Visibility test is not setup correctly and only tests positives. This
test should be adapted with better testing. For now we skip the test.
Resource id test was wrong as it didn't add the null resource for
drawcalls with no handle. Ref `DrawCommandBuf::generate_commands`.
Pull Request: https://projects.blender.org/blender/blender/pulls/133040
Prevents creation of Bezier curve's `IndexMask` when it is not needed.
It was created on every request, even when `CurvesBatchCache` was valid.
Also prevents redundant initialization of `GeometryDeformation`.
Pull Request: https://projects.blender.org/blender/blender/pulls/133017
Overlay engine rendered the editor background incorrectly when no image
is present. It used to render an alpha checker background indicating
that an image was present. The cause for this was that the in front
depth texture was attached, but isn't used at all.
The second change is that the image prepass should only be drawn when
there is an image present in the image editor other wise external the
prepass would alter the depth texture indicating that there is an image
present.
Pull Request: https://projects.blender.org/blender/blender/pulls/132847
This creates more boilerplate code, but it's easier to extend,
it's follows the same structure as the mesh extraction, and
it's more aligned to planned future performance improvements.
Pull Request: https://projects.blender.org/blender/blender/pulls/132866
Was missed in the move to Overlay Next.
Now bring it back in `class Axes: Overlay`
Thx @pragma37 making me aware chaging draw state (not writing depth)
can be done using a subpass!
Pull Request: https://projects.blender.org/blender/blender/pulls/132794
The new description for `bNode.type_legacy`:
```
/**
* Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
* does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
* This is mainly kept for compatibility reasons.
*
* Currently, this type is also used in many parts of Blender, but that should slowly be phased
* out by either relying on idnames, accessor methods like `node.is_reroute()`.
*
* A main benefit of this integer type over using idnames currently is that integer comparison is
* much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
* "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
* types. That could mean e.g. using `ustring` for idnames (where string comparison is just
* pointer comparison), or using a run-time generated integer that is automatically assigned when
* node types are registered.
*/
```
Pull Request: https://projects.blender.org/blender/blender/pulls/132858
The material index in Grease Pencil attributes can be negative, since they are a
generic attribute. The shader, however, requires clamping of the material index
to avoid an invalid lookup. This was already happening for the material buffer
setup (`grease_pencil_object_cache_populate`), but not for the actual VBO.
Fixes#131670
Pull Request: https://projects.blender.org/blender/blender/pulls/132804
When no image is present the depth and color buffers aren't correctly
cleared, resulting in showing the previous buffers.
Replaced the clear on bind with regular clearing operations.
Alternative implementation for !132751
Pull Request: https://projects.blender.org/blender/blender/pulls/132844
UnitSettings::scale_length was used to scale reported
values for operators (translate, shrink-fatten, voxel-size).
This isn't expected as the value isn't editable when the unit-system
is set to None.
Add BKE_unit_value_as_string_scaled utility function for clarity &
to ensure scaling is only applied when it should be.
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
Mistak in 39f7c506b5.
The VBOs need to be allocated! And we can just use a single dummy
type as well, rather than using the type from the attribute request
which is meaningless in this case.
Only draw relationship lines between a constrained object/bone and its
target when there is actually a valid target. Previously Blender would
always draw a line, which would go to the world origin when the
constraint has no target. This was visually rather noisy and potentially
even misleading when there is actually an object at the origin.
Fixes#131477
Pull Request: https://projects.blender.org/blender/blender/pulls/132592
This caused build errors on the docs builder, I can't seem to reproduce
locally, so revert for now and have another look at some point in the
future.
Sadly as these changes usually go, this took 5c515e26bb and
2f0fc7fc9f with it as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/132559
With the goal of removing the type and custom data domain from
the attribute requests, tweak the order of the calls to ensure that
each vertex buffer is allocated until after we know about the source
mesh data format. After that, it makes more sense to have the loop
over BVH nodes inside each extraction function.
Pull Request: https://projects.blender.org/blender/blender/pulls/132467
This commit exposes the "Quality" option of the Open Image Denoiser
to the user for the denoise node in the compositor.
There are a few quality modes:
- High - Highest quality, but takes the longest to process.
- Balanced - Slightly lower quality, but usually halves
the processing time compared to High.
- Fast - Further reduce the quality, for a small increase in
speed over Balanced.
Along with that there is a `Follow Scene` option which will use the
quality set in the scene settings.
This allows users that have multiple denoise nodes
(E.g. For multi-pass denoising), to quickly switch all nodes between
different quality modes.
Performance (denoising time):
High: 13 seconds
Balanced: 6 seconds
Fast: 5 seconds
Test setup:
CPU: AMD Ryzen 9 5950X
Denoising a 3840x2160 render
---
Follow ups:
Ideally the "Denoise Nodes" UI panel in the render properties panel
would be hidden if the compositor setup does not contain any
denoise nodes.
However implementing this efficiently can be difficult and so it was
decided this task was outside the scope of this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/130252
The `math::transform_point` call returns a `float3` which is being fed
into a `float4` matrix row. This causes an out of bounds read to occur.
Use the `float4` constructor taking an explicit `w` parameter to avoid
the issue.
----
To trigger the ASAN error: Add a Metaball to the viewport
```
==61887==ERROR: AddressSanitizer: stack-buffer-overflow on address 0x7f0ce84c5cac at pc 0x000000b1a6fe bp 0x7ffc5ae10070 sp 0x7ffc5ae10060
READ of size 4 at 0x7f0ce84c5cac thread T0
#0 0xb1a6fd in blender::VecBase<float, 4>::VecBase(float const*) /home/deadpin/source/blender-git/blender/source/blender/blenlib/BLI_math_vector_types.hh:219
#1 0x62ef86e in blender::draw::overlay::BoneInstanceData::BoneInstanceData(blender::MatBase<float, 4, 4, 16> const&, blender::VecBase<float, 3> const&, float, float const*) (/home/deadpin/source/blender-git/build_asan/bin/blender+0x62ef86e) (BuildId: 6ae47f47805212d94d20c0872511ec90333cb6b5)
#2 0x63b2136 in blender::draw::overlay::Metaballs::object_sync(blender::draw::Manager&, blender::draw::ObjectRef const&, blender::draw::overlay::Resources&, blender::draw::overlay::State const&) /home/deadpin/source/blender-git/blender/source/blender/draw/engines/select/../overlay/overlay_next_metaball.hh:85
```
Pull Request: https://projects.blender.org/blender/blender/pulls/132288