Commit Graph

6011 Commits

Author SHA1 Message Date
Clément Foucault
58d32b482b Fix #138354: GPU: Race condition with SRGB builtin uniform
Multiple threads would be setting the globals
`g_shader_builtin_srgb_transform` and
`g_shader_builtin_srgb_is_dirty`.

These are use for color management inside the builtin
shaders. But the render thread could modify these
values even if its shader have no use of these.

The fix is to move these globals to the `gpu::Context`
class. This way we remove the race condition.
2025-05-07 16:43:42 +02:00
Clément Foucault
5055770f5b GPU: Shader: Add support for basic namespace through preprocessor
Allows basic support for using `namespace X {}` and `X::symbol`
syntax.

Benefit:
- More sharing possible with host C++ code.
- Isolation of symbols when including shader files as C++.

Requirements:
- Nesting must be done using `namespace A::B{}` rather than
  `namespace A{ namespace B {}}`, which is unsupported.
- No support for `using namespace`.
- Support of `using X` and `using X = Y` inside of function scope.
- Support of `using X` and `using X = Y` inside of namespace scope.
  However, this is only to bring symbols from the same namespace
  declared in another block (potentially inside another file).
- Only support namespace elision for symbols defined and used
  inside of the same namespace scope.

Note that this is currently limited to blender GLSL files and
not for the shared headers. This is because we need to port a lot
of code to use namespaces before allowing this.

### Follow Up:
Nesting like `namespace A{ namespace B {}}` shouldn't be hard to
support and could be added if needed.

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137445
2025-05-07 10:41:47 +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
Clément Foucault
f6a6358836 EEVEE: Use enum instead of defines for ClosureType
This reduces the amount of macros and avoid `using` in shader
code (see #137445).
Also make sure that all switches have cases for all the closures.

Pull Request: https://projects.blender.org/blender/blender/pulls/138502
2025-05-06 18:34:46 +02:00
Clément Foucault
c2dc45ce5e GPU: Shader: Add support for function default arguments
This avoid manual code duplication and readability issues.

This is implemented as simple copy pasting of the function
with the different argument count, calling the overload with
the next argument count for each overload.

A `#line` directive is added to each line make sure errors
still make sense and refer to the original line.

Example:
```cpp
int func(int a, int b = 0, const int2 c = int2(1, 0))
{
  /* ... */
}
```
Gets expanded to:
```cpp
int func(int a, int b, const int c)
{
  /* ... */
}
int func(int a, int b)
{
  return func(a, b, int2(1, 0));
}
int func(int a)
{
  return func(a, 0);
}
```

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/138254
2025-05-06 15:25:16 +02:00
Clément Foucault
9bef8741a9 Fix: GPU: Shader Preprocess: Undefined behavior in variable_reference_mutation
This is because the `match` can be referenced by the
`report_error` callback. If the string is reallocated,
the callback could read freed memory.
2025-05-06 15:02:45 +02:00
Hans Goudey
d094812709 Vulkan: Inline more trivial methods
These functions are trivial and shouldn't add the cost of a call.
They appeared in profiles, which they shouldn't since they mostly
just return access to member variables. Inlining them reduces
the backend's overhead when sculpting.

Also reserve a Vector before repeated appending.

Pull Request: https://projects.blender.org/blender/blender/pulls/138349
2025-05-06 14:27:43 +02:00
Clément Foucault
2513fbedca GPU: Shader: Add support for references
Implementation of #137341

This adds support for using references to any variable in a local scope
inside the shader codebase.

Example:
```cpp
int a = 0;
int &b = a;
b++; /* a == 1 */
```
Using `auto` is supported for reference definition as the type is not
preserved by the copy paste procedure. Type checking is done by the
C++ shader compilation or after the copy paste procedure during shader
compilation. `auto` is still unsupported for other variable declarations.

Reference to opaque types (`image`, `sampler`) are supported since
they are never really assigned to a temp variable.

This implements all safety feature related to the implementation being
copy pasting the definition string. That is:
- No `--`, `++` operators.
- No function calls.
- Array subscript index needs to be int constants or constant variable.

