Commit Graph

28431 Commits

Author SHA1 Message Date
Sean Kim
0e8e98016b Cleanup: Remove commented out forward declaration
Also remove unnecessary `enum` prefix

Pull Request: https://projects.blender.org/blender/blender/pulls/138576
2025-05-08 03:41:57 +02:00
Hans Goudey
9a5a5c35c7 Cleanup: Use blender::Mutex for image pool 2025-05-07 18:05:14 -04:00
Hans Goudey
f90e448c6a Cleanup: Use blender::Mutex for various static mutexes
Change almost all `static ThreadMutex` to `static blender::Mutex`.
See b7a1325c3c.

Pull Request: https://projects.blender.org/blender/blender/pulls/138556
2025-05-07 19:32:00 +02:00
Sebastian Parborg
969f95973a Sound: Fix compiling without WITH_AUDASPACE 2025-05-07 18:45:03 +02:00
Hans Goudey
e51d538ee8 Refactor: Move image runtime out of DNA
Like other runtime structs, it doesn't make sense to write this
data to files. And moving it out of DNA to an allocated C++ struct
means we can use other C++ features in it, like the new Mutex
type which I switched to in this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/138551
2025-05-07 18:01:34 +02:00
Bastien Montagne
9db53b8dca Add assert regarding consistency of ID type info.
Followup to @e09ccc9b3599c134e/@2b2963e2903, would have prevented the
issue by asserting immediately on Blender startup.

Would love to find a more static way to check that (i.e. error at
compile time), but think it would require quite a few more changes.
2025-05-07 16:40:22 +02:00
Sergey Sharybin
18110744a2 Sequencer: Support HDR in Sequencer Preview
The title is pretty self-explanatory: this change brings support of
displaying HDR content in the sequencer preview. Before this change
it was clamped to the 0..1 range, now it is unclamped sRGB, similar
to how image editor, viewport, and nodes backdrop works.

The general idea is to draw the sequencer content on a non-overlay
frame-buffer and tag viewport as having non-standard input color
space as the sequencer operates in a different space.

The way it is done mimics what happens from the draw manager side
for the nodes backdrop, but bypassing the image engine. Partially
because the image engine expects the Image data-block to be displayed,
but also because of performance: there are a lot of things going on
like float buffer creation, clamping etc. Overall the image engine is
not fast enough for the sequencer needs.

Code-side changes that worth mentioning to highlight the overall
direction for the possible future refactors in the area:

- Decouple arguments from the scene: editing, render data, color
  management etc are now passed as individual arguments.

  This is an anticipation of story tools project where this data
  might be coming from a different place.

- Move the entire preview region drawing to sequencer_preview_draw.cc

  Previously logic was split across sequencer_preview_draw.cc and
  space_sequencer.cc which was quite tricky to know what should go
  where.

- Split functions which had boolean argument to define their behavior
  into individual functions.

  Generally if a function has boolean argument used in a way

    if(foo) { do_something_(); } else { do_something_else() }

  it is a good indication that the function is to be split.

Pull Request: https://projects.blender.org/blender/blender/pulls/138094
2025-05-07 16:21:07 +02:00
Sebastian Parborg
308f6032c8 Sound: Make Blender control when we open and close sound devices
On Windows and Mac (and with certain backends on Linux), Blender would
always appear to be playing back audio even if there was no timeline
playback. This would sometimes prevent devices from going to sleep or
going into lower power state modes when idling.

For the affected audio backends, we now automatically close the audio
backend after 30 seconds of inactivity.

Pull Request: https://projects.blender.org/blender/blender/pulls/136845
2025-05-07 15:00:55 +02:00
Jacques Lucke
b7a1325c3c BLI: use blender::Mutex by default which wraps tbb::mutex
This patch adds a new `BLI_mutex.hh` header which adds `blender::Mutex` as alias
for either `tbb::mutex` or `std::mutex` depending on whether TBB is enabled.

