Commit Graph

6706 Commits

Author SHA1 Message Date
Falk David
971ac4e896 Fix: Missing subversion bump after recent commit
The commit b9f253564e
accidentally didn't update the subversion
after merging with main.
2025-01-21 12:41:44 +01:00
Falk David
b9f253564e VSE: Python API: Deprecate sequence properties and replace with new ones
This PR adds new RNA properties that deprecate and replace any `sequence` property.
The old prooperties are still there and fully functional, but the description is changed
to indicate that these will be removed in the future and that the new properties should
be used instead.

| Deprecated property | Replacement property |
| --------------------------------- | ----------------------------------- |
| `context.active_sequence_strip` | `context.active_strip` |
| `context.selected_editable_sequences` | `context.selected_editable_strips` |
| `context.selected_sequences` | `context.selected_strips` |
| `context.sequences` | `context.strips` |
| `SequenceEditor.sequences` | `SequenceEditor.strips` |
| `SequenceEditor.sequences_all` |  `SequenceEditor.strips_all` |
| `MetaStrip.sequences` | `MetaStrip.strips` |

Previously, rna paths for animation data on strips started with `sequence_editor.sequences`.
This PRadds versioning for the rna paths to make sure to use
the new naming scheme. This does mean that in previous versions of blender,
the animations don't show but the data is not lost (even if the file is saved in the older version).

Also do some cleanup of existing python scripts inside the source to use the
new properties.

Part of #132963.

Pull Request: https://projects.blender.org/blender/blender/pulls/133156
2025-01-21 11:30:20 +01:00
Hans Goudey
b36eb69038 Geometry Nodes: Output proper face corner normals
Previously, when evaluated on the face corner domain, the normal input
node just returned the face normals, as if the mesh was completely flat
shaded. This ignores face and edge smoothness, and custom face corner
normals. In the past couple years the expected behavior of accessing
normals has become much clearer and this behavior is clearly a mistake
in retrospect.

This commit exposes the same face corner normals used everywhere else
in Blender when the node is evaluated on the corner domain. The old
behavior is accessible with a node property in the sidebar. There is
versioning so old files have the property set and get the same results.

This is split from !132583.

Pull Request: https://projects.blender.org/blender/blender/pulls/133340
2025-01-20 23:57:32 +01:00
Jacques Lucke
43b41984ae Fix: use MEM_delete instead of MEM_free
This was missing in 1151d82df3.
2025-01-17 14:13:14 +01:00
Jacques Lucke
987003d456 Nodes: replace some node checks with accessor method calls
This uses the following accessor methods in more places in more places:
`is_group()`, `is_group_input()`, `is_group_output()`, `is_muted()`,
`is_frame()` and `is_reroute()`.

This results in simpler code and reduces the use of `bNode.type_legacy`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132899
2025-01-17 12:17:49 +01:00
Jacques Lucke
1151d82df3 Cleanup: move BlendFileData to C++
This simplifies potentially adding more data to the struct.

Pull Request: https://projects.blender.org/blender/blender/pulls/133050
2025-01-17 12:16:04 +01:00
Jacques Lucke
dbb81ca483 Cleanup: BLO: simplify name to bhead map
This replaces a `GHash` with `Map<blender::StringRefNull, BHead *>` which
simplifies using the type. Additionally, this patch also removes
`USE_GHASH_BHEAD` which not seem like it's worth having it nowadays (it was
always enabled anyway and I have never seen anyone disable it).

Pull Request: https://projects.blender.org/blender/blender/pulls/133057
2025-01-16 16:57:44 +01:00
Philipp Oeser
e700e1f71c Fix #115843: Expose curves sculpt collision distance
The hardcoded value doesn't work well with real scale human heads for
example (was already adjusted once in a76b5d3a07).
The result for too high values is a complete "freeze" of the whole curve
(since  the solution from e7606139ba has the problem that it keeps
running into max iterations of the collision solver).

As long as no better solver is implemented, it is better to have an
adjustable value (to work on differently sizes objects) to not run into
the above issue (same as the old particle hair system had) and show it
in sculptmode next to the button which enables collision.