The copy pasting does not replace member access:
`auto &a = b; a.a = c;` becomes  `b.a = c;`
The copy pasting does not replace function calls:
`auto &a = b; a = a();` becomes  `b = a();`

While limited, this already allows for nicer syntax (aliasing) for
accessing SSBOs and the potential overhead of a copy semantic:
```cpp
ViewMatrices matrices  = drw_view_buf[0];
matrices.viewmat = float4x4(1);
drw_view_buf[0] = matrices;
```
Can now be written as;
```cpp
ViewMatrices &matrices  = drw_view_buf[0];
matrices.viewmat = float4x4(1);
```
Which expands to;
```cpp
drw_view_buf[0].viewmat = float4x4(1);
```

Note that the reference semantic is not carried through function call
because arguments are transformed to `inout` in GLSL. `inout` has
copy semantic but it is often implemented as reference by some
implementations.

Another important note is that this copy-pasting doesn't check if a
symbol is a variable. It can match a typename. But given that our
typenames have different capitalizations style this is unlikely to be
an issue. If that issue arise, we can add a check for it.

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/138412
2025-05-06 13:36:59 +02:00
Clément Foucault
41ed07d55e GPU: Shader: Add support for basic template support through preprocessor
Allows basic usage of templated functions.
There is no support for templated struct.

Benefit:
- More readable than macros in shader sources.
- Compatible with C++ tools.
- More sharing possible with host C++ code.

Requirements/Limitations:
- No default arguments to template parameters.
- Must use explicit instantiation for all variant needed.
- Explicit instantiation needs to **not** use argument deduction.
- Calls to template needs to have all template argument explicit
  or all implicit.
- Template overload is not supported (redefining the same template
  with different template argument or function argument types).

Currently implemented as Macros inside the build-time pre-pocessor,
but that could change to copy-paste to allow better error reporting.
However, the Macros keep the shader code reduced in the final binary
and allow different file to declare different instantiation.

The implementation is done by declaring overloads for each explicit
instantiation.

If a template has arguments not present in function
arguments, then all arguments **values** are appended to the
function name. The explicit template callsite is then modified to use
`TEMPLATE_GLUE` which will call the correct function. This is
why template argument deduction is not supported in this case.

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137441
2025-05-06 10:41:25 +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
Clément Foucault
dd52130f92 Fix: Vulkan: Broken shader compilation
Was missing a newline after the shader stage define.
2025-05-05 18:38:37 +02:00
Clément Foucault
f844ed7869 GPU: Shader Preprocess: Processing time optimizations
Guarding expensive regex computation by much
cheaper checks to reduce compilation time.

Compiling `time ninja -j 1 bf_draw_shaders`

On MacOS M1 Max (debug build with glsl_preprocess optimization turned on):
Before 13.01 sec
After  9.08 sec

Pull Request: https://projects.blender.org/blender/blender/pulls/138336
2025-05-05 15:14:16 +02:00
Clément Foucault
7aef8c2917 GPU: Shader Preprocess: Add utility to search for references
This utility will only match `&` character inside a
reference declaration. This is needed for speeding up the
regex matches.
2025-05-05 13:42:42 +02:00
Clément Foucault
74e6d2c575 GPU: Shader: Add support for basic loop unrolling through preprocessor
This adds basic unrolling support for 2 syntax:
- `[[gpu::unroll]]` which does full loop unrolling
- `[[gpu::unroll(x)]]` which unrolls `x` iteration

Nesting is supported.

This change is motivated by the added cost in compilation
and execution time that some loops have even if they have
compile time defined iteration counts.

The syntax is inspired by `GL_EXT_control_flow_attributes`.
However, we might want to have our own prefix to show it is
a blender specific feature and that it differs from the standard.
I propose `[[gpu::unroll]]`.

In the future, we could extend this to support more directives that
can be expanded to backend specific extension / syntax. This would
avoid readability issue an error prone copy paste of large amount
of preprocessor directives.

Currently, given that GL's GLSL flavor doesn't support
any of these attributes, the preprocessor does some copy-pasting
that does the unrolling at the source level. Note that the added
`#line` allow for correct error logging.

For the `[[gpu::unroll]]` syntax, the `for` declaration
needs to follow a specific syntax to deduce the number
of loop iteration.
This variant removes the continue condition between iteration,
so all iterations are evaluated. This could be modified
using a special keyword.

