Also use const arguments, move a null check from the callback to the
PBVH function, and reorganice the PBVH code to be in a consistent
place in the file and to simplify the logic.
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.
No functional changes.
The multithreaded algorithm works by atomically assigning each face's
group ID to the surrounding edges. If the ID for the edge is different
than one set previously, the edge becomes a boundary.
Using the edge to face topology map was also tested, but it wasn't
faster, and given the large memory usage of the map, the increased
complexity of this algorithm was considered worthwhile.
Speed improvement for attached example file is listed in table:
| Cube resolution | Main | PR |
| -- | -- | -- |
| 20x20x20 | `71920 ns` | `97400 ns` |
| 100x100x100 | `1.27 ms` | `1.17 ms` |
| 500x500x500 | `79.37 ms` | `23.16 ms` |
| 1000x1000x1000 | `520.31 ms` | `142.21 ms` |
Pull Request: https://projects.blender.org/blender/blender/pulls/115138
The whole logic of selecting a parent bone's tip when selecting a bone
should only happen when they are actually **connected**
(BONE_CONNECTED), same as when picking a bone in the UI
(`ED_armature_edit_select_pick_bone`).
Pull Request: https://projects.blender.org/blender/blender/pulls/115663
This caused a crash further down the line where the code expected geometry
instances after calling `ensure_geometry_instances`, which seems reasonable
to assume.
When framing a single keyframe in the Graph Editor
the padding to the y axis wasn't applied correctly.
This meant that the viewport would zoom in too far
making it hard to zoom out again.
Pull Request: https://projects.blender.org/blender/blender/pulls/115792
The issue was that the IK constraint wasn't set up correctly,
in such a way that the bone that had the constraint had no parents.
(refer to the file in the bugreport)
This lead to a crash when trying to get the tip of the chain because
`pchan_tip->parent` was a `nullptr`.
Fix it by only getting the parent if it's not a `nullptr`.
This has the side effect of not being able to move the bone in the test file.
Caused by: 0c2afa7c17
Pull Request: https://projects.blender.org/blender/blender/pulls/115788
Before this PR, whenever the frame changed during scrubbing,
the whole outliner tree would be rebuilt.
This rebuilding did not happen when playing back.
This was a major bottleneck, especially on scenes with many objects.
As far as I can tell there is no need to do that,
since there is no function that changes the
scene structure when the frame is changed.
The only way to do that is to add a python handler
for `post_frame_change`, but that also fires when playing back.
The performance gains can be quite significant.
I've made a scene with 32.000 cubes
and the `wm_draw_update` function goes from
~60ms
to
~30ms
Pull Request: https://projects.blender.org/blender/blender/pulls/114845
This PR adds the drawing placement modes from GPv2.
The drawing placement defines the depth (origin, view, surface, etc.) and a plane (view, cursor, xz, etc.).
This introduces a new helper class `DrawingPlacement` that does all of the internals to find the correct projection and just exposes a simple function to project from screen space to the drawing plane/surface.
Note: Drawing on other strokes currently doesn't work, because GPv3 can't be rendered to image yet. We use the depth buffer of the grease pencil render result to find the right depth.
Pull Request: https://projects.blender.org/blender/blender/pulls/115602
This is in preparation for eventual hierarchical bone collections.
The motivation here is that this will allow us to efficiently specify
children as an index range, which would be inefficient with a listbase
due to the list traversal overhead incurred for index-based look ups.
We're still saving to blend files as a list base for forwards compatibility
with Blender 4.0, but storing as an array at runtime for efficient indexing.
This should not result in any user-visible changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115354
The compositor texture node produces artifacts in its Color output.
This was due to uninitialized alpha channel. Set the alpha channel to
1.0 if it was not written to fix the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/115768
Resolve regression in [0] which replaced a null check with an
identity comparison. This wasn't correct as the null check indicated
that transform was applied or not, where situations that require a
transform could have an identity matrix.
Resolve by checking if the matrix that would transform vertices is an
identity which is a reliable way to know if any transformation is needed.
Ref: !115736
[0]: e24c7f1954
Suppress false positive Valgrind warnings which flooded the output.
- BLI_mempool alloc/free & iteration.
- Set alignment padding bytes at the end of MEM_* allocations
as "defined" since this causes many false positive warnings
in blend file writing and MEMFILE comparisons.
- Set MEM_* allocations as undefined when `--debug-memory`
is passed in to account for debug initialization.
- Initialize pad bytes in TextLine allocations.
