Commit Graph

131027 Commits

Author SHA1 Message Date
Brecht Van Lommel
a43f847d54 Cleanup: compiler warning 2023-12-12 13:27:36 +01:00
Brecht Van Lommel
d015e98ee6 Fix Cycles ASAN error with boolean kernel arguments 2023-12-12 13:27:36 +01:00
Pratik Borhade
16705f078c Fix #116000: Face set toggle visibility not working correctly
Toggle visibility is hiding active face sets instead of isoloating it.

Pull Request: https://projects.blender.org/blender/blender/pulls/116026
2023-12-12 12:33:59 +01:00
Pratik Borhade
f70e9cf21c Fix #116024: Face set unhide crash for masked type
This is due to accessing value from empty mask attribute array.

Pull Request: https://projects.blender.org/blender/blender/pulls/116028
2023-12-12 12:33:38 +01:00
Campbell Barton
598a48054b Cleanup: correct & improve MLoopTri struct comment
Own previous cleanup had a grammar error and could be worded better.

Co-authored-by: Hans Goudey <hans@blender.org>
2023-12-12 20:56:01 +11:00
Guillermo Venegas
e23b8eeb42 BLI: destruct non-trivial types after using remove_if
`Vector::remove_if` allows certain elements to be removed based on a predicate.
However `std::remove_if` only shifts the elements that will not be deleted
to the beginning of the container and then `Vector::remove_if` only
updates the pointer to the new last element after using `std::remove_if`.
This works well if `Vector` is used with trivial types that don't have a destructor.

Having a `Vector<std::unique_ptr>` for example, can generate undefined behavior
if the predicate gives `true` to elements that are contiguous at the end, if
`Vector::remove_if` only updates the end pointer in these specific cases, these
makes these smart pointers useless because  they will not be freed by themselves.

To prevent that, also destruct the elements being removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/115914
2023-12-12 10:42:04 +01:00
Jeroen Bakker
efc1094d6a Metal: Enable Shader Validation on Buildbot
This PR enables shader validation testing on buildbot for Metal.

OpenGL isn't enabled as OpenGL requires an actual driver and GPU
attached to the build bot infrastructure. Also the OpenGL backend
caches data (glsl_patch) globally and requires a restart in order to
create the correct one.

Vulkan isn't enabled as it requires some changes:
* For windows it requires to install more recent vulkan software versions as
  part of the buildbot windows configuration
* For Linux it requires to start a GHOST System without any X11/Wayland
  This currently fails on the buildbot. We should check if we can use
  `GHOST_SystemHeadless` with `GHOST_ContextVK`

Each shaders are compiled twice. Once based on the
actual features of the installed GPU/backend. And once with all
the work-arounds enabled, simulating a platform close to the
minimum requirements of Blender.

Pull Request: https://projects.blender.org/blender/blender/pulls/116040
2023-12-12 10:14:13 +01:00
Omar Emara
a6948310b9 Fix #116037: Corner Pin mask retains original alpha
The Corner Pin mask output retains the original alpha of the input
image, while it should be a binary mask. This also affects the Plane
Deform node.
2023-12-12 11:09:22 +02:00
Jeroen Bakker
f9269312da Fix #116075: OpenGL Shader Compilation On Selected Platforms
Due to recent changes a cached patch string in GLShader grew out of
its bounds. This resulted in incorrect shader generation on selected
platforms (Reported was Windows/NVIDIA). The patch string can differ
based on the features that the GPU supports.

This PR replaces the old C-style string generation with CPP-style
string stream, making sure that the allocated memory grows with the
size of the string.

Pull Request: https://projects.blender.org/blender/blender/pulls/116085
2023-12-12 09:51:17 +01:00
Jesse Yurkovich
1db803516a Fix: Debug assert in file_handler_test
The debug assert condition was inverted.

It is expected that we do not find a `FileHandlerType` with the given
`idname` during add. Like Operators being added twice from c code, this
will now assert if one is actually found. Python duplicates are handled
through `register_class` already.

Pull Request: https://projects.blender.org/blender/blender/pulls/116084
2023-12-12 09:43:28 +01:00
Damien Picard
6428f2329e Anim: reorder "View in Graph Editor" buttons in the context menu
In the property context menu, the operator to View in Graph Editor can
apply to a single value or all values of a vector property.

Currently, these two options are presented in this order (Single, then
All), while all other operators (replace, delete, clear, add to keying
set, reset, copy to selected) follow the opposite order (All, then
Single).

This commit inverts this order for consistency's sake.

Pull Request: https://projects.blender.org/blender/blender/pulls/115962
2023-12-12 09:29:03 +01:00
Jeroen Bakker
f66ad2d919 Cleanup: Suppress Unused Variables In Release Builds
Pull Request: https://projects.blender.org/blender/blender/pulls/116083
2023-12-12 08:24:50 +01:00
Anthony Roberts
3b2ed40250 Windows: Remove workaround for ARM64/WSL Mesa drivers
This reverts #110582 - the workaround is no longer needed, as MS have updated
the version of mesa they ship as part of their compatibility pack, which contains
a workaround on that side instead.

