Commit Graph

119337 Commits

Author SHA1 Message Date
Hans Goudey
a2fac05e9d BLI: Add configurable inline buffer to VectorSet
Allow configuring the inline buffer capacity for the slots array, and
add an inline buffer for the keys vector. Previously there was always
an allocation when adding an element.

The inline capacity is manually configured in a few places as part of
this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/136461
2025-04-29 18:52:30 +02:00
Hans Goudey
6e190bde4a Fix #137843: Crash with invalid NURBS order attribute values
Two separate fixes are needed to resolve the crash. First is in the
store named attribute node, which incorrectly retrieved an attribute
value validator without checking the field type. The other is various
missing checks for the case when the evaluated positions for a
specific curve are empty.

Pull Request: https://projects.blender.org/blender/blender/pulls/137861
2025-04-29 18:28:45 +02:00
Clément Foucault
daadf38780 Fix: DRW: Tests: Asserts in test_draw_submit_only
The setup was not setuping a correct rendering
environment (missing resource + framebuffer).
2025-04-29 18:16:10 +02:00
Clément Foucault
ab7731d05c Fix: GPU: Tests: Memory leak with vulkan backend tests 2025-04-29 18:16:10 +02:00
John Kiril Swenson
8b36cf3eac Fix #138018: VSE zooming left aligned
Create an option in `View2D.flag` that allows us to have separate
behavior for area resizing (left aligned with `V2D_KEEPOFS_X`) and
zooming (centered with the keepofs flags disabled). Add this to the
versioning code.

Pull Request: https://projects.blender.org/blender/blender/pulls/138041
2025-04-29 17:03:50 +02:00
Hans Goudey
600380cd98 Fix #137794: Ignore curve radius for legacy curve object bounds
Caused by 06f6d77979.

Legacy curve objects have not taken the radius into account in the
past. Better to stick with that behavior and only affect the new
curve object type. This only affects non-instanced legacy curve
objects; generally generated curves are presented to the depsgraph
iterator as the new object type.

Pull Request: https://projects.blender.org/blender/blender/pulls/137852
2025-04-29 16:16:44 +02:00
Jacques Lucke
40379c4dbd Fix #138102: Grease Pencil: Wrong frame used to retrieve visible drawings
`retrieve_visible_drawings` did not take frame remapping into account, which
leads to inconsistent result because other places do take it into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/138135
2025-04-29 16:13:33 +02:00
Clément Foucault
954f7b0965 Fix #138048: Overlay: Transparent meshes hide overlays in Cycles
This happened only in material preview.

This is because the overlay engine was not considering material
preview as using EEVEE.
2025-04-29 16:06:53 +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
Kabinet0
dd528023d9 Fix #138000: Retopology overlay broken
Do not skip the depth prepass for the retopology mesh.

Pull Request: https://projects.blender.org/blender/blender/pulls/138042
2025-04-29 15:24:28 +02:00
Omar Emara
93408e03a4 Compositor: Turn Ellipse Mask options to inputs
This patch turns the options of the Ellipse Mask node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138130
2025-04-29 15:20:54 +02:00
Omar Emara
3d4900f412 Compositor: Turn Box Mask options to inputs
This patch turns the options of the Box Mask node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138129
2025-04-29 14:34:23 +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
Jacques Lucke
802addc180 Geometry Nodes: add initial links to new closure zone
This improves the user experience, because the data-flow is not interrupted
temporarily. The automatically inserted links are exactly the same that the
Evaluate Closure node uses when no closure is connected.

Pull Request: https://projects.blender.org/blender/blender/pulls/138125
2025-04-29 13:56:53 +02:00
Campbell Barton
b27459dbd8 Fix #137456: Select shortest path can double-back on itself
The corner-cost bias used when calculating the shortest path meant
the path could cross over itself.

Resolve by tagging vertices as well as edges to prevent stepping across
vertices used by edges that have been added to the heap.
2025-04-29 11:52:01 +00:00
Jeroen Bakker
3aba58b94a Cleanup: Make format 2025-04-29 13:49:24 +02:00
Falk David
1d6f313995 Grease Pencil: Remove minimum thickness clamping
This removes the minimum thickness clamping in the shader.
The reason why this was clamped in the first place was to reduce
aliasing artifacts. With the new super sampling method for
rendering, this should no longer be an issue.

Note: This can break visual compatibility, but the previous radii
were arguably "wrong". This essentially fixes this and renders
the strokes with the actual radii from the attribute.
Previous files that might have relied on the clamping will have
to be updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/138119
2025-04-29 12:46:48 +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
Jacques Lucke
1f0eeea2b2 Fix #138084: closure and bundles show up in UI even if disabled 2025-04-29 11:40:23 +02:00
Aras Pranckevicius
4b161093b4 Fix: Do not create completely empty animation curves in new FBX importer
Some files have animated properties that do not have any actual
animation curve data. Do not try to create f-curves for those. Fixes
a crash on some files.

