a new rna callback to get the default value for
an enum property at run-time. The same exists for other property types like
float and bool already.
Pull Request: https://projects.blender.org/blender/blender/pulls/140050
In macro operator `NODE_OT_join_named`, panel is called to name the
frame after execution of `node.join`. This panel returns
`OPERATOR_INTERFACE` to `wm_macro_invoke_internal/wm_operator_invoke`.
This prevents from generating an undo step for node.join because retval
is not `OPERATOR_FINISHED`. Hence, `wm_operator_finished` is not
called which actually calls the function to create undo step. To fix
this, adjust condition in `wm_macro_end` so that retval is "FINISHED"
when first operation is executed successfully while later is in
`OPERATOR_INTERFACE` state
Pull Request: https://projects.blender.org/blender/blender/pulls/139712
This fix make it so that the brush cursor is always the same size as
the drawn strokes.
The code logic is modified from `pixel_radius_to_world_space_radius`
in `grease_pencil_utils.cc`
Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/139964
when there is no uv, we call the function `map_to_sphere()` to create
temporary uv for computing the tangent. It could happen that a triangle
has vertices with the u coordinates going across the line where u wraps
from 1 to 0. In this case, just computing the difference of the u
coordinates results in the wrong triangle area.
To fix this problem, we compute distance in toroidal (wrap around)
space.
This is safe for coordinates generated by `map_to_sphere()` function,
because it is not supposed to map the positions of a triangle to u
coordinates that span larger than 0.5.
Pull Request: https://projects.blender.org/blender/blender/pulls/139880
This allows to reduce the waiting time caused by
shader compilation on some GPU-driver combo.
A new settings in the User Preferences make it
possible to override the default amount of worker
threads and optionally use subprocesses.
We still use only one worker thread in cases where
there is no benefit with adding more workers
(like AMD pro driver and Intel windows).
It doesn't scale as much as subprocesses for material
shader compilation but that is for other reasons
explained in #139818.
Add some heuristic to avoid too much memory usage
and / or too many stalls.
Also add some heuristic to the default number of subprocess for
the platform that shows scalling.
Historically, multithreaded compilation was prevented by the
need of context per thread inside `DRWShader` module.
Also there was no good scaling at that time. But
nowadays numbers shows different results with
good scaling with reasonable amount of threads on many
platforms.
Even if we are going for vulkan in the next release
most of the legacy hardware will still use OpenGL for
a few other releases. So it is relevant to make this
easy improvement.
See pull request for measurements.
Pull Request: https://projects.blender.org/blender/blender/pulls/139821
Baking and storing simulation state within loops or closures is not supported.
Previously, attempting to use the bake node or simulation zone in such a zone
would just silently fail. Now there is an error on the node and the bake
settings are grayed out.
Pull Request: https://projects.blender.org/blender/blender/pulls/140041
Removes various image filtering/mipmapping leftovers from
pre-2.80 days.
Code: removes all mipmap handling from ImBuf (which is about half of
ImBuf struct size), removes now unused "sample procedural texture
with mipmaps" code, now-unused FELINE filter, etc. The osatex
parameter to various CPU texture sampling functions is never
actually used, which means none of the mipmap code was ever executing.
User visible part: there were settings on the legacy Texture data
block (as used by Brushes etc.), under Sampling section: "MIP Map",
"Gaussian Filter", "Filter Type", "Eccentricity", "Minimum Size" --
they had no effect anywhere, so they are gone, and what remains is
only "Interpolation" and "Size".
RNA / Python API part: removes the ImageTexture RNA properties
corresponding to the above: filter_type, use_mipmap, use_mipmap_gauss,
filter_lightprobes, filter_eccentricity, use_filter_size_min.
Pull Request: https://projects.blender.org/blender/blender/pulls/139978
Also unifies the min/default/max width of all group nodes. The minimum width
has been increased from 40 to 60 for Geometry Nodes because there was is
an assert when the node was that thin already. The other group nodes already
used 60 as min width.
From what I know, we don't really have a good way to detect whether a material
index is non-sensical in the right places. That's because the same material
index on a mesh may not make sense on one object but can still make sense on
another. This is the issue we fixed in the first place when the regression was
introduced.
What we can do though is to check which exact material indices a mesh is
actually using (not just the maximum). This allows us to skip a lot of work for
unused material indices. This doesn't help when a mesh has thousands of unique
non-sensical material indices, but it should be an improvement in the majority
of cases.
This patch adds a cache of used material indices to `Mesh`. The drawing code
requests that cache if the maximum material index is above some threshold (16
currently). We don't want to compute it all the time, because it requires
iterating over the mesh (at least once, then it is cached). So it's only worth
the extra cost of the there is at least one large material index. The threshold
also ensure that the large majority of scenes is not affected by this patch
performance wise.
Pull Request: https://projects.blender.org/blender/blender/pulls/139781