For the `[[gpu::unroll(n)]]` syntax, the usercode needs
to make sure that `n` is large enough to cover all iterations
as the loop is completely removed.
We could add shader `assert` to make sure that there is
never a remaining iteration.
This behavior is usually different from what you see in other
implementation as we do not keep a loop at all. Usually, compilers
still keep the loop if it is not unrolled fully. But given we don't
have IR, this is the best we can do.

`break` and `continue` statement are forbidden at the unrolled loop
scope level. Nested loop and switch can contain these keywords.
This is accounted for by checks in the pre-processor.

Only `for` loops are supported for now. There are no real
incentive to add support for `while` given how rare it is
in the shader codebase.

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137444
2025-05-05 13:37:51 +02:00
Clément Foucault
a14fa6bfe5 GPU: Shader Preprocess: Add string utilities
Allow faster and more robust parsing / mutation.
2025-05-05 11:03:36 +02:00
Clément Foucault
8dee08996e GPU: Shader: Add wrapper to stage agnostic function
This avoid having to guards functions that are
only available in fragment shader stage.

Calling the function inside another stage is still
invalid and will yield a compile error on Metal.

The vulkan and opengl glsl patch need to be modified
per stage to allow the fragment specific function
to be defined.

This is not yet widely used, but a good example is
the change in `film_display_depth_amend`.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/138280
2025-05-05 09:59:00 +02:00
Clément Foucault
c0f191f580 GPU: Make polylines vertex shader use C++ shader compilation
_No response_

Pull Request: https://projects.blender.org/blender/blender/pulls/138411
2025-05-05 00:44:34 +02:00
Miguel Pozo
f24ad7a470 Build: Add WITH_OPTIMIZED_BUILD_TOOLS
Enable optimizations on Debug builds for executables used for the build
process (datatoc and glsl_preprocess) and enable unity builds for
shader preprocessing targets.

Debug: From 28.9s to 5.7s
Release: From 4.9s to 3.5s

Pull Request: https://projects.blender.org/blender/blender/pulls/138274
2025-05-02 18:33:44 +02:00
Jeroen Bakker
098990b172 Fix: Vulkan: Revisited samplers
Implemented the VKSamplers based on the documentation in GPU_texture.hh.
They used to be reversed engineered from the OpenGL backend, however
Vulkan has better control over mipmap filtering and OpenGL needed to
combine some flexibility inside the min/mag filtering.

Changes:
- Mipmap filtering was always on, not only when `GPU_SAMPLER_FILTERING_MIPMAP`
  is used.
- Mipmap filter mode is always set to linear. This is not according to the
  documentation, but matches OpenGL and the render tests.

Fixes #136439, #138111
Partial fix #137436 - seam isn't there, inf can still be part of the
texture.

Pull Request: https://projects.blender.org/blender/blender/pulls/138313
2025-05-02 13:24:06 +02:00
Jeroen Bakker
d77fb1fb0e Fix #138149: Vulkan: Update descriptor pool sizes
Update descriptor pool sizes to be better for smaller scenes. Creating,
resetting and destroying pools are expensive operations. In smaller
scenes this can lead to lower performance.

The  improvements may differ per platforms or not be visible.

Pull Request: https://projects.blender.org/blender/blender/pulls/138300
2025-05-02 12:42:20 +02:00
Sergey Sharybin
806a633609 GPU: Implement blending mode for piercing a hole in alpha
The use-case of this blend mode is to be able to make parts of an
viewport overlay transparent.

The future user of this blend mode is sequencer preview drawing
where frame will be drawn to an HDR render frame-buffer, and overlays
drawn on-top. In a way it is similar to the image engine, but without
need to have custom shader.

Ref #138094

Pull Request: https://projects.blender.org/blender/blender/pulls/138307
2025-05-02 10:40:23 +02:00
Sergey Sharybin
a345c3db64 GPU: Add API to access render frame buffer
Currently unused, but allows areas outside of DRW to render to the
color render and depth texture.

The primary user of this new API will be Sequencer preview to draw
HDR images.

Ref #138094

Pull Request: https://projects.blender.org/blender/blender/pulls/138306
2025-05-02 10:38:28 +02:00
Sergey Sharybin
180770fe3f Draw: Scale checkerboard with pixel size
Solves the problem of checkerboard in the sequencer have much smaller
grid than in the 3D viewport.