Description copied from the patch:
```
/**
 * blender::Mutex should be used as the default mutex in Blender. It implements a subset of the API
 * of std::mutex but has overall better guaranteed properties. It can be used with RAII helpers
 * like std::lock_guard. However, it is not compatible with e.g. std::condition_variable. So one
 * still has to use std::mutex for that case.
 *
 * The mutex provided by TBB has these properties:
 * - It's as fast as a spin-lock in the non-contended case, i.e. when no other thread is trying to
 *   lock the mutex at the same time.
 * - In the contended case, it spins a couple of times but then blocks to avoid draining system
 *   resources by spinning for a long time.
 * - It's only 1 byte large, compared to e.g. 40 bytes when using the std::mutex of GCC. This makes
 *   it more feasible to have many smaller mutexes which can improve scalability of algorithms
 *   compared to using fewer larger mutexes. Also it just reduces "memory slop" across Blender.
 * - It is *not* a fair mutex, i.e. it's not guaranteed that a thread will ever be able to lock the
 *   mutex when there are always more than one threads that try to lock it. In the majority of
 *   cases, using a fair mutex just causes extra overhead without any benefit. std::mutex is not
 *   guaranteed to be fair either.
 */
 ```

The performance benchmark suggests that the impact is negilible in almost
all cases. The only benchmarks that show interesting behavior are the once
testing foreach zones in Geometry Nodes. These tests are explicitly testing
overhead, which I still have to reduce over time. So it's not unexpected that
changing the mutex has an impact there. What's interesting is that on macos the
performance improves a lot while on linux it gets worse. Since that overhead
should eventually be removed almost entirely, I don't really consider that
blocking.

Links:
* Documentation of different mutex flavors in TBB:
  https://www.intel.com/content/www/us/en/docs/onetbb/developer-guide-api-reference/2021-12/mutex-flavors.html
* Older implementation of a similar mutex by me:
  https://archive.blender.org/developer/differential/0016/0016711/index.html
* Interesting read regarding how a mutex can be this small:
  https://webkit.org/blog/6161/locking-in-webkit/

Pull Request: https://projects.blender.org/blender/blender/pulls/138370
2025-05-07 04:53:16 +02:00
John Kiril Swenson
28b1a33e16 Fix #138180: VSE zoom left-aligned for old files
Patch #137802 made VSE zoom levels constant when resizing the area,
choosing to also align the V2D to the left when horizontally resizing.
This had the added side-effect of causing zooming to be left-aligned. The
fix was attempted in #138041 (and subsequent commit 385a8a4d6a).

However, the versioning code to add the fix (`V2D_ZOOM_IGNORE_KEEPOFS` flag)
was included in the original versioning block instead of a new one. This
meant that newly saved files during the bug did not get the fix applied.

Fix by moving that flag application to a new versioning block.

Pull Request: https://projects.blender.org/blender/blender/pulls/138424
2025-05-06 19:54:14 +02:00
Lukas Tönne
ce8f30f92c Fix #138447: Invalid voxel size due to arbitrary threshold
OpenVDB has a voxel size limit defined by the determinant of the grid
transform, which is equivalent to a uniform voxel size of
`sqrt3(3e-15) ~= 1.44e-5`.
The `mesh_to_density_grid` function was using an arbitrary threshold of
`1.0e-5` for the uniform voxel size.
In this case the voxel size is `~1.343e-5` so it passes the Blender
threshold but crashes in OpenVDB.

This fix adds some convenience functions to check for valid grid voxel
size and transform based on the same determinant metric. This is now
employed consistently in the mesh_to_density_grid, mesh_to_sdf_grid, and
points_to_sdf_grid functions to avoid exceptions in OpenVDB.

MOD_volume_to_mesh, node_geo_volume_to_mesh, BKE_mesh_remesh_voxel have
not been modified, since they have their own error checks with larger
thresholds.

