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
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.
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
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
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
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.
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
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
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
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
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
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'.
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.
* 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
- 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
Previously spell checker ignored text in single quotes however this
meant incorrect spelling was ignored in text where it shouldn't have
been.
In cases single quotes were used for literal strings
(such as variables, code & compiler flags),
replace these with back-ticks.
In cases they were used for UI labels,
replace these with double quotes.
In cases they were used to reference symbols,
replace them with doxygens symbol link syntax (leading hash).
Apply some spelling corrections & tweaks (for check_spelling_* targets).
**Problem**
When using Sculpt Texture Paint to paint objects in a debug build,
Blender will crash due to an Address Sanitizer exception,
`stack-use-after-free`. This makes development for Sculpt Texture
Paint harder since the feature can't be used in debug builds without
turning off Address Sanitizer.
Code-wise, the issue here happens when extending UV island borders.
When creating and adding UV primitives to extend the UV border, the
primitives are allocated locally and then added to a list. This means
that when these primitives are accessed later from the list, the ASAN
error is triggered since the primitives have been freed. Freed
primitives are generally accessed when checking if a primitive has
already been added to the primitive list belonging to its connected UV
Edges.
**Solution**
The solution here is to change UV Edges to store the index of a UV
primitive, and not use a pointer to the object itself. This is the best
solution since it makes it fast and simple to check if an UV Edge
already has a reference to its connected primitives, while still
allowing access to the primitive objects since primitives can be
accessed using indexes from mesh data objects.
Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/137032
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.
The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.
Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.
A few samples are provided as Text Editor templates.
One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.
Pull Request: https://projects.blender.org/blender/blender/pulls/129495
When there is no Action set on an Action constraint, the matrix returned
by the constraint would be uninitialized. In practice, this meant an
all-zeroes matrix. Now, the unit matrix is returned in such a case.
Pull Request: https://projects.blender.org/blender/blender/pulls/137965