Ref #138094

Pull Request: https://projects.blender.org/blender/blender/pulls/138305
2025-05-02 10:36:59 +02:00
Hans Goudey
2894fd79d4 Vulkan: Inline small data conversion function
In a profile of sculpting with the Vulkan GPU backend enabled,
This function made up 0.7% of samples. Since it's just a single
comparison, inlining it should be helpful for the compiler.

Pull Request: https://projects.blender.org/blender/blender/pulls/138210
2025-05-01 13:37:36 +02:00
Sergey Sharybin
d568b78717 GPU: Add immediate drawing of textured rectangle
New function called immRectf_with_texco(), which resides next to the other
immRectf utilities.

Currently used in a single place in the sequencer, but it will be used in
a few other places in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/138222
2025-05-01 08:40:18 +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
Hans Goudey
ec33994c62 Cleanup: Remove unused VertBuf::duplicate() function
This is completely unused, not implemented for the Vulkan backend, and
seems to add quite a bit of complexity to the Metal and OpenGL backends.
It was added for EEVEE legacy motion blur, and the last use was removed
along with EEVEE legacy. We're probably better off not maintaining it since
we should avoid duplicating vertex buffer data anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/138226
2025-04-30 22:35:47 +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
Clément Foucault
0dba80c89c GPU: Add reserved GLSL keywords to C++ stubs
This avoid using them in our shader codebase.
2025-04-30 12:47:00 +02:00
Clément Foucault
ab7731d05c Fix: GPU: Tests: Memory leak with vulkan backend tests 2025-04-29 18:16:10 +02:00
Clément Foucault
d24b0e4a4e GPU: Remove runtime parsing of GLSL source
See #129009 for context.

The preprocessor parses metadata and writes a header file containing
an inline function that inits the `GPUSource` with the metadata.

These header files are then included inside `gpu_shader_dependency.cc`.

This still keep the usage of the `metadata` enums and classes to avoid
pulling the whole blender module inside the preprocessor executable.

This speeds-up startup time in Debug build:
`gpu_shader_dependency_init`
- Before : 37ms
- After : 4ms

I didn't measure release, but it is unlikely to be noticeable (in the
order of 4ms > 1ms).

Pull Request: https://projects.blender.org/blender/blender/pulls/138070
2025-04-29 15:32:36 +02:00
Clément Foucault
8b70166214 GPU: Tests: Avoid test not passing on certain platform
These tests were using exact comparison on data that
was going through lossy conversion steps. Adding
casting or epsilon value fixes the issue.
2025-04-29 15:27:58 +02:00
Clément Foucault
ca013ae67a GPU: Tests: Move context creation to SetUpTestSuite
This avoid recreating the GPU context for each individual
tests. This reduces the overhead drastically.

Excluding static_shaders and texture_pool tests I get for GPUVulkanTest:
`Before: 129 tests from 1 test suite ran. (26304 ms total) `
`After: 129 tests from 1 test suite ran. (6965 ms total) `

Including static_shaders and texture_pool tests I get for GPUMetalTest:
`Before: 124 tests from 1 test suite ran. (54654 ms total)`
`After: 124 tests from 1 test suite ran. (1870 ms total)`

Given the tests are run twice for the workarounds versions, the
speedup can be multiplied by 2.

Overall tests time is still largely dominated by shader compilation time.
However, there is still 3x improvement using this patch:

Including static_shaders and texture_pool tests I get for GPUVulkanTest,
GPUVulkanWorkaroundTest, GPUOpenGLTest, GPUOpenGLWorkaroundTest:
`Before: 516 tests from 4 test suites ran. (318878 ms total)`
`After: 516 tests from 4 test suites ran. (106593 ms total)`

Pull Request: https://projects.blender.org/blender/blender/pulls/138097
2025-04-29 14:02:38 +02:00
Jeroen Bakker
d4986be082 Fix #138088: Anti-aliasing issues in Metal and Vulkan
Metal and Vulkan don't support line smoothing. There is a workaround
implemented. This workaround is only enabled when linesmooth value is
larger than 1. However When using smooth lines it should also be used.

This is fixed by adding a `GPU_line_smooth_get` function for getting the
current line smooth state.

Pull Request: https://projects.blender.org/blender/blender/pulls/138123
2025-04-29 12:32:31 +02:00
Omar Emara
ddc0f9460d Compositor: Turn Lens Distortion options to inputs
This patch turns the options of the Lens Distortion node into inputs.