Pull Request: https://projects.blender.org/blender/blender/pulls/138481
2025-05-06 16:08:24 +02:00
Jacques Lucke
4469f850fe Fix: Nodes: missing viewer path name update
Previously, when the viewer node or node group name changes,
the change was not updated directly in the spreadsheet. It was
only updated later when the viewer path changed entirely.
2025-05-06 08:55:53 +02:00
Jacques Lucke
1363319844 Geometry Nodes: add Import VDB node
This adds an Import VDB node. It loads all the grids from a .vdb file and hence
outputs a Volume geometry instead of an individual grid.

The grids are cached through the existing volume grid file cache, so they are
automatically deduplicated when volume grids are loaded from files in other
ways.

Pull Request: https://projects.blender.org/blender/blender/pulls/138380
2025-05-06 04:13:11 +02:00
Sean Kim
9747e9072d Cleanup: Move dyntopo brush check macro to method
Pull Request: https://projects.blender.org/blender/blender/pulls/138470
2025-05-06 03:36:39 +02:00
Campbell Barton
fd6ac498b0 Cleanup: spelling in comments, strings (make check_spelling_*)
Also replace some triple-quoted non-doc-string strings with commented
blocks in examples.
2025-05-06 00:18:39 +00:00
Jacques Lucke
e09ccc9b35 Core: add templated version of BKE_id_new_nomain to reduce explicit casting
This adds a version of `BKE_id_new_nomain` that takes the ID type parameter as
template argument. This allows the function the return the newly created ID with
the correct type, removing the need to use `static_cast` on the call-site.

To make this work, I added a static `id_type` member to every ID struct. This
can also be used to create a similar API for other id management functions in
future patches.

```cpp
// Old
Mesh *mesh = static_cast<Mesh *>(BKE_id_new_nomain(ID_ME, "Mesh"));

// New
Mesh *mesh = BKE_id_new_nomain<Mesh>("Mesh");
```

Pull Request: https://projects.blender.org/blender/blender/pulls/138383
2025-05-05 18:41:03 +02:00
Omar Emara
1f51172692 Compositor: Turn Alpha Over options to inputs
This patch turns the options of the Alpha Over node into inputs.

In the process, Convert Premultiplied option was renamed to Straight
Alpha.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138441
2025-05-05 14:16:27 +02:00
Omar Emara
ebe67e5ca0 Compositor: Remove Premultiplied option from Alpha Over node
This patch removes the Premultiplied option from the Alpha Over node.
The reasoning is as follows:

- The option mixed between alpha being straight and premultiplied, a
  state which doesn't happen in practice.
- The option conflicts with the Convert Premultiplied option, if it is
  not zero, then Convert Premultiplied does nothing.
- The option is implemented in a lossy way. It premultiplies the alpha
  assuming it is straight, then converts the result to straight again,
  then mixed between both results. This is as opposed to mixing the
  original straight input with the premultiplied input. The successive
  alpha conversion causes data loss in transparent regions.

Pull Request: https://projects.blender.org/blender/blender/pulls/138428
2025-05-05 10:51:34 +02:00
Falk David
a7d2b7850e Grease Pencil: Add initial support for Node Tools
This adds inital Grease Pencil support for node tools.

Node tools work in `Object Mode`, `Edit Mode`,`Sculpt Mode`,
and `Draw Mode`.

While Grease Pencil has many editing tools, including editing
multiple frames at the same time, for now, node tools only
allow editing the current frame.

Currently, the idea is that node tools can do arbitrary changes
to the drawings, but cannot do changes to the existing layer tree, e.g.
changing the order of layers, removing a layer or groups, etc.

All the node tool specific nodes like `Selection` and `Set Selection`
are adapted to work with Grease Pencil. In `Draw Mode`, we currently
interpret everything as selected.
The `Active Element` node has a `Layer` mode that provides the
index of the active layer (if there is one).

When `Auto-Key` is used, a new keyframe is created on the
current frame.
Locked/invisible layers cannot be edited with node tools.