The range check was applied before padding up, in the unlikely case
sizes (INT_MAX - 2) or (INT_MAX - 1) were passed in,
the value overflow into a negative integer.
- Support passing in unterminated C-strings when clamped by the size
argument.
- Pair string and it's size arguments together in IDP_NewStringMaxSize.
- Remove redundant size check which made it seem as if the string
might not be null terminated.
- Replace clamping the result of strlen(..) with BLI_strnlen,
to avoid calculating the length past the size checked.
- Add doc-string for unclamped string creation.
Convert shrinkwrap data arrays to use C++ arrays and BitVector,
use references in "EditMeshData" code, and store both structs
with `std::unique_ptr` instead of a raw allocation.
If I remember correctly, this was needed during development of
89e3ba4e25, but not anymore. Now the face normals are used
if faces are sharp. And if there is a mixture of sharp and smooth faces,
then normals_domain will be Corner anyway.
In a basic test with a 16 million face grid, this saved 30ms every draw
extraction. It also saves about 12 bytes per corner which was cached on
the mesh before.
There's a chance I'm missing something and this will require changes
elsewhere, but it's working well in my testing.
This is just a bit more ergonomic and works a bit better with our C++
math vector types. Also, during PBVH build, don't store the center of
each triangle/grid. That's redundant and can always be recalculated
from the bounds.
Flag enables backends to differentiate between a framebuffer
bind with a custom loadstore state and a standard bind.
For Metal, this resolves an ambiguous complexity about loading
or clearing attachments by only flagging the first bind call as
explicit.
This means if a framebuffer is re-bound by a secondary code-path,
the re-started render-pass will not perform a secondary load. This
now allows explicit clear state to be specified on any attachment
type. Previously only memoryless attachments supported this.
To avoid further complexity, usage of`GPU_framebuffer_clear_* `
calls in conjunction with `GPU_framebuffer_bind_ex` will now
trigger an assertion failure.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/115734
Rely on the depsgraph to detect scene updates,
using the `view_update` callback.
Remove `SceneHandle` and `scene_sync`.
Remove `reset_recalc_flag`.
Remove most `sampling.reset()` calls and their related logic,
and move the remaining ones to `Instance`.
Re-sync lights on `light_threshold` changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115758
Similar to previous commits (7332a1eb90), use three separate
functions for updating the bounds of different PBVH types. This avoids
the use of the vertex iteration macro. Also make the functions reusable,
so they can be called directly after a brush update in the future.
The copied the material index and its smoothness to every grid,
resulting in 4 bytes of memory per base mesh face corner. That's
wasteful, since it's trivial to loop up the original data from the base
mesh attributes as necessary. This way we can also avoid the
dereference.
Automatic memory management and clearer ownership! Requires
removing `MEM_CXX_CLASS_ALLOC_FUNCS` from `MeshRuntime`,
but that's used very inconsistently anyway, and `MeshRuntime` isn't
that large.
I've seen this appear in profiles sometimes, which it really shouldn't,
since it's just a single array access. I didn't detect an observable
difference, but we don't have to think about that anymore anyway.
Instead of storing a redundant array of faces, use the base mesh faces
and corner_to_face map. This saves 8 bytes per base mesh face with
multires sculpting, and avoids recalculating the topology map whenever
reevaluating the object. There is a lot of other duplicate data between
base meshes and faces, particularly in `MeshTopology`. This is just
a first step of untangling that.
Push the undo step before changing any grid hide data, fix a missing
allocation in the undo step, and workaround some issue with temporary
BitVector<> construction that I couldn't quite figure out. Also fix a
crash when there is vertex mask attribute but no multires hiding.
Two main user-facing benefits: only nodes with actually changed
values have undo steps pushed, meaning reduced memory usage
and undo runtime, and the mask attribute is removed when cleared,
reducing memory usage and theoretically improving performance
afterwards.
On the code side, the changes consist conceptually of expanding the
PBVH vertex iter macro for each PBVH type and simplifying the resulting
logic. This results in significantly more code; the idea is that in the
future abstractions to reduce duplication will become clearer. We just
want abstractions that relate closely to the actual data processing,
which is much simpler than the existing macro makes it look.
Specialize the mask update for each PBVH type, simplifying hot loops,
reducing reliance on complex shared state and clarifying which data is
used. Expose functions to update the visibility and masks tags for a
specific node. It can be helpful to call these after modifying the data
to update the flags while the data is more likely to be in CPU caches.
Since we're always writing the mask with the old format, this versioning
will have to run until a larger breaking release such as 5.0. Luckily it
is cheap, it's just rearranging the pointers to larger arrays.