This is done per `Curves` (same as the flag
`CV_SCULPT_COLLISION_ENABLED`), similar to symmetry settings
[alternatively, it could be part of `BrushCurvesSculptSettings` but I
think it makes more sense in Curves] and then passed on to the
`CurvesConstraintSolver`.

Includes versioning code (to set the default for old files).

Pull Request: https://projects.blender.org/blender/blender/pulls/132997
2025-01-15 15:54:43 +01:00
Alaska
f09fd9bdef Fix #132935: Add sample subset feature to Cycles
Cycles has a sample offset feature allowing users to render X samples
in a single frame on one device, then the remaining Y samples later or
on a different device and combine them back together at the end.

However in most situations the result from using this method was
different, and usually lower quality than rendering all the samples in
one go.

This was because Cycles tunes it's random number sequence for the
number of samples being rendered. And the random number sequence was
being tuned for the wrong number of samples in the case that a user
was using the sample offset.

This commit fixes this issue by adding a "sample subset" feature.
The user specifies the total sample count being rendered across all
devices in the existing `Max Samples` parameter, then specifies per
device which subset of samples will be rendered (E.g. Render samples
0-1024 out of a 0-2048 range).

This commit also contains some additional clean up work
inside Cycles related to the area being changed.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/132961
2025-01-15 07:41:16 +01:00
Omar Emara
b92a6eab3a Compositor: Normalize Bloom output
This patch normalizes the Bloom output to be more energy conserving and
in a reasonable range. This is essentially constructed such that the
impulse response to a constant input maintains the same input.

The reason why Bloom has a very high range is because it accumulates a
downsampling chain without any sort of attenuation, so the final result
can be quite large. EEVEE fixed that by making the Strength range in the
[0, 0.1] range, so users who are used to that range think the default
value of a unit Strength in the glare node is large and hard to work
with. Hence the need for this patch.

The normalization factor is simply the length of the chain, since for a
constant input, all chain images will have the same constant input.

We need to version this change in a similar manner to how the glare node
was versioned in 004e3d39fa, where the scene render size is assumed. We
also assume the inputs are not connected, because they were turned into
inputs just last week, so we needn't worry about that case.

This is a partial implementation of #124176 to address #131325.

Pull Request: https://projects.blender.org/blender/blender/pulls/133037
2025-01-14 13:05:15 +01:00
Omar Emara
14a380089a Compositor: Reorganize Glare node in panels
This patch reorganizes the Glare node inputs into panels, grouped by the
function they perform. The panels are:

- Highlights: Which are inputs related to highlights extraction.
- Adjust: Which are inputs that adjusts the generated glare.
- Glare: Which are glare type specific inputs.

Additionally, the Threshold parameter was assigned a more unique
identifier to be more future proof and consistent with other inputs, and
the descriptions of some inputs were updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/132993
2025-01-14 11:19:25 +01:00
Jacques Lucke
1fae5fd8f6 Core: add concept of invariants in original DNA data
This patch adds a new `BKE_main_ensure_invariants` function. For now it only
ensures node-tree related invariants, but more may be added over time.

The already existing `ED_node_tree_propagate_change` now internally calls
`BKE_main_ensure_invariants`. We can probably remove this indirection at some
point and call the new function directly, but for now it is kept to keep this
patch small.

This is based on a recent discussion in the Core module meeting:
https://devtalk.blender.org/t/2024-12-12-core-meeting/38074

```cpp
/**
 * Makes sure that invariants in original DNA data are maintained after changes.
 *
 * This function has to be idempotent, i.e. after calling it once, additional calls should not
 * modify DNA data further. If it would, it would imply that this function does more than
 * maintaining invariants.
 *
 * This has to be called after any kind of change to original DNA data that may be involved in some
 * of the maintained invariants. It's possible to do multiple changes in a row and then fixing all
 * invariants with a single call in the end. Obviously, the invariants are not maintained in the
 * meantime then and functions relying on them might not work.
 *
 * If nothing is changed, this function does nothing and it should not be slower than checking a
 * flag on every data-block in the given bmain.
 *
 * Sometimes, it is known that only a single or very few data-blocks have been changed (e.g. when a
 * node has been inserted in a node tree). Passing in #modified_ids can speed up the function
 * because it may avoid the need to iterate over all data-blocks to find modified data-blocks.
 *
 * Examples of maintained invariants:
 * - Group nodes need to have the correct sockets based on the referenced node group.
 * - The geometry nodes modifier needs to have the correct inputs based on the referenced group.
 */
void BKE_main_ensure_invariants(Main &bmain,
                                std::optional<blender::Span<ID *>> modified_ids = std::nullopt);
```