This means that the supported version of OpenGL based on the host GPU is now
correct, bar `GL_ARB_texture_view`.

`GL_ARB_texture_view` is faked for ARM64 devices, as the part that is not
implemented (channel casting) is not used in blender.

This means that ARM64 devices (at least) now report compatibility up to OpenGL
4.6 in the system info export.

See: 698344b93c

Pull Request: https://projects.blender.org/blender/blender/pulls/116052
2023-12-12 08:12:45 +01:00
Campbell Barton
857714ceff WM: warn about suspicious event time-stamps in debug builds
Report suspicious time-stamps as they could cause bugs which are
difficult to troubleshoot.
Currently the time-stamps are only used for double-click detection but
we may want to use them in the future, so ensure they're valid.

Print an error when two events are handled in the last second and the
current event has a time-stamp 5 seconds before or after the current
time.
2023-12-12 14:57:47 +11:00
Campbell Barton
7f64bf482e Cleanup: rename GHOST event processing arguments
Rename `evt` to `ghost_event` since it's too similar to `event`
(used for generated `wmEvent` structs).
2023-12-12 13:21:22 +11:00
Campbell Barton
6e3d1be637 Licenses: add MPL-2.0 (from recent inclusion of NanoVDB.h) 2023-12-12 13:08:16 +11:00
Campbell Barton
dc2d7a4707 License headers: conform copyright to SPDX 2023-12-12 13:03:26 +11:00
Campbell Barton
77204bed17 Cleanup: spelling in comments 2023-12-12 12:58:56 +11:00
Campbell Barton
d93a594708 Cleanup: compiler warnings 2023-12-12 12:53:03 +11:00
Hans Goudey
249c8b0e6b Cleanup: Improve mesh MLoopTri struct comment
Update code examples to current C++ style. Change formatting
slightly to use more columns. Rewrite secions to be more explicit
and precise. Avoid cryptic / uncommon code in examples. Finding
real edges in particular is never inlined, we just use the function
for it.
2023-12-11 17:33:20 -05:00
Jason Fielder
9313750f0a Metal: Add fallback path for texture atomics V2
This patch adds an alternative path for devices/OSs
which do not support native texture atomics in Metal.
Support is encapsulated within the backend, ensuring
any allocated texture with the USAGE_ATOMIC flag is
allocated with a backing buffer, upon which atomic
operations happen.

The shader generation is also changed for the atomic
case, which instructs the backend to insert additional
buffer bind-points for the buffer resource. As Metal
also only supports buffer-backed textures for
textureBuffers or 2D textures, TextureArrays and
3D textures are emulated within a 2D texture, with
sample locations being indirected.

All usage of atomic textures MUST now utilise the
correct atomic texture types in the high level shader
and GPUShaderCreateInfo declarations.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/115956
2023-12-11 23:00:20 +01:00
Clément Foucault
cf4558d576 Fix: EEVEE-Next: Opaque dielectric packing broken 2023-12-11 22:50:42 +01:00
Germano Cavalcante
3612e0ef04 Fix #116058: 'Align Rotation to Target' does not consider object orientation
Similar to #49494, but here we need to consider orientation instead of
position.
2023-12-11 18:36:12 -03:00
Germano Cavalcante
1bcf3933a8 Cleanup: Use C++ Vector in transform translate 2023-12-11 18:24:49 -03:00
Hans Goudey
c02784bd4f Cleanup: Make format 2023-12-11 15:47:11 -05:00
Hans Goudey
dcf9d74cba Cleanup: Remove unused curves keymap items 2023-12-11 15:47:11 -05:00
Hans Goudey
9af176bfe6 Curves: Add edit mode duplicate operator
Reuse the grease pencil implementation added in:
- fb275bc040
- 5799a26568819ce27e8c12df96b7ffba84cc00f9
2023-12-11 15:47:11 -05:00
Hans Goudey
7dc6a6bd9a GPv3: Specialize duplicate function for curve selection domain
The logic can be much simpler when curves are selected rather than points,
because then we just copy all of the points in each curve. Like some other
operators, implement both cases.
2023-12-11 15:47:11 -05:00
Hans Goudey
6dad7afe5e Cleanup: Doxygen section title case consistency 2023-12-11 15:47:11 -05:00
Hans Goudey
a416677d4e Cleanup: Remove unnecessary "using namespace" lines 2023-12-11 15:47:11 -05:00
Hans Goudey
99f6f13add GPv3: Avoid creating cyclic attribute when unnecessary in duplicate operator
None of the final curves will be cyclic if none of the original curves were cyclic.
2023-12-11 15:47:11 -05:00
Hans Goudey
d8497e48e1 Cleanup: Use is_empty() instead of size() == 0 2023-12-11 15:47:11 -05:00
Richard Antalik
4e10aa6e71 Fix #115086: Retimed hard split sound strip does not seek correctly
Content cut off by `anim_startofs` is as if it does not exist for
sequencer. But Audaspace seeking relies on having animation buffer
initialized for whole sequence. Initialize pitch of cut content to 1.
2023-12-11 21:18:49 +01:00
Clément Foucault
fe2a7f4b8d EEVEE-Next: Support ShaderToRGBA on Dithered materials
This adds a new hybrid mode where the light and lightprobe
textures are bound to the gbuffer pass and used by
shaders that use ShaderToRGBA.

