This PR uses renderdoc for frame capturing when enabled.
It enabled an easier workflow for frame capturing.
- Capture GPU API calls from test cases
- Capture GPU API calls from background threads
- Capture GPU API calls from background rendering.
Renderdoc is an important GPU debugger used by the Eevee/
Viewport module. Previously we needed to change code in
order to record background rendering, that could on its own
lead to other side-effects.
The integration with renderdoc can be enabled using
`WITH_RENDERDOC=On` compiler option. `GPU_debug_capture_begin`
and `GPU_debug_capture_end` can be added to the section
of the code you want to debug. When running Blender inside
renderdoc this part will automatically be captured.
All GPU test cases are now guarded by these calls. In order
to capture the test cases you need to start the test cases
from renderdoc and the captured GPU API calls will appear
where each capture is a single test case.
Pull Request: https://projects.blender.org/blender/blender/pulls/105921
Happens if a scene has a PointerProperty of type collection which
is set to a collection containing rigid bodies.
The error is printed by the builder of the render pipeline graph,
which contains very minimal subset of the view layer: it includes
custom properties (which gets recursed into), but not the rigid
body simulation.
This fix is mainly suppressing the error print, without changing
the apparent behavior of the graph.
Pull Request: https://projects.blender.org/blender/blender/pulls/106045
Remove `enum eAnimFilterFlags` from `ED_keyframing.h`, the function
parameters that pass them around, and the code that uses them to filter
things.
Only one of the enum values was actually used, `ANIMFILTER_KEYS_LOCAL`.
It indicates whether to only consider keys on the datablock itself (when
set), or in the case of objects, also consider keys on its materials or
shapekeys (when cleared). However, this flag was *always* set, making it
possible to remove the code that handled it.
Finally there was only one function that received a `filters` parameter
that could be different across calls: it would either have value
`ANIMFILTER_KEYS_LOCAL` or `0`. However, the only flag it actually tested
for was `ANIMFILTER_KEYS_MUTED`, which was never actually set. So all of
that could be removed as well.
Just for grepping-through-history sake, these are the flags that were
removed:
- `ANIMFILTER_KEYS_LOCAL`
- `ANIMFILTER_KEYS_MUTED`
- `ANIMFILTER_KEYS_ACTIVE`
- `ANIMFILTER_KEYS_NOMAT`
- `ANIMFILTER_KEYS_NOSKEY`
Note: this is NOT about the flags defined in `ED_anim_api.h`, in `enum
eAnimFilter_Flags`. Note the different names, the one that's removed
doesn't have an `_`.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/106028
No functional changes.
A set of functions to get the bounds of a channel was created
for the `ANIM_OT_channels_view_selected` operator.
Theses functions will be used by other functions in this file,
so they need to move to the top.
This patch adds an option to the Status Bar: `Scene Duration`
This shows the duration of the current scene in frames and timecode
`Duration: <timecode> (Frame <current frame>/<total frames>)`
The timecode follows the formatting defined in the user preferences.
Pull Request: https://projects.blender.org/blender/blender/pulls/104882
Setting a negative active layer index was possible, causing a crash
when adding new layers (for example).
Clamp the active index when assigning from RNA.
Memory chunks that were in the same hashed bucket but had different keys
were comparing memory unnecessary.
In practice this didn't happen all that often in my tests so the
performance improvement isn't significant.
Follow up to 4f10800094.
These `ME_POLY_LOOP_PREV` are redundant, since they're similar to
the `poly_corner_prev` inline functions. They were also confusing,
since they took an index into the poly and returned an index into
the entire corner range. Instead structure code to use the function
version, and simplify some loops in the process.
Standardize naming, use spans and references for input parameters,
and improve documentation. Now the functions expect the lookups to
succeed as well, they will fail and assert otherwise.
The functions are also simple enough that it likely makes sense to keep
them all inlined
This allows adding spans, arrays, etc. directly to SculptSession, which
simplifies accessing mesh data, especially in #105938. A few files
aren't moved to C++ yes, so I had to add three C accessor functions.
Previously UI view items would support custom drop controllers (so they
could react to data being dragged over them and dropped). This is now
more generalized so the views themselves can do this as well.
Main changes:
- Support calculating a bounding box for the view, so this can be used
for recognizing mouse hovering.
- Rename "drop controller" to "drop target", this is more clear, less
abstract naming.
- Generalize drop controllers/targets. There is a new
`ui::DropTargetInterface` now.
- Add support for drop targets in the `ui::AbstractView` base class, so
custom views can use this.
Pull Request: https://projects.blender.org/blender/blender/pulls/105963
BLI_array_store still performed poorly for boolean arrays or any arrays
where many memory chunks had identical contents since the temporary hash
had many collisions, making lookups slow.
Resolve by ensuring duplicate chunks aren't added to the hash table.
Also increase the memory chunk size for edit-mesh undo to 64kb
which performs well with high poly meshes as it reduces the overhead of
having to manage many small memory chunks.
Notes:
- Before this change performance was quite bad (10-20x worse than v3.3).
- Performance from the test in #105046 is roughly the same as before.
- Performance of #105205 compared with v3.3 is close, even faster at
times but varies much more (likely caused by threading).
Strict compiler was generating possible-uninitialized warning.
Added an explicit initialization and asserts to solve the noisy
output and catch possible errors early on.
Pull Request: https://projects.blender.org/blender/blender/pulls/105990
Workaround for compiler issue on AMD
platforms resulting in the erroneous
discarding of valid rays in fragment
raytracing.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/105967
Eager bounds calculation for cylindrical and spherical primitive nodes,
implemented in constant time rather than as a loop over all positions.
Takes into account the segments count of the circle from which they
are constructed. Solution of the task #105551.
Pull Request: https://projects.blender.org/blender/blender/pulls/105743
These are meant to be like other low-level attributes--
hidden from the UI, at least by default. This was just
missing from the initial commit that added these
because seeing them was useful for debugging.