This also adds `windowmanager` as a dependency of `blenkernel` to be able to
send notifiers.

Pull Request: https://projects.blender.org/blender/blender/pulls/132023
2025-01-13 15:03:24 +01:00
Omar Emara
3b28cf276e Compositor: Add Glare Highlights Smoothness and Max
This patch adds two new inputs to the Glare node, Highlights Smoothness
and Max Highlights. Smoothness allows the user to control how smooth the
highlights are after thresholding and Max allows the user to suppress
very high brightness pixels.

Those are essentially similar to the Knee and Clamp options in old EEVEE
bloom, though they work differently.

The issue with the Knee parameter in old EEVEE bloom, aside from being
named after a body part, is that it actually isn't smooth or continuous
around zero if the threshold is sufficiently close to zero relative to
the Knee parameter. That's because zero lies in the smoothing kernel
region in those cases, and since zero pixels becoming highlights is very
bad, EEVEE just returned zero as a special case for zero brightness, but
values like 0.0001 will be full blown highlights.

The new nicely named Smoothness input uses adaptive smoothing such that
the smoothing kernel size will be reduced as the threshold nears zero,
such that smoothed highlights will be continuous and smooth around zero.

The Max Highlights input is similar to clamped, it it suppresses very
bright highlights such that their brightness doesn't exceed the
specified max.

This is a partial implementation of #124176 to address #131325.

Pull Request: https://projects.blender.org/blender/blender/pulls/132864
2025-01-13 13:54:07 +01:00
Hans Goudey
be887bd37d Cleanup: Move NOD_common.h to C++ 2025-01-10 22:27:44 +01:00
Omar Emara
6a1ac88b8e Fix: Crash when versioning node groups contain Glare
When running versioning for the Glare node, the code assumes the ID
given by the iterator belongs to the scene containing the node tree. But
this might not be the case, as the Glare node might be inside a node
group, in that case, the ID will be the node tree itself.

To fix this, recursively go over the node trees starting from the scene,
passing the scene down all the way. And for node groups not used by any
scene, assume the first scene, since this is better than not doing
versioning.

Pull Request: https://projects.blender.org/blender/blender/pulls/132869
2025-01-10 12:20:43 +01:00
Hans Goudey
f2c9fccee0 Cleanup: Move legacy node integer types defines to separate header
Moving these defines to a separate header makes their "legacy" status
more obvious. This commit just adds the include wherever necessary.

Followup to 971c96a92c.

Pull Request: https://projects.blender.org/blender/blender/pulls/132875
2025-01-09 20:03:08 +01:00
Falk David
d413b0064f Cleanup: Move BKE_material.h to C++
The `BKE_material.h` is only renamed to `.hh` to preserve
the history of the file. Changes to the file are done in
the following commit.
2025-01-09 18:11:46 +01:00
Jacques Lucke
038159e96b Refactor: Nodes: improve node tree update API
Main goals of this refactor:
* Make it more obvious which update function should be used.
* Make it more obvious which parameters are required by using references instead
  of pointers.
* Support passing in multiple modified trees instead of just a single one.

No functional changes are expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/132862
2025-01-09 17:00:05 +01:00
Jacques Lucke
971c96a92c Nodes: rename integer type of nodes to type_legacy
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
2025-01-09 15:28:57 +01:00
Hans Goudey
13b79072e2 Refactor: Nodes: Use C++ new, std::string in node/socket/tree types
Make the type structs non-trivial, use new and delete for allocation and
freeing, and use std::string for most strings they contain. Also use
StringRef instead of char pointers in a few places. Mainly this improves
ergonomics when working with the strings.