The counterpart is that these shaders have less texture
slots available but still two more than the Blended
materials.

These materials will correctly write to the AOVs and
render passes.

This is not too invasive in terms of implementation. The
only quirk was that we needed another fragment shader to
simplify the dependencies on the resources. But if we ever
get pre-processor support in our include / require system
this could be cleaned up.
2023-12-11 20:32:58 +01:00
Clément Foucault
8ab23ea17d Fix: EEVEE-Next: Missing indirect light in ShaderToRGBA
Silly mistake. The lighting was not added to the right
variable.
2023-12-11 20:32:58 +01:00
Miguel Pozo
73a5826bf5 Fix: EEVEE-Next: Film matrix
Fixes motion vectors for static geometry.
Regression from beee7db.
2023-12-11 20:23:04 +01:00
laurynas
feae0b4173 Curves: Support for edit mode draw tool
Adds new curves support to "Draw Curve" operator. This is a direct copy
and replace of the old code to the new editors directly, with a change to
create the new data structure instead of the old one. There is no attempt
at code deduplication, since that would complicate removing the old
curve type when it comes time.

To replace the "2D curve" option a new operator property is added
for projecting to the Z=0 plane.

Pull Request: https://projects.blender.org/blender/blender/pulls/115864
2023-12-11 19:44:19 +01:00
Clément Foucault
3313e9976a Fix: EEVEE-Next: Broken Shadow usage tagging
Broken after recent changes.

Caused by 85f9758302
2023-12-11 19:20:27 +01:00
Hans Goudey
eefe19a7de Fix #115994: Crashes with edit mode tools using custom data correction
Caused by 15cff1fddb reversing source and result arguments.
2023-12-11 13:11:02 -05:00
Hans Goudey
6bc3445e65 Fix: Crash copying BMesh from typo in CustomData copy 2023-12-11 13:11:02 -05:00
Omar Emara
bcea221021 Realtime Compositor: Cache bokeh kernel image
This patch creates a static cached resource from bokeh kernel images,
for better performance and reusability, since it will be used by the
Defocus node as well.
2023-12-11 19:43:03 +02:00
Clément Foucault
4c14557424 Fix: EEVEE-Next: Undefined behavior with only diffuse material
Diffuse materials still needs the feedback buffer for correct
horizon scan.
2023-12-11 18:24:40 +01:00
Clément Foucault
5fa44c0ff8 Fix: EEVEE-Next: Broken HiZ for planar probe
This was caused by missing resources.
2023-12-11 18:09:06 +01:00
Clément Foucault
3df81b0b86 Fix: EEVEE-Next: Planar Probe rendering broken
Was caused by several small mistakes.
2023-12-11 18:08:20 +01:00
Clément Foucault
85f9758302 Fix: EEVEE-Next: Crash when using Planar Probe
This was caused by missing cryptomatte and
depth buffer input for shadow tagging.
2023-12-11 17:27:10 +01:00
Clément Foucault
a32b4ecd83 EEVEE-Next: Make Hi-Z buffer swap on set_source
This fixes a case where the source was set but the
internal pointers for binding were not updated.

This also tag for update internally.

Cleanup and remove the redundant tagging.

This also use the planar depth buffer as layer view.
2023-12-11 17:27:10 +01:00
Miguel Pozo
b484018d42 Fix: EEVEE-Next: ObjectKey
memset is not guaranteed to clear padding bytes,
which breaks the use of memcmp for comparison.
2023-12-11 17:26:04 +01:00
Jeroen Bakker
fa2f9ef33b Vulkan: Generate Correct GLSL After Changing Workarounds
During normal execution it isn't possible to switch workarounds.
However when running test cases we want to check if shaders and
other tests work when work arounds are enabled. Currently shader
patches are cached globally.

This PR moves the cached shader patch to the device level which
is rebuild every time a device needs to be reinitialized.

For OpenGL this is also an issue, but harder to solve as the concept
device doesn't exist there.

Pull Request: https://projects.blender.org/blender/blender/pulls/116042
2023-12-11 16:25:41 +01:00
Clément Foucault
bac94fe307 EEVEE-Next: Make AO node respect the normal input 2023-12-11 14:50:58 +01:00
Clément Foucault
4ed9b4fed0 EEVEE-Next: More work into supporting horizon scan in AO node
This is only part of making inverted scan work.
There are still issues with background not being
considered outside objects.
2023-12-11 14:50:57 +01:00