Pull Request: https://projects.blender.org/blender/blender/pulls/136624
2025-05-05 10:41:21 +02:00
Omar Emara
92ac9f3b25 Compositor: Remove Premultiplied option from Brightness node
This patch removes the Convert Premultiplied option from the Brightness
and Contrast node. The reasoning is that it is the only node that has
the option to operate on straight alpha, while not being particularly
different. Adding alpha conversion nodes around it is also very easy.
Furthermore, alpha conversion is a lossy operation, so the option looses
data in emissive pixels, and since it is enabled by default, users not
familiar with the exact mechanism of the option wouldn't know how to fix
this.

Pull Request: https://projects.blender.org/blender/blender/pulls/138318
2025-05-05 08:33:29 +02:00
YimingWu
884ef238c0 Fix #136397: Line Art: Skip dupli objects with include_objects
Previously to handle unevaluated objects in line art "load all"
iteration, a `include_objects` variable is added in depsgraph
iteration settings, and this was only processed by object iterator
but not for any of the dupli objects. Now `make_duplis_collection`
will also handle `include_objects`

The only case where this border case can lead to crash is that a
line art grease pencil object is inside one of the dupli collection,
which isn't a valid use in the first place. But this fix makes it
more robust.

Pull Request: https://projects.blender.org/blender/blender/pulls/137323
2025-05-04 08:20:06 +02:00
Sean Kim
6ec5ad88b9 Fix: Making a brush local doesn't set user count correctly
When copying a brush from a linked library to the current main, the fake
user flag is set, but the user count is set to 0. This later means that
saving such a file does not persist the brush datablock, and the
associated invariants are violated.

Related to / Found in #138105

Pull Request: https://projects.blender.org/blender/blender/pulls/138243
2025-05-04 01:25:05 +02:00
Bastien Montagne
b1fd91c2c0 Fix #138329: Workbench Material color type broken for meshes with no material.
Regression from 368c737fe7. Forgot to fully move to using
`BKE_id_new_nomain` at some point for default materials, instead
of doing more low-level set of 'alloc liblock, initialize it with
default values'.
2025-05-02 18:58:15 +02:00
Hans Goudey
ed68c0a635 Cleanup: Clarify instances almost unique IDs cache
Use the safer VArraySpan instead of get_internal_span(). And remove
the size check for the output data. If the callback inside `ensure` is
called it means that recomputing the data is necessary, regardless of
the array's current size.
2025-05-02 10:11:29 -04:00
Jacques Lucke
e8d1491e62 Refactor: Depsgraph: simplify query API further
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138317
2025-05-02 15:08:29 +02:00
Campbell Barton
f59cd876ad Cleanup: ensure logically correct sort callback (id_order_compare)
Ref: !138299
2025-05-02 22:39:41 +10:00
Bastien Montagne
368c737fe7 Core: Fix/refactor invalid logic around handling of 'default materials'.
These were handled mostly completely outside of IDManagement code, yet
(ab)using the same ID management system in some cases, adding hacks to
address some issues, etc.

Also address a similar issue in the eevee lookdev `LookdevWorld` code.

Since initializing pre-allocated (or static) buffers as valid IDs is not
currently supported, and these use-cases do not seem common enough to be
worth supporting it currently, instead switch to storing allocated IDs
into static pointers.

This allows to use proper 'out-of-main' ID creation code API.

NOTE: There are still some remaining issues, especially in the GP
material BKE api. These are noted in comments for now, as it would be
out of scope to address them in this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/138263
2025-05-02 14:09:53 +02:00
Omar Emara
4cb69dafb0 Compositor: Remove Use Alpha option from Composite and Viewer node
This patch removes the Use Alpha option from Composite and Viewer nodes.
The reasoning for the removal is as follows:

- It has an unintuitive complicated design at the moment.
  - If the Alpha Input is unlinked, the output alpha is not adjusted
    even if Use Alpha is enabled, leaving users wondering why their
    adjustments have no effect.
  - Disabled Use Alpha means output an opaque image, that is, it
    actually means Ignore Alpha. Which is confusing because users might
    think that it controls alpha adjustments based on input.
- It always does alpha replacement without premultiplication, which is
  not clear to the user and is not what the user wants in most cases.
- Adding a Set Alpha node before the output is pretty easy and clear, so
  the option seems redundant considering the above.