Pull Request: https://projects.blender.org/blender/blender/pulls/132750
2025-01-08 16:34:41 +01:00
Omar Emara
c37d51f73d Compositor: Allow tinting Glare
This patch adds two new inputs to the Glare node, Saturation and Tint.
Their function is to tint the color of Glare to any color the user
wants.

This is a partial implementation of #124176 to address #131325.

Pull Request: https://projects.blender.org/blender/blender/pulls/132744
2025-01-08 13:18:58 +01:00
Falk David
a9c87a15fc Cleanup: VSE: Rename SequenceColorTag to StripColorTag and flags
Also rename the flags from `SEQUENCE_COLOR_*` to `STRIP_COLOR_*`.
2025-01-07 17:19:24 +01:00
Falk David
32a1de9f78 Cleanup: VSE: Rename SEQ macros to STRIP
Rename `SEQ` macros (that refer to strips) to `STRIP`.
2025-01-07 17:04:00 +01:00
Falk David
ff91c27481 Cleanup: VSE: Rename SequenceType to StripType as well as flags
Rename the flags from `SEQ_TYPE_*` to `STRIP_TYPE_*`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132753
2025-01-07 16:10:36 +01:00
Falk David
82cfa92233 Cleanup: VSE: Rename seq_ functions/variables to strip_
This should only rename functions and variables that are
referring to (operations on) a single `Strip`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132748
2025-01-07 16:03:11 +01:00
Sybren A. Stüvel
446f0a806e Anim: version Actions before versioning Action Assignments
Split the versioning of legacy Actions to slotted ones into two steps:

1. Versioning the Actions themselves, in the regular versioning code
   (`do_versions_after_linking_400`). This has to happen in the 'after
   linking' stage, and not in the 'before linking' stage, as there's
   older 'after linking' code that will break when it gets fed slotted
   actions. Any ID that is using a legacy Action will get tagged.
2. Versioning Action assignments, where the correct Action Slot has to
   be chosen & assigned for each tagged ID. This has to happen in the
   `do_versions_after_setup` stage, as choosing a slot requires that the
   actions (both local & linked) have been converted already.

This also includes some necessary changes to the pre-2.50 Action versioning
code.

Note that this change does not handle library overrides. That's dealt
with in !131426.

Pull Request: https://projects.blender.org/blender/blender/pulls/131627
2025-01-07 15:35:19 +01:00
Nathan Vegdahl
2f84d20455 Anim: Fix versioning of pre-2.50 animation data
The code for converting pre-Animato actions was not getting run properly
because `chanbase` (where animation data used to be stored) was
erroneously getting cleared before the relevant versioning code was run.

The root cause was that the code checking whether an action was already
valid as a layered action or not was NOT confirming that `chanbase` was
empty as part of that check (as it is a DNA-deprecated field), which in
turn triggered code that defensively clears `chanbase` (among other
things) when an action is identified as layered.

Note that the conversion of IPO curves and other pre-Animato data
happens quite late in the versioning, even _after_ the "versioning after
linking" stage. This is not introduced in this commit, this is just to
illuminate pre-existing design that might not be entirely obvious.

Pull Request: https://projects.blender.org/blender/blender/pulls/131975
2025-01-07 15:35:09 +01:00
Sybren A. Stüvel
63adbb19fb Anim: Always name the slot "Legacy Slot" when versioning legacy Actions
When creating Action Slots for legacy Actions, always name those slots
"Legacy Slot". Before this commit, the slot was named after the ID that
is animated by the Action; this matches what Blender will do when
animating that ID from scratch.

The old versioning behaviour caused issues when dealing with legacy
Actions: if there are multiple Actions in a file (for example multiple
run cycle animations) and only one of those was assigned to the
character (the rest has a fake user), Blender would only name that one
action slot after the character. The "fake user" Actions would just be
get a slot named "Slot".

This causes issues when toggling between the different Actions, as
Blender will not automatically assign a slot when switching from the
character- named one to the "Slot" one.