Pull Request: https://projects.blender.org/blender/blender/pulls/138118
2025-04-29 11:02:33 +02:00
Omar Emara
682ab26994 Compositor: Remove Map UV node Alpha option
This patch removes the Alpha option in the Map UV node. That's because
it currently only has a marginal effect on the result of the node and is
unnoticeable to the user.

The alpha option was supposed to darken the edges of the object that has
the UVs by attenuating the result according to the Laplacian of UV
coordinates. But the attenuation factor was too small to be noticeable.
This option was probably added when UV passes had no anti-aliased alpha
and was therefore needed to smooth the transition at the edges probably.

We asked for user feedback and got feedback from the studio, and it seem
the option is mostly unused.

Pull Request: https://projects.blender.org/blender/blender/pulls/138116
2025-04-29 10:56:33 +02:00
Jacques Lucke
6a90382390 Core: support buffers larger than 2GB in .blend files
This is implements option 1 of #129309. It contains a few changes:
* Split `BHead8` into `SmallBHead8` and `LargeBHead8`. The latter is the new one
  and uses `int64_t` for array sizes instead of just `int`. That applies to to
  buffer size in bytes (`len`) and the array size (`nr`).
* The first .blend file header (the first few bytes of the file) are updated
  according to #129309.
* Support reading files with that use `BHead4`, `SmallBHead8` and `LargeBHead8`.
* New option in the preferences that controls whether new files are written with
  the older `SmallBHead8` or the new `LargeBHead8`. The new file format is
  disabled by default. Potential unofficial 32 bit builds (#67184) always write
  `BHead4`, but can read all types (in theory anyway, can't test it).

Note that there are other places in Blender that don't fully support arrays this
large. E.g. I noticed that the spreadsheet currently can't scroll all the way
down.

The experimental option can be removed once we are in the 5.0 branch, at which
point only 4.5 will be able to open the files saved with 5.0.

Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129751
2025-04-29 10:55:26 +02:00
Aras Pranckevicius
8528feb7ee Cleanup: replace some spinlocks with atomics or mutexes
- ImBuf reference counting: turn that into just an atomic integer
- Cachefile safety: turn into a mutex, since work under the spinlock
  was quite heavy (hashtable creation, other memory allocations)
- Movie clip editor: turn into a mutex, since work under the spinlock
  was very heavy (reading files from disk, etc.)
- Mesh intersect: remove the previously commented out spinlock path;
  replace BLI mutex with C++ mutex for shorter code

Pull Request: https://projects.blender.org/blender/blender/pulls/137989
2025-04-29 10:42:45 +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
Campbell Barton
5ff7ffe31b Cleanup: use colon after doxygen parameters 2025-04-29 05:04:36 +00:00
Campbell Barton
99d469e4d5 Fix: glitch highlighting gizmos when using a tablet
When using a tablet an increased gizmo hit-radius was used,
afterwards toggling modifier keys could then re-evaluate the
highlighted gizmo with a smaller radius, meaning that pressing modifiers
caused gizmos to become inactive.

Revert [0] while keeping larger radius for both mouse & tablet motion
from 10 to 12 px (scaled by the UI scale).

[0]: a043a0e74d
2025-04-29 04:52:08 +00:00
airyz
b23e5e6068 UI: Expose MOD_MESHSEQ_READ_ATTRIBUTES flag for Mesh Sequence Cache modifier
There is an internal flag which gets set only during USD import,
which allows for custom attributes to be read from Mesh Sequence Cache.
This flag is not shown anywhere in the UI, and is not accessible through
python, which can lead to confusing behavior.

For example, loading a .usd file through `bpy.ops.wm.usd_import` will read
custom attributes, but when  `Mesh Sequence Cache` is added manually then
loading the same usd file through `bpy.ops.cachefile.open` will not load
custom attributes.

Further, if the user edits `object.modifiers['MeshSequenceCache'].read_data`
then `MOD_MESHSEQ_READ_ATTRIBUTES` flag will be removed with no way
to bring it back.

Pull Request: https://projects.blender.org/blender/blender/pulls/132475
2025-04-29 06:28:47 +02:00
Brecht Van Lommel
2f96afb4be Fix #138073: Crash with UI display of custom properties
Don't directly access translation context, as this pointer may be an ID
property instead of a real PropertyRNA.

Pull Request: https://projects.blender.org/blender/blender/pulls/138100
2025-04-28 20:16:14 +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
илья _
c00cc2312b Cleanup: Geometry Nodes: Avoid copying of input arguments in some cases
There are two way to access input data in geometry nodes: `get_input` and `extract_input`.
They semantially the same as copy and move constructor. Since sometimes we can access
input multiple times in arbitrary context, we can not always use move constructor. But if
execution flow is trivial then `extract_input` should be preferred.

Pull Request: https://projects.blender.org/blender/blender/pulls/138057
2025-04-28 18:53:53 +02:00
Jesse Yurkovich
1325b83758 Fix #137996: Use square texture when baking to color attributes
Instead of creating a 1D 'data' texture during color attribute baking,
where `width = #face corners` and `height = 1`, this PR uses a square
aspect texture instead. This fixes the reported issue and makes baking
faster since large 1D textures are inefficient with tiled rendering.