The Projector option was turned into an enum between two options.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138113
2025-04-29 09:54:12 +02:00
Jeroen Bakker
f6a8993570 Fix #137382: Vulkan: Memory leak when rendering
Each time when rendering an image a new context is created. When the
context is destroyed it can still contain a render graph, which ownership
isn't transferred back to the device. Resulting in an increase of several
MB per render. The render graph is cleanly destroyed during quiting as
there is a master list of created render graphs.

Fixed by moving the ownership of the render graph back to the device
when a context is unregistered.

Pull Request: https://projects.blender.org/blender/blender/pulls/138095
2025-04-29 09:39:45 +02:00
Clément Foucault
d819647538 GPU: Tests: Use GHOST_CreateSystemBackground
This will eventually allow to run tests on the buildbot.
2025-04-28 19:04:51 +02:00
Clément Foucault
d415d8ef09 GPU: Tests: Add missing context cleanup calls
These missing calls would modify the global context.
This is a problem when trying to batch tests
together.
2025-04-28 15:43:25 +02:00
Clément Foucault
98adf4db14 Cleanup: GPU: Tests: Avoid testing more than one value
Also avoid undefined values in vertex buffer.
2025-04-28 15:43:25 +02:00
Clément Foucault
58e1f05160 Fix: GPU: Broken blend mode tests
This is caused by 28ad3736e8
The new primitive was drawing 2 faces, doing the
blending twice. Reverting back to a quad fixes it.
2025-04-28 14:01:41 +02:00
Jeroen Bakker
8416e09eb4 Vulkan: Validation error when allocating large vertex buffers
When allocating a large vertex buffer on NVIDIA it tried to allocate it
on the GPU and host visible. This section is limited in size (256MB).
However when allocating a large vertex buffer it should not have been
chosen.

Detected during investigation of #137909.
It removes the validation error, but it is unclear yet if this solves the'
crash as I wasn't able to reproduce the crash.

Pull Request: https://projects.blender.org/blender/blender/pulls/138079
2025-04-28 13:22:41 +02:00
Brecht Van Lommel
ecd54ba4e4 Cycles: Metal graphics interop
This is trivial with unified memory, and avoids one memory copy.

Pull Request: https://projects.blender.org/blender/blender/pulls/137363
2025-04-28 11:38:56 +02:00
Brecht Van Lommel
b8b7f71520 Vulkan: Implement native handles for pixel buffers
* Pixel buffer is always allocated with export and dedicated memory flags.
* Returns an opaque file descriptor (Unix) or handle (Windows).
* Native handle now includes memory size as it may be slightly bigger
  than the requested size.

Pull Request: https://projects.blender.org/blender/blender/pulls/137363
2025-04-28 11:38:56 +02:00
Jeroen Bakker
7d96042ee3 Vulkan: Add dedicated memory bit to external memory pool
This ensures memory has offset zero, makes it easier to share.

Pull Request: https://projects.blender.org/blender/blender/pulls/137363
2025-04-28 11:38:56 +02:00
Campbell Barton
c90e8bae0b Cleanup: spelling in comments & replace some use of single quotes
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).
2025-04-26 11:17:13 +00:00
Clément Foucault
84210efde8 Fix: Vulkan: Avoid warning about enum value not handled in switch 2025-04-24 15:53:21 +02:00
Clément Foucault
59df50c326 GPU: Refactor Qualifier and ImageType
This allow to use types closer to GLSL in resource
declaration.

These are aliased for clarity in the GPU
module (i.e. `isampler2D` is shortened to `Int2D`).

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137954
2025-04-24 14:38:13 +02:00
Campbell Barton
01c32a9ccc Cleanup: trailing space 2025-04-24 12:44:27 +10:00
Miguel Pozo
41ae990b29 Cleanup: Remove StencilViewWorkaround and GPU_texture_view_support()
Texture views should be fully supported everywhere now.

Pull Request: https://projects.blender.org/blender/blender/pulls/137863
2025-04-23 20:57:00 +02:00
Brecht Van Lommel
fb2ba20b67 Refactor: Use more typed MEM_calloc<> and MEM_malloc<>
Pull Request: https://projects.blender.org/blender/blender/pulls/137822
2025-04-22 11:22:18 +02:00