Pull Request: https://projects.blender.org/blender/blender/pulls/138309
2025-05-02 12:50:58 +02:00
Habib Gahbiche
90ea4f88f3 Refactor: Use test fixtures and C++ style initialization
Initiliaze global context only once per test suite. Test data relevant
to the respective tests is still allocated and freed with every test
case.

Also, `scene->nodetree` will be deprecated in a future PR, so use
`material->nodetree` to test embedded trees instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/137895
2025-05-01 15:37:26 +02:00
Campbell Barton
e1e0c041cf Fix: incorrect peak sharpen calculation with the ocean modifier
The initial port [0] incorrectly use `sqrt` where `sqr` was used in the
original code. This mistake was made in two places but the second
causes a significant change in behavior, so this has been left as is
noting the difference in a comment.

Resolve the following issues:

- Use square instead of sqrt when calculating the peak value,
  besides following the original implementation it avoids the result
  being NAN when "Fetch" is below 30.

- Pass in `sqrt(m_omega)` matching the `omega` argument to
  `alpha_beta_spectrum` as well as following the upstream code.

In most cases the user visible changes are subtle.

Ref !137607

Co-authored-by: Nicolas Paris <nicolas.paris490@gmail.com>

[0]: 6ce709dceb
2025-05-01 11:04:45 +00:00
Nathan Vegdahl
30698cf885 Fix #137932: compute correct armature bounds
There were actually two issues here:

1. The dimension reported for armatures were often wildly incorrect,
   including negative values and zero!
2. The dimensions reported for objects are supposed to be invariant with
   rotation, representing the dimensions along the object's local axes.
   However, armature objects' reported dimensions changed with rotation.

The respective causes were:

1. `BKE_armature_min_max()` was using an incorrect formula (acknowledged
   in a comment) for transforming the bounding box between spaces. This
   worked fine for some of the places that `BKE_armature_min_max()` was
   called, since they just reverse the transform using the same(!)
   erroneous formula, but it didn't work for others.
2. `BKE_armature_min_max()` first computed the bounds in world space,
   and then transformed them into object space, rather than computing
   them in object space directly like the respective functions for other
   object types. Even when done correctly, this causes the reported
   dimension to vary with rotation.

This PR fixes these issues by simply computing the armature bounding box
in object space directly instead.

There is one place in the code base that was directly using the
world-space bounds: `view3d_calc_minmax_selected()`. However, for every
object type other than armatures, it takes the object-space bounds and
transforms them (with an incorrect formula!) to world space.  So this PR
also changes `view3d_calc_minmax_selected()`'s armature code to do the
same, except with a correct formula.

Note that the reason for using the correct transform formula (departing
from other object types) is that the world-space bounds for armatures
were already correct prior to this PR due to being computed in that
space. Therefore using the incorrect formula has the potential to
introduce regressions in this case.

Pull Request: https://projects.blender.org/blender/blender/pulls/137961
2025-05-01 12:25:52 +02:00
Sybren A. Stüvel
a3b8ea843c Anim: Add 'unshare' node to driver evaluation dependency graph
Add a new node to the dependency graph, to act as a single entry point
before drivers are evaluated in parallel.

The node will take all the driven RNA properties, and write their
current value to the property again. This ensures that any implicitly
shared data is copied to ensure writability. Subsequent concurrent
writes by the driver evaluation will then be safe, as the
thread-unsafe part has already been performed.

Fixes: #132423

Pull Request: https://projects.blender.org/blender/blender/pulls/135802
2025-05-01 11:49:21 +02:00
Habib Gahbiche
987fc14ada Cleanup: simplify logic in node tree iterator
Return separately for each node tree type.

