This function shouldn't return invalid index. Instead assertion in used.
While the branchless code path may not be observably faster in current
code, it should work better with instruction level parallelism in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/114682
Use general util to build mesh topology map instead of array of vectors.
This util can be optimized in future by better multithreading and new
algorithms with better CPU catch heuristics. For now this will provide
better usage of memory without a lot of small allocations.
Pull Request: https://projects.blender.org/blender/blender/pulls/114683
During the 2.93 to 3.0 transition, instance handling was made more
explicit in general. However, we forgot to change the boolean node,
which still implicitly gathered all the instanced meshes and fed them
to the boolean algorithm separately. We waited for the next breaking
release, 4.0 to "correct" this, and did it in fc06a471f1.
However, in that commit it was assumed that the "Self Intersection"
mode would be able to address the use case. The idea was also to push
some complexity outside of the boolean code, which is already one of
the more complex areas in Blender. Though it's possible to have a
"Group ID" or "Shape ID" input in the future as well, it's also
reasonable to expect some instances to be processed by the node,
even though it isn't quite consistent.
This commit makes a compromise by processing meshes contained by
top-level instances. We do it at this stage of the release to avoid the
breaking change.
Pull Request: https://projects.blender.org/blender/blender/pulls/114632
This patch adds support for full precision compositing for the Realtime
Compositor. A new precision option was added to the compositor to change
between half and full precision compositing, where the Auto option uses
half for the viewport compositor and the interactive render compositor,
while full is used for final renders.
The compositor context now need to implement the get_precision() method
to indicate its preferred precision. Intermediate results will be stored
using the context's precision, with a number of exceptions that can use
a different precision regardless of the context's precision. For
instance, summed area tables are always stored in full float results
even if the context specified half float. Conversely, jump flooding
tables are always stored in half integer results even if the context
specified full. The former requires full float while the latter has no
use for it.
Since shaders are created for a specific precision, we need two variants
of each compositor shader to account for the context's possible
precision. However, to avoid doubling the shader info count and reduce
boilerplate code and development time, an automated mechanism was
employed. A single shader info of whatever precision needs to be added,
then, at runtime, the shader info can be adjusted to change the
precision of the outputs. That shader variant is then cached in the
static cache manager for future processing-free shader retrieval.
Therefore, the shader manager was removed in favor of a cached shader
container in the static cache manager.
A number of utilities were added to make the creation of results as well as
the retrieval of shader with the target precision easier. Further, a
number of precision-specific shaders were removed in favor of more
generic ones that utilizes the aforementioned shader retrieval
mechanism.
Pull Request: https://projects.blender.org/blender/blender/pulls/113476
The Cryptomatte node is not searchable in the link drag search operator.
That's because it still uses socket templates, which are no longer
supported for search since f5e6d4e4b0.
This patch fixes that by using the declare method instead of socket
templates.
Pull Request: https://projects.blender.org/blender/blender/pulls/114537
The compositor sometimes produces straight alpha even though
premultiplied alpha is expected. Moreover, there is an inconsistency
between the CPU and GPU compositors.
For the GPU compositor, this is because GPU textures sometimes store
straight alpha, while the compositor always expects premultiplied alpha,
so we need to premultiply the alpha in those cases.
For the CPU compositor, this is because the image operation didn't
premultiply the alpha of byte textures, so we need to ensure
premultiplied alpha in those cases.
There is a data loss issue in case of byte images, since the IMB module
unpremultiplies premultiplied images then the compositor premultiplies
it again. But this will be handled in a different patch since it require
some design and refactoring first.
Pull Request: https://projects.blender.org/blender/blender/pulls/114305
Blender 4.0 added new socket types that get written into legacy node
group interfaces by forward compatibility code. Such unsupported socket
types have to be handled by the socket declaration system and ignored
during execution.
Ported blender-v3.6-release fix#114056
Pull Request: https://projects.blender.org/blender/blender/pulls/114401
This patch changes how wrapped translations are handled by the Realtime
Compositor. Previously, translations were always stored on the result
and delayed until automatically realized later. The wrapping status was
also stored to control this later automatic realization.
This patch changes that such that translations are immediately realized
for the axes that has enabled wrapping. Consequently, the image will not
get translated, but its content will, in a clip on one side, wrap on the
opposite side manner.
Another change is that wrapping information is no longer propagated to
future automatic realizations, so tilling or repeating an image is no
longer possible. An alternative method of repetition will be introduced
in a later patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/113669
Unsupported data can be removed, which reallocated the custom data layer
array. Since the temporary ID vectors referenced memory in that array
directly, this could lead to a use-after-free. Instead remove unsupported
data before collecting the referenced attribute IDs.
Currently the node tool node group and data-blocks referenced by it
may not be part of the active dependency graph. This means we
cannot retrieve their evaluated geometry when executing the operator.
Since operators almost always use the evaluated geometry of other
objects, and since geometry nodes is mostly set up to deal with
evaluated data-blocks currently, this must be fixed.
Instead, set up a temporary dependency graph and add the selected
objects and the data-blocks used by the node group. That graph is
evaluated to give simple access to evaluated data-blocks.
Unfortunately this will cause more work than necessary in a few ways:
1. Selected objects are reevaluated an extra time before execution.
2. All data-blocks referenced by the group are completely evaluated again.
3. The node group itself is reevaluated, which recreates the function graph.
These may or may not become bottlenecks in the future, but it's best to
keep it simple late in the release process. And between a completely
broken feature and a potentially slow feature, the choice is clear!
Pull Request: https://projects.blender.org/blender/blender/pulls/114293
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
The Huang model has issues with fireflies in various scenes, and the
defualt choice is somewhat arbitrary anyway as they have both pros and
cons. For now be conservative and keep the default the same as before.
This node supports either a Layer or a Layer Group name as input,
and outputs a selection field for it.
Known limitations to be addressed separately:
* We are not warning/keeping track of the named layers.
* There is no lookup for layers (groups) yet.
Ref !113908.
Pull Request: https://projects.blender.org/blender/blender/pulls/113908
Known limitations to be addressed separately:
* We are not warning/keeping track of the named layers.
* There is no lookup for layers (groups) yet.
Ref !113908.