Replaces pointer based EXPECT_EQ_ARRAY with EXPECT_EQ_SPAN in most cases
as they already used spans (or span compatible datastructures).
Currently EXPECT_EQ_ARRAY only takes in one size variable and doesn't
compare the number of elements between arguments (requiring an
additional line to do so).
This should make the code cleaner and safer. Goal is also to promote
the use Spans in new test code.
Pull Request: https://projects.blender.org/blender/blender/pulls/140340
Currently the mode transfer overlay has to check whether it should
draw for every single object. For scenes with many instances even
that small amount of work per object can be significant. I observed
the overlay taking 1.8% of the samples in a profile.
This commit removes the mode transfer timer and stores it in a
global map instead. Besides the benefit of removing 8 bytes per
object, the main improvement is that it's now trivial to check
whether the overlay can be completely disabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/140374
From 4b4ed8bccc
The vert to loop map is unnecessary here, we don't need information
about neighboring faces. This was just incorrectly copied from older
code where this data was mixed with normal evaluation.
Remove the last uses of `BKE_boundbox_init_from_minmax` in
favor of the newer `bounds::corners`. Besides clearer naming
and better ergonomics, it's also inline-able which seems to be a
good thing for such a simple function.
In order to get the same behavior as before I changed the
C++ bounds function to give the same vertex order as the
older function.
Pull Request: https://projects.blender.org/blender/blender/pulls/140401
For paint modes the selection and visibility were encoded in in the W
component of the normals. Separating the normals into a separate vertex
buffer, though it increases memory usage a bit in those paint modes,
means the status doesn't need to be computed outside of paint modes,
and the whole system becomes less convoluted and easier to optimize.
The particular optimization I have in mind is better caching of vertex
buffers, which gets much more complicated when the normals VBO contains
data like selection and visibility and depends on the paint mode.
Internally, a there are now three mesh draw batches that are specific to
the paint overlay. The GPU subdivision normals buffer is now just three
components rather than 4 components.
Pull Request: https://projects.blender.org/blender/blender/pulls/140156
- Move `gtao_distance` to view layer and rename to
`ambient_occlusion_distance` (API change).
- Remove `gtao_quality` from the RNA (API change).
- Remove `use_gtao` (unused) from the RNA (API change).
- Rename `gtao_focus` to `fast_gi_bias` in the DNA (no API
change).
- Rename `gtao_resolution` to `fast_gi_resolution` in the
DNA (no API change).
Pull Request: https://projects.blender.org/blender/blender/pulls/140298
This changes the engine identifier back to `BLENDER_EEVEE`.
We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).
This also rename a bunch of pannels that were using `next`
in their name.
This is a breaking change for Addons compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/140282
This assert added by 321ec72c74 notes that changing the mesh
wrapper type from subdivision to normal mesh data just discards the
potentially-subdivided geometry and doesn't make sense, and possibly
breaks other assumptions.
This wrapper type change was done years ago by 0f89bcdbeb to
fix issues with shared object data during evaluation. It noted that
the mesh drawing data extraction didn't handle BMesh wrappers correctly
when the object isn't in edit mode, but that doesn't seem to be the
case after two trivial changes. The other bugs mentioned by that commit
are still solved after this change.
Pull Request: https://projects.blender.org/blender/blender/pulls/140290
This PR moves back the wireframe slider option back to the
bones overlay popover. It is only showed in paint weight mode
and only active if in wireframe mode.
It was concluded that this feature should be revisited to maybe
cover all shading modes in the future. But for now it is safer
for 4.5 to limit it to the weightpaint mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/140276
This was a missing features in EEVEE for ages which
was in fact very easy to implement.
EEVEE implements the sample override like the default
`Use` value in Cycles. It always override the sample
count if not 0. Adding a new option for changing this
behavior just like Cycles can be done later while
at the same time making the option more understandable
and its value moved to the blender's DNA.
This PR moves the UI panel to the Blender side to
be shared between Cycles and EEVEE.
Pull Request: https://projects.blender.org/blender/blender/pulls/140219
This commit implements #125759.
It removes:
* Blender does not build on big endian systems anymore.
* Support for opening blendfiles written from a big endian system is
removed.
It keeps:
* Support to generate thumbnails from big endian blendfiles.
* BE support in `extern` or `intern` libraries, including Cycles.
* Support to open big endian versions of third party file formats:
- PLY files.
- Some image files (cineon, ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/140138
Some refactors (!140156) require adding a few more batches,
but we're already at the limit for how many we can add. This
commit makes the batch flag into a 64 bit integer. It might be
worth refactoring this more to use some system besides a flag,
but for now this simple change is best.
The atomic combination of requests wasn't actually required
and isn't supported for 64 bit integers, so it's just removed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/140164
Fixed by not doing async loading and always stage correct
texture reference.
Unfortunately the code is getting a bit messy since the
texture loading is not done at the GPUMaterial level.
So we need one async and one synchronous path inside
`PassBase<T>::material_set`.
`ImageGPUTextures` now contains references to the location
of the future `GPUTexture *`.
Also fix#140001
Pull Request: https://projects.blender.org/blender/blender/pulls/140203
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.
Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.
This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.
Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/135223
This allows to generate source file that will
be injected in a predefined source dependance tree.
This allow much cleaner shader workflow where
all sources are explicitly referenced from the
main source file.
Pull Request: https://projects.blender.org/blender/blender/pulls/140047
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.
This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.
The old enums are kept for progressive porting of the
backends and user code.
This will break compatibility with python addons.
TODO:
- [x] Deprecation warning for PyGPU (4.5)
- [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
- [x] Metal
- [x] OpenGL
- [x] Vulkan
Pull Request: https://projects.blender.org/blender/blender/pulls/138846
This adds motion blur support for Grease Pencil.
We follow the same principle form EEVEE and use the existing
`antialiasing_accumulate` (SSAA) function to accumulate the
frames in range of the motion blur over time.
There is a new `motion_blur_steps` setting in the Grease
Pencil render settings to control the accuracy of the motion
blur. This will increase the render time.
Limitations:
* When Grease Pencil is composited into the scene, we only do
it for one the current frame and don't take the motion blur into
account. This will lead to hard edges currently.
* There is no viewport motion blur. This would need an entirely
new technique that can be computed in real-time.
Pull Request: https://projects.blender.org/blender/blender/pulls/139840