Ref: #129563, #130261

Pull Request: https://projects.blender.org/blender/blender/pulls/131425
2025-01-07 15:34:53 +01:00
Falk David
8541296e9d Cleanup: VSE: Rename Strip *seq variables to strip
This only renames variables named `seq` and not other variants,
like `seq_*` or `seq1`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132736
2025-01-07 14:09:45 +01:00
Omar Emara
508ee95db6 Fix: Missing include for reduce_max 2025-01-07 14:01:14 +02:00
Brecht Van Lommel
920e709069 Refactor: Make header files more clangd and clang-tidy friendly
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
2025-01-07 12:39:13 +01:00
Omar Emara
004e3d39fa Compositor: Improve Glare node UX
This patch redesigns the Glare node to improve the user experience. The
improvements are as follows.

Two new outputs were added, Glare and Highlights. The Glare output gives
the generated glare without the input, and is useful when the user wants
to adjust the glare before adding it to the image. The Highlights output
gives the areas that are considered highlights when computing the glare,
and is useful if the user wants to temporally check the highlights while
doing adjustments or wants to use those as a base for creating a custom
glare setup.

The Mix node option was removed and a new Strength single value input
was added to serve the same functionality. The Mix option had a range of
[-1, 1], where the [-1, 0] sub-range essentially controlled the strength
of the glare, 0 being full strength and -1 being zero strength. While
the [0, 1] range returned the generated glare with an attenuated version
of the image added, that is, it was useless except for the value of 1,
which returned the generate glare only.
Aside from being a very intuitive range, it also meant that the power of
glare can't be boosted beyond the full strength of, you guessed it, 0.
The newly added Strength input has a soft range of [0, 1] and can be
boosted beyond 1. If the users want the glare only, they can use the
newly provided Glare output.

The Size node option used for Bloom and Fog Glow was removed and a new
Size single value input was added. The Size node option had yet another
very intuitive range of [1, 9], and it was related exponentially to the
actual size of the Glare. For Bloom, the actual bloom size relative to
the image was 2^(Size-9), so a Size of 8 means the bloom covers half of
the image. For Fog Glow, the actual bloom size in pixels is 2^Size, so
the glare size is not relative to the image size and would thus change
as the image resolution change. Furthermore, the maximum possible glare
size was 512 pixels, and the user couldn't make fine adjustments to the
size.
The newly added Size input has a range [0, 1], where 1 means the glare
covers the entire image, 0.5 means it covers half the image, and so on.
That means it is consistent between Bloom and Fog Glow, it is relative
to the image size, it allows as large of a glare as possible, it is
continuous for Fog Glow, but not for Bloom because that requires an
algorithmic change that will be implemented separately.

The Threshold, Streaks, Streaks Angle, Iterations, Fade, and Color
Modulation node option was turned into a single value node input to
allow the option to be used in node groups.

---

Versioning was added to transfer node options into sockets, but it is
not all 1:1 versioning, since the old Size option was not relative to
the image size, so it depends on runtime information of the input size.
As a guess, we assume the render size in that case. Versioning the
[0, 1] range of the Mix option intentionally omits the attenuation of
the image input, because that is almost certainly not what the user
wants and was probably done thinking it controls the strength.

Glare code now sets the alpha channel to 1, that's because it was
already ignored in the mixing step, but now that we expose the Glare
output, we need to set it to 1. So this is not a functional change.

The get_glare_size() method was renamed for clarity since it now
conflicts with the newly added Size input.

---

This is a partial implementation of #124176 to address #131325. In
particular, it adjust existing functionality, it doesn't add any new
ones. Those will be added in separate patches.

Pull Request: https://projects.blender.org/blender/blender/pulls/132499
2025-01-07 11:15:26 +01:00
Falk David
655a17a6ab Refactor: VSE: Rename Sequence to Strip
This renames the struct `Sequence` to `Strip`.

While the motivation for this partially comes from
the "Sequence Design" #131329, it seems like this
is a good refactor whether the design gets implemented
or not.

The `Sequence` represents what users see as strips in the
VSE. Many places in the code already refere to a `Sequence`
as "strip". It's the C-style "base class" of all strip types.

