The NanoVDB headers are not compatible with Metal due to missing address
space qualifiers. We currently have a big patch for NanoVDB header
files, which is difficult to update for OpenVDB 11. Instead extract a
few hundred lines of code from NanoVDB to do just what we need.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
This makes the GPU tricubic implementation more efficient. The dense
grid code implemented this in terms of trilinear lookups that are
hardware accelerated, but for NanoVDB this just causes unnecessary voxel
reads. Instead match the CPU code.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
The recent addition screen override [0] failed to account for the
override windows screen being overridden when restoring the context.
When overriding the window and screen, it's incorrect to use the
original contexts screen when restoring the screen of the overriding
window.
This window's screen may not be in the original context or the
overriding screen. Resolve the bug by storing this separately
and use it when restoring the context.
[0]: 6af92e1360
The version of BM_elem_attrs_copy that took a map used a reference
the version without a map didn't, which is fairly confusing.
Pass by pointer now unless this is part of a wider refactor
to move to references everywhere.
Simple string replacement failed when one compiler was the exact
prefix of another (`clang` & `clang++` in this case),
resolve by performing string replacement on the list items.
The previous fix for #106040 worked with GNOME, it relied on
matching GNOME's internal limits - which isn't fool proof
and could fail in the future.
Resolve by adding a `read` wrapper that reads the requested number of
bytes (when available).
Code had variables `frame_start` and `start_frame` for different purpose
confusing. Variables were sorted and math simplified.
Fixes broken waveform to pixel grid alignment.
Caused by not applying the offset to start frame calculation.
Also fixes reverse offsetting of waveform when start offset was
negative - content start frame was used instead of handle frame.
When editing inside a meta strip, running the "Set Color Tag" operator
would set the color tag of the top-most meta strip, rather than that of
the intended strip.
Pull Request: https://projects.blender.org/blender/blender/pulls/115950
Continuation of fix for #115776. Removes attribute copy functions
that calculate the map inline, this is error prone as it's easy to
call these functions from a loop which may result in poor performance.
Fixes#115776
Create a minimal structure that contains the instructions necessary to
copy from one custom data format to another. This structure is similar
to the one used in dfacaf4f40. It should have been used in
9175d9b7c2, which instead introduced quadratic performance
relative to the number of layers when copying every element.
In this commit, copying the entire mesh and adding new custom data
are explicitly changed to use the new map to speed up copying many
elements at a time.
The non-map attribute copy functions are also changed to check for when
the source and result BMeshes are the same. In that case it's much
faster to call the "same format" function from 9175d9b7c2.
For numbers, the timings are arbitrarily influenced by how many layers
I add in my testing. With 50 or so layers, a 10x difference is easily
observable though.
Pull Request: https://projects.blender.org/blender/blender/pulls/115824
Adds initial support for File Handler registration with the python API
for design task #68935. File Handlers will allow developers to associate
additional UI behavior and capability to operators traditionally used
only within the file browser.
The initial commit should have no user visible changes, but will serve
as the foundation for providing file drag & drop capabilities to
operators that can manage files (#111242).
See the PR for an example of python usage.
See design task #68935 for remaining work to be explored in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/112466
These functions don't have to know about things like geometry
deformations. As far as they're concerned, they just use the positions
from the argument span instead of the positions stored in the curves.
These shouldn't be used when the lambda is non-trivial, it likely
generates too much code and bloats the binary size for no
observable performance gain in these cases.
Our glyph bounds clipping test will fail for the first character of a
string if that character has negative left-side bearing. This is not
usual but can happen in some designs for lowercase "j" to have the tail
hook under the preceding character.
Pull Request: https://projects.blender.org/blender/blender/pulls/115965
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
And improve naming to remove the inconsistent "SCULPT" prefix in
many cases-- removing redundancy between the namespace name
and the function name. The specific names might need to evolve a bit
still, but it's much less annoying not having to type or read the
namespace all the time. I left out some areas with unclear design.
When creating Blender events in Win32 message processing we are using
the current time as timestamp. This isn't set until we collect them, so
this might be inaccurate at times of high load. This PR changes to using
the time the message was delivered.
Pull Request: https://projects.blender.org/blender/blender/pulls/115872
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
When debugging the descriptor sets are unnamed. This PR sets the
active shader name. This helps when debugging so we don't need
to track down the shader it is complaining about.
```
the descriptor (VkDescriptorSet 0x66da6f0000001c58[workbench_prepass_mesh_opaque_studio_texture_no_clip_1022]
binding 7, index 0) is being used in draw but has never been updated via vkUpdateDescriptorSets() or a similar call.
```
This message direct directly to the shader including what part is
needed to be checked. No need to add break points and that sort
of things.
Pull Request: https://projects.blender.org/blender/blender/pulls/115944