This patch originally started as a refactor to change the logic of
iterating through compositing node trees but we ended up choosing
a different solution so only the small cleanup part is submitted here.

Pull Request: https://projects.blender.org/blender/blender/pulls/138205
2025-05-01 11:08:13 +02:00
Habib Gahbiche
5c801a7600 Cleanup: Initialize memory of default materials
Pull Request: https://projects.blender.org/blender/blender/pulls/138219
2025-05-01 10:58:24 +02:00
Omar Emara
510130de07 Compositor: Turn Bilateral Blur options to inputs
This patch turns the options of the Bilateral Blur node into inputs.

In the process, the Sigma Space and Iterations were joined into a single
Size input, previously they were just added together then ceiled to get
the blur size. Furthermore, Sigma Color was renamed to threshold and now
represents the average color difference, not the sum, so it was
previously multiplied by 3.

Versioning and RNA compatibility is not perfect due to joining the two
size options.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138249
2025-05-01 09:57:57 +02:00
Campbell Barton
43af16a4c1 Cleanup: spelling in comments, correct comment block formatting
Also use doxygen comments more consistently.
2025-05-01 11:44:33 +10:00
John Kiril Swenson
2ab59859c9 Cleanup: VSE: Replace remaining seq and sequence references
Ref: #132179

Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
  - Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
  referring to a strip

Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).

There should be no changes to current behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/138077
2025-05-01 00:22:04 +02:00
Omar Emara
f216b3ca62 Compositor: Turn Directional Blur options to inputs
This patch turns the options of the Directional Blur node into inputs.

In the process, the node now allows scaling down, not just scaling up.
The transformation options were renamed to Translation, Rotation, and
Scale as opposed to Distance, Spin, and Zoom. Finally, scaling is now
defined as a scale instead of a delta. So 1 is identity, 2 means scale
up two times, and so on. While previously, 0 was an identity scale, 1
means scale up by two types.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138198
2025-04-30 14:40:13 +02:00
Sergey Sharybin
6ff0726ef2 Refactor: const-correctness in GPU viewport
Make GPU_viewport_colorspace_set() const-crrect w.r.t view_settings.

Instead of doing in-place modifications of the view_settings argument
with restoring them later introduce new function for copying view
settings which keeps curve mapping unchanged in the destination.

Should be no functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/138189
2025-04-30 14:03:26 +02:00
Damien Picard
a4669e3a8f Fix: Bring back UI translation of node header labels
Translation of node header labels was removed in cleanup
commit 02281dd26a, likely by mistake.

Issue reported by Gabriel Gazzán.

Pull Request: https://projects.blender.org/blender/blender/pulls/138052
2025-04-30 12:29:00 +02:00
Omar Emara
7a6acfac62 Compositor: Turn Sun Beams options to inputs
This patch turns the options of the Sun Beams node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138184
2025-04-30 11:46:36 +02:00
Philipp Oeser
17d8650d2d Fix #137398: Transforming editbones can propagate wrong envelope radii
When tweaking envelope radii of (connected) envelope bones, we dont
always make sure that corresponding head and tail radii are in sync.
Using the `Bone Size` tool should take care of this (and it works to
some extend) but tweaking the radii through the sidepanel UI or the
Properties Editor (through RNA), then corresponding heads and tails
radii get out of sync.

Once we are in such unfortunate situation, then code in the transform
system's `recalcData_edit_armature` fails with wrong assumptions, it
propagates radii from children to parents which are unexpected / not in
use.

So one thing to do would be to add this syncing of radii to
`rna_Armature_editbone_transform_update`.
This alone would solve the "problem" in new files.