This also renames the python RNA type `bpy.types.Sequence`
to `bpy.types.Strip` which means that this technically breaks
the python API.

Pull Request: https://projects.blender.org/blender/blender/pulls/132179
2025-01-06 14:19:24 +01:00
Sybren A. Stüvel
2ec1b6887d Core: move short-lived ID_TAG_ID_LINK_PLACEHOLDER to runtime struct
Move the `ID_TAG_ID_LINK_PLACEHOLDER` bit of `id->tag` to
`id->runtime.readfile_data->tags.is_id_link_placeholder`. It also
introduces the necessary stucts and allocation/freeing code.

Old code:

```cpp
if (id_tag & ID_TAG_ID_LINK_PLACEHOLDER) {
```

New code:

```cpp
if (readfile_id_runtime_tags(id).is_id_link_placeholder) {
```

where `readfile_id_runtime_tags(id)` is a getter for
`id->runtime.readfile_data->tags` that is null-safe for
`id->runtime.readfile_data`. The `readfile_data` is not allocated in
these cases:

1. When reading undo steps, because that doesn't have to deal with
   versioning or linking (which are the sole purposes for this
   struct).
2. When linking from another file (for example from the 'Link...'
   operator). The just-linked IDs will have the `readfile_data`
   struct, but already-loaded IDs will already have had those freed.

No functional changes intended.

Pull Request: https://projects.blender.org/blender/blender/pulls/132169

Design Task: #131695
2025-01-06 10:58:56 +01:00
Campbell Barton
d2d754be3f Cleanup: spelling in comments (make check_spelling*)
- Back-tick quote math expressions so differentiate them
  from English.
- Use doxygen code blocks for TEX expressions.
2025-01-04 16:26:39 +11:00
Hans Goudey
3df7c6a428 Fix #132426: Crash loading old file with noise texture node
Some recently added versioning code incorrectly assumed that the
noise texture node would always have its storage struct allocated.
Just create the storage struct in versioning where necessary, to
avoid relying on defaults not changing in the future when the
struct is created as the node tree is initialized.

Pull Request: https://projects.blender.org/blender/blender/pulls/132555
2025-01-03 18:47:32 +01:00
Campbell Barton
dca0996777 Cleanup: various non-functional changes for C++ 2025-01-02 15:11:20 +11:00
Alaska
8efd41271d Compositor: Add OIDN Quality to denoise node
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
2024-12-28 01:44:49 +01:00
Hans Goudey
949b9638f5 BLO: Add read/write utility functions for int16 arrays
Pull Request: https://projects.blender.org/blender/blender/pulls/132306
2024-12-24 17:05:26 +01:00
Hans Goudey
8968faff10 Fix #132242: Assert in UV seam layer name versioning
Only attribute custom property names are expected to be unique.
But also, it isn't worth asserting over this here, so just use the
regular "add" method instead of "add_new".

Pull Request: https://projects.blender.org/blender/blender/pulls/132277
2024-12-23 16:29:30 +01:00
Bastien Montagne
4be060eee6 Writefile: clear runtime data before writing ID.
Avoids some binary noise in saved files, and will some day allow us to use runtime data on read without having to explicitly clean it up (unless we refactor this into an allocated pointer instead!).

Pull Request: https://projects.blender.org/blender/blender/pulls/132190
2024-12-23 16:18:22 +01:00
Hans Goudey
f4acdbaf85 Fix #101014: Broken mix shader node links when opening particular old file
For some reason, the file in this report had its second mix shader socket with
the identifier "Socket.001" instead of the current "Socket_001". The age of
the file roughly corresponds to when we switched to the node declaration
system. I'm not sure why it has `.` instead of `_`, since the old socket template
system also used `_` as the deliminator. I vaguely remember some issue like
this but it's been a while and I can't find anything online.

The fix is to just manually change the socket identifier. The subversion bump
isn't conceptually necessary, it's just to stop the versioning from running
more often than necessary once the file is saved again.