See PR for measurements and further details.

Pull Request: https://projects.blender.org/blender/blender/pulls/138047
2025-04-28 17:47:57 +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
Jeroen Bakker
a5a36b8e98 Vulkan: Remove from experimental
This changes removes Vulkan from experimental. It should be feature
parity with OpenGL with the exception of USD/Hydra.
Some backports to USD/Hydra developments are being made #133717
and should land soon.

This change only updates UI text that mentions the state of the
backend.

Thanks for the community so far for testing and reporting issues!

Pull Request: https://projects.blender.org/blender/blender/pulls/138086
2025-04-28 14:51:32 +02:00
Omar Emara
375ff1df6b Fix #137724: Crash during render compositing
Blender crashes if the compositor runs from the render pipeline while
the node tree is being drawn. That's because the render pipeline
adjusting the original node tree by calling ntreeCompositTagRender from
a different thread during compositor evaluation, which is unsafe while
the node tree is being drawn on the main thread.

ntreeCompositTagRender seems to update Composite and Texture nodes, but
they don't have update function, so it seems to do nothing in those
cases. It also updates nodes that reference the scene, like the Render
Layers and Cryptomatte nodes, but this seems to be already done in other
places like do_render_compositor_scenes and ntreeCompositUpdateRLayers.
Furthermore, in one of the calls in the render pipeline, it does raw
pointer comparison with the evaluated scene, so the comparison fails and
it does nothing.

Considering the above, it seems this can be omitted from the render
pipeline code.

Pull Request: https://projects.blender.org/blender/blender/pulls/138087
2025-04-28 14:48:47 +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
YimingWu
b05b0f413c Grease Pencil: Add separate render pass
This PR adds a separate "Grease Pencil" render pass. Once
the "Grease Pencil" option is checked in the passes list, the
Grease Pencil engine will render to a new render pass for various
composition uses.

Notes:

- Occluded Grease Pencil geometry is not rendered.
- In most cases, using an "Alpha Over" with the rest will result
  in the same render as the "Combined" output. The exception is
  when there are Grease Pencil layers that use a blending mode
  that changes the chromaticity of the alpha channel.

Pull Request: https://projects.blender.org/blender/blender/pulls/137638
2025-04-28 12:59:54 +02:00
Omar Emara
d4a57e6cbb Fix #138001: File output node with no inputs crash
Blender crashes when rendering a scene that has a file output node with
no inputs. That's because the preview code assumes that nodes would
always have inputs. So we simply guard against this case.
2025-04-28 13:41:10 +03:00
Omar Emara
39aa73628d Compositor: Turn Color Correction options to inputs
This patch turns the options of the Color Correction node into inputs.

Reference #137223.

Pull Request: https://projects.blender.org/blender/blender/pulls/138003
2025-04-28 12:19:42 +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
YimingWu
1f4cae0c46 Grease Pencil: Filter option in render
This PR adds Grease Pencil type filter in the view layer, so users can
control whether Grease Pencil objects should be rendered or not. When
the option is turned off, Grease Pencil rendering is skipped.

Pull Request: https://projects.blender.org/blender/blender/pulls/137667
2025-04-28 11:29:13 +02:00
Howard Trickey
15623b26b9 Fix #137968: Bad custom normals after Manifold boolean.
Custom normals are interpolated with the new Manifold boolean
code. In the other two solvers, there is no interplation for the
CD_PROP_INT16_2D type so custom normals were left at (0,0) when
an exact copy from the input corner isn't possible.
The new code for manifold first does a join mesh, which converts
custom normals to float3, which can be (and are) interpolated.
However, if the input face (or face fragment) has flipped normal
in the boolean output, then the custom normal should be flipped to.
The fix is to do that for attributes called "custom_normal".
The general case of a "normal-like" thing with a different name
remains unsolved, but I doubt that case comes up often.
2025-04-27 19:36:28 -04:00
Clément Foucault
db22802652 DRW: Avoid warning in subdiv shader code
Was missing a return statement.
2025-04-28 00:55:57 +02:00
Guillermo Venegas
8e499caded Refactor: UI: Replace uiLayoutColumnWithHeading with class method uiLayout::column
This converts the public `uiLayoutColumnWithHeading` function to an
object oriented API (an `uiLayout::column` overloaded version), matching
the python API.

Like the original `uiLayout::column`, this overloaded version now also
returns an `uiLayout` reference instead of a pointer. New calls to this
method should use references too.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138056
2025-04-27 17:09:52 +02:00
Jun Mizutani
90b735c28c Fix: UI: Incorrect splash screen width on HiDPI/Retina displays at low window sizes
This patch fixes an issue where the splash screen width clamping
calculation would result in a very narrow size on HiDPI/Retina
display due to the native pixel size not being taken into account.

Fixed by using the `WM_window_native_pixel_x()` function to obtain
the horizontal window size instead of directly using
`CTX_wm_window(C)->sizex`.

Pull Request: https://projects.blender.org/blender/blender/pulls/137997
2025-04-27 14:39:56 +02:00