For existing files that are already out of sync we  add versioning that
corrects this on file load

Pull Request: https://projects.blender.org/blender/blender/pulls/137599
2025-04-30 09:18:34 +02:00
Sean Kim
8c2888d578 Sculpt: Lower Mesh BVH leaf limit to 2500
This commit reduces the Mesh paint BVH node limit on vertices from
10000 to 2500. In general, a lower value here improves performance for
both raycasting and brush strokes, as smaller leaf nodes mean more nodes
can be filtered in the broad sphere tests instead of needing each
vertex to be processed.

There are a number of considerations that go into profiling this value:
* This change is most impactful for large meshes, where the user is
  going to be modifying a small total percentage of the model's area.
* Lower values may improve CPU performance, but overall responsiveness
  as perceived by the user goes down with values much smaller than 2500.

  This is likely due to GPU overhead, as each BVH node corresponds to a
  VBO.
* A lower node limits increase the BVH building time.

The new limit of 2500 corresponds to the following performance changes
as compared to the prior baseline:
* 1.12x ~ 1.52x FPS increase depending on the ratio of brush to mesh
  size.
* 1.27x ~ 2.88x performance increase for the brush evaluation.
* 1.31x slower BVH build times on a mesh with 10 million verts
  (0.2864s to 0.3761s).

Further performance data and comparison videos can be seen in the
associated PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/137871
2025-04-29 22:27:44 +02:00
Sean Kim
922e40eefe Sculpt: Convert all Scrape, Fill, Flatten brushes to Plane brush
Previously, the bundled essential brushes in Sculpt Mode were changed
from the Scrape, Fill, and Flatten types to the Plane brush type. This
commit does the same thing programmatically and removes the now old code
related to these obsolete brushes.

Resolves #134076

Pull Request: https://projects.blender.org/blender/blender/pulls/138022
2025-04-29 22:20:49 +02:00
Hans Goudey
a2fac05e9d BLI: Add configurable inline buffer to VectorSet
Allow configuring the inline buffer capacity for the slots array, and
add an inline buffer for the keys vector. Previously there was always
an allocation when adding an element.

The inline capacity is manually configured in a few places as part of
this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/136461
2025-04-29 18:52:30 +02:00
Hans Goudey
6e190bde4a Fix #137843: Crash with invalid NURBS order attribute values
Two separate fixes are needed to resolve the crash. First is in the
store named attribute node, which incorrectly retrieved an attribute
value validator without checking the field type. The other is various
missing checks for the case when the evaluated positions for a
specific curve are empty.

Pull Request: https://projects.blender.org/blender/blender/pulls/137861
2025-04-29 18:28:45 +02:00
Hans Goudey
600380cd98 Fix #137794: Ignore curve radius for legacy curve object bounds
Caused by 06f6d77979.

Legacy curve objects have not taken the radius into account in the
past. Better to stick with that behavior and only affect the new
curve object type. This only affects non-instanced legacy curve
objects; generally generated curves are presented to the depsgraph
iterator as the new object type.

Pull Request: https://projects.blender.org/blender/blender/pulls/137852
2025-04-29 16:16:44 +02:00
Omar Emara
93408e03a4 Compositor: Turn Ellipse Mask options to inputs
This patch turns the options of the Ellipse Mask node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138130
2025-04-29 15:20:54 +02:00
Omar Emara
3d4900f412 Compositor: Turn Box Mask options to inputs
This patch turns the options of the Box Mask node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138129
2025-04-29 14:34:23 +02:00
Aras Pranckevicius
8528feb7ee Cleanup: replace some spinlocks with atomics or mutexes
- ImBuf reference counting: turn that into just an atomic integer
- Cachefile safety: turn into a mutex, since work under the spinlock
  was quite heavy (hashtable creation, other memory allocations)
- Movie clip editor: turn into a mutex, since work under the spinlock
  was very heavy (reading files from disk, etc.)
- Mesh intersect: remove the previously commented out spinlock path;
  replace BLI mutex with C++ mutex for shorter code

Pull Request: https://projects.blender.org/blender/blender/pulls/137989
2025-04-29 10:42:45 +02:00