Pull Request: https://projects.blender.org/blender/blender/pulls/132199
2024-12-23 16:10:14 +01:00
Falk David
a7d3ced570 Refactor: VSE: Rename Strip to StripData
This renames the `Strip` struct to `StripData` and also renames
the `Sequence::strip` member to `Sequence::data`.

This is a first step towards naming the `Sequence` struct to `Strip`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132165
2024-12-20 18:02:31 +01:00
Hans Goudey
c5ba8bd7c2 Fix #125098: uv_seam attribute not accessible procedurally
When moving UV seams from special custom data types to attributes,
I considered them similar to mesh selection or visibility which are
"internal" attributes that aren't accessible procedurally and are
hidden from the UI. In retrospect that was the wrong decision; users
expect UV seams to behave more like bevel weights, and that makes sense.

This PR makes UV seams accessible in modifiers (geometry nodes) by
removing the leading period from the attribute name that indicated their
internal status.

The change of the attribute name is a breaking change of the API to some
extent, even though it's technically only mesh data. To mitigate that
issue, the `mesh.attributes["name"]` lookup function is modified to
support both the old and new names. Versioning code renames the
attribute to the new name when loading older files, and renames the
new name to the old name when saving files. That handling will be
removed as a breaking change in 5.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/129803
2024-12-20 16:47:15 +01:00
Aras Pranckevicius
e99252d7fd Refactor: more cleanups and renamed to movie/ffmpeg related files
- All movie related public headers now have MOV_ prefix instead of
  IMB_movie_.
- All movie related public functions now have MOV_ prefix as well,
  instead of IMB_movie_ or IMB_anim_.
- IMB_anim.hh -> MOV_read.hh (also ImBufAnim -> MovieReader), and
  various utility functions not related to playback were split off
  into MOV_util.hh.
- Other function name tweaks for clarity, e.g. IMB_suffix_anim
  -> MOV_set_multiview_suffix and so on.
- All except one usages of MOV_get_fps (nee IMB_anim_get_fps) were
  ultimately just converting returned value into a float. So make
  MOV_get_fps just return that directly. For the (exactly just one)
  place that needs numerator and denominator, have
  MOV_get_fps_num_denom.
- Code comments on the public header functions.
- Removed never-used code paths inside movie timecode proxy building
  file.

It might be easier to review each commit separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/132145
2024-12-20 13:23:08 +01:00
Richard Antalik
8ce5356522 VSE: Text editing in preview
This commit implements most features needed for simple text editing.

Active text strip can be edited in preview by pressing tab key, which
enabled text editing mode. With this mode active, outline matches text
boundary box and cursor is drawn.

Cursor can be moved with usual keys. Pressing shift starts selection.
Selection and navigation works when text is scaled or rotated. Mirrored
text is not supported in this PR. it can be done, but the text is
unreadable that way, so I kept it simple.

Multi line text is supported. Pressing return key starts new line.

Copy/paste operator uses OS copy paste buffer, so text from other apps
can be pasted.

Text is still limited to 512 characters. Text string property still
exists in side panel and is limited to single line. Individual
characters can not be styled in different way like in 3D viewport, but
the code is mostly ready for such feature.

Ref: #126547

Pull Request: https://projects.blender.org/blender/blender/pulls/127239
2024-12-19 15:56:54 +01:00
Aras Pranckevicius
974efe7d23 Refactor: move ffmpeg/video related code into one place
Previously, code related to reading/writing movie files via ffmpeg was
scattered around: some under blenkernel, some directly in generic
imbuf headers, some under intern/ffmpeg. Some of the files were named
with not exactly clear names. Some parts not directly related to movies
were including ffmpeg headers directly (rna_scene.cc).

What is in this PR:

Movie and ffmpeg related code is now under imbuf/movie:
- IMB_anim.hh: movie reading, proxy querying, various utility functions.
- IMB_movie_enums.hh: simple enum definitions,
- IMB_movie_write.hh: movie writing functions.
- intern: actual implementation and private headers.
    - ffmpeg_compat.h: various ffmpeg version difference handling
      utilities,
    - ffmpeg_swscale.hh/cc: scaling and format conversion utilities
      for ffmpeg libswscale,
    - ffmpeg_util.hh/cc: misc utilities related to ffmpeg,
    - movie_proxy_indexer.hh/cc: proxies and timecode indexing for movies,
    - movie_read.hh/cc: decoding of movies into images,
    - movie_write.cc: encoding of images into movies.
- tests: basic ffmpeg library unit tests that previously
  lived under intern/ffmpeg.

Interface changes (at C++ level, no Python API changes):
- Mostly just movie related functions that were BKE_ previously, are now IMB_.
- I did one large-ish change though, and that is to remove bMovieHandle
  struct that had pointers to several functions. Now that is
  IMB_movie_write_begin, IMB_movie_write_append, IMB_movie_write_end
  functions using a single opaque struct handle. As a result, usages
  of that in pipeline.cc and render_opengl.cc have changed.

Pull Request: https://projects.blender.org/blender/blender/pulls/132074
2024-12-19 12:34:30 +01:00
Jacques Lucke
6924be003e Fix #101615: node group pulls in unnecessary data-blocks when linked
The issue here was sometimes an output socket of a `Group Input` node has a
reference to a data-block. The value stored on these output sockets are never
used, and thus is not exposed in the UI which made it impossible for the user to
find that there still is a data-block reference.

The root cause for this seems to have been fixed a few releases ago. I can
reproduce that the pointer was set in 3.3, but not in 3.6.

This patch only adds some versioning to remove the unnecessary data-block
references to fix old files that might have this issue (e.g. the file from the
report).

Pull Request: https://projects.blender.org/blender/blender/pulls/131900
2024-12-17 15:28:57 +01:00
Jacques Lucke
0e28920bd8 BLI: change default hash-table clear behavior
Previously, calling `clear()` on `Map`, `Set` or `VectorSet` would remove all
elements but did not free the already allocated capacity. This is fine in most
cases, but has very bad and non-obvious worst-case behavior as can be seen in
#131793. The issue is that having a huge hash table with only very few elements
is inefficient when having to iterate over it (e.g. when clearing).

There used to be a `clear_and_shrink()` method to avoid this worst-case
behavior. However, it's not obvious that this should be used to improve
performance.

This patch changes the behavior of `clear` to what `clear_and_shrink` did before
to avoid accidentally running in worst-case behavior. The old behavior is still
available with the name `clear_and_keep_capacity`. This is more efficient if
it's known that the hash-table is filled with approximately the same number of
elements or more again.

The main annoying aspect from an API perspective is that for `Vector`, the
default behavior of `clear` is and should stay to not free the memory. `Vector`
does not have the same worst-case behavior when there is a lot of unused
capacity (besides taking up memory), because the extra memory is never looked
at. `std::vector::clear` also does not free the memory, so that's the expected
behavior. While this patch introduces an inconsistency between `Vector` and
`Map/Set/VectorSet` with regards to freeing memory, it makes them more
consistent in that `clear` is the better default when reusing the data-structure
repeatedly.

I went over existing uses of `clear` to see if any of them should be changed to
`clear_and_keep_capacity`. None of them seemed to really benefit from that or
showed that it was impossible to get into the worst-case scenario. Therefore,
this patch slightly changes the behavior of these calls (only performance wise,
semantics are exactly the same).

Pull Request: https://projects.blender.org/blender/blender/pulls/131852
2024-12-17 13:35:07 +01:00
Sybren A. Stüvel
efd2e762f7 Refactor: Core, give the IDWALK_CB_… enum an explicit name
Give the `IDWALK_CB_…` enum an explicit name:
`LibraryForeachIDCallbackFlag`. This way the flags are type-safe, and
it's known where values come from. This is much preferred (at least by
me) to just having `int flags`.

Uses of `0` have been replaced with `IDWALK_CB_NOP` as that has the same
value and is of the right type.

One invalid use of `IDWALK_NOP` was detected by this change, and is
replaced by `IDWALK_CB_NOP`.

This change might be incomplete; I gave the enum a name, fixed the
compiler errors, and then also updated assignments like `int cb_flag =
cb_data->cb_flag`. I might have missed some assignments to `int` though.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/131865
2024-12-13 17:32:24 +01:00