Set the flags on the image buffer when loading an EXR file, so they can be
used when saving.
This also removes IB_halffloat and replaces it by the file options flag.
Pull Request: https://projects.blender.org/blender/blender/pulls/135656
I'm moving this for two (related) reasons:
* It depends a lot on the specifics of `Camera` and `Object` data-blocks.
* It links `Object::object_to_world()` which is not an inline function and thus
easily leads to linker errors. It mostly seems like luck that this is not
breaking our build due to early dead code elimination when linking binaries
which use the blenlib static library such as `msgfmt`.
I found this while working on a compilation tool which would not be as lucky and
has a linker error because of the dependence on `Object::object_to_world`.
Pull Request: https://projects.blender.org/blender/blender/pulls/136547
If you scale down the color pickers to very small sizes the calculation
of the handle size of the value slider will cause it to proportionally
increase as it all approaches zero. This PR just calculates the size in
a better way and clamps it as well. For both the round and square
versions.
Pull Request: https://projects.blender.org/blender/blender/pulls/136566
This fixes the following warning with MSVC:
device_impl.cpp(287): warning C4805: '|=': unsafe mix of type 'bool' and type 'ccl::uint' in operation
The similar fix is applied to Metal code as well.
There is no short-circuiting boolean operator ||=, so expand the expression.
Pull Request: https://projects.blender.org/blender/blender/pulls/136561
Texture nodes are already supported through the GPUMaterial and
multi-function compositor abstractions. So we just need to expose them
through the add menu.
This patch makes it such that the compositor fallback to using the
order of the inputs to infer the domain priority if no domain priority
is specified. This is more robust since some nodes do not declare their
domain priorities and indirectly rely on the order of insertions in some
containers and thus might fail in the future.
We opt for this as opposed to requiting all nodes to declare their
priorities for code brevity.
This patch adds initial support for implicit inputs in pixel operations.
This is currently a non-functional change but will be used in the
future to support implicit inputs in texture nodes or so.
This works by exposing extra inputs to pixel operation for each of the
supported implicit input types if needed, and linking those inputs to
instances of the ImplicitInputOperation operation.
Only a single implicit input exist for now and we do not differentiate
between any of the implicit inputs type. In order to do that, we need to
refactor how input declarations for implicit inputs happen, since they
are now tied to the Geometry Nodes specifically.
HIP-RT functions do have access to kg, and it was used inconsistently:
some functions were passed actual kg, other were passed nullptr.
This change makes it consistent and passes kg everywhere.
Pull Request: https://projects.blender.org/blender/blender/pulls/136503
The code before this change was relying on the ShadowPayload have
the same "header" as RayPayload for some of the primitive types
(curve, motion triangle, point): intersection functions were shared
between "regular" and shadow rays (shadow in this case is shadow_all),
but extra filter function was used for shadow rays.
This is fragile if someone changes one of these structures. What is
worse is that compiler might actually decide to shuffle things in
some structs, or remove unused fields.
This change also solves confusion about ShadowPayload::prim_type
seemingly only being assigned to PRIMITIVE_NONE. With time it is
not impossible that compiler will also see this, and constant-fold
some checks, or even remove the field. If that happens then the
render result will be wrong. Maybe it is already happening as there
are some GPU and driver and optimization flag specific bugs in the
area.
It is unclear whether it was causing any actual problem: W7800
seems to render all hair correctly on Linux.
Also make some style decisions more consistent: for example,
the way how stop/continue search return value is commented.
Prefer lower vertical space for those.
Mainly readability purposes:
- Having variables called local_payload is ambiguous: does it refer to
LocalPayload type or to a variable be local in a function?
- Some of the functions are used for different ray types, so having the
type case in intersectFunc and filterFunc makes it easier to scan.
For the latter: now it is more obvious that Curve_Intersect_Shadow
expects RayPayload, but Curve_Filter_Shadow expects ShadowPayload.
It might not be a problem currently as ShadowPayload has the same
"header" RayPayload, but it might change in the future. Also, compiler
might optimize fields out from one but not from the other.
Add support for a 5th modifier key called "hyper",
this is a modifier supported on Wayland & X11 although
other platforms could support an additional modifier too.
Both GNOME and KDE can map CapsLock to Hyper.
Other compositors can use the XKB_DEFAULT_OPTIONS environment variable.
This allows users to have an additional modifier for their own use
that doesn't conflict with other keys.
Ref !136340
Some regions, like toolbars and sidebars, can be dragged open and
closed. But this often doesn't work correctly a second time because
we don't update our saved widths once the area is hidden. This results
in an incorrect offset. This PR just resets the saved widths to zero
when the region is hidden so this doesn't occur. Note that this does
not affect the ability to just click and release on the widget, only
dragging from it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136527
Rename to be more consistent with other Blender keymaps, as well as the
naming convention used in "View Type."
- "SequencerCommon" -> "Video Sequence Editor"
- "SequencerPreview" -> "Preview"
- "Sequencer Timeline Tool" -> "Sequencer Tool"
- "Sequencer Preview Tool" -> "Preview Tool"
There is versioning in place to make sure custom keyconfigs keep working.
Once #131102 goes through, if we would like to rename the "Sequencer"
view type to "Timeline" or "Sequencer Timeline," then we can make the
necessary changes here too.
Pull Request: https://projects.blender.org/blender/blender/pulls/136217
Strip locking was meant to be used with strip transformation only. So
the check, whether strip is locked is removed from hide/unhide operator.
Further it was requested to lock sound strip subframe offset. Since this
is time related property, it was moved to time panel. This also
addresses request to make it more obvious, why the value can't be
changed.
The name of the property was clarified from "Offset" to
"Sound offset", because there are another 2 offsets in the panel.
Finally, when channel is locked, properties in side panel now reflects
this state. This is done by adding RNA get function for `Strip.lock`
property. Function `seq::transform_is_locked` is used instead of
checking `SEQ_LOCK` flag, because it also checks channel state. With
this setup, the lock property can't be disabled while channel is locked.
However strip lock flag will be unset, which can be prevented. (I am not sure which is better. Both are fine in my eyes.)
Pull Request: https://projects.blender.org/blender/blender/pulls/135831
The "slip strip contents" operator in the VSE now can move the strip
keyframes. There is a property to enable keyframe slipping.
The property is disabled by default, mainly because animation is
often used for fade in/out, which would be annoying if it moved with
content.
Pull Request: https://projects.blender.org/blender/blender/pulls/136386
There is a known precision bug in the current HIP compiler version (RDNA2 family/Windows) that has already been fixed and will be available in
a future HIP SDK release. Enabling more precise math prevents the artifacts.
This may cause a 5-10% performance drop in some scenes.
Fix#136138: Microfacet BSDF
Fix#136449: Hair BSDF
Pull Request: https://projects.blender.org/blender/blender/pulls/136341
The initial goal of this PR is to avoid creating vertex and index
buffers as part of the "request" phase of the drawing loop. Conflating
requesting and creating index buffers might not sound so bad, but it
ends up significantly complicating the whole process. It is also
incompatible with a future buffer cache that would allow avoiding
re-uploading mesh buffers.
Specifically, this means removing the use of `DRW_vbo_request` and
`DRW_ibo_request` from the mesh batch extraction process. Instead, a
list of buffer types is gathered based on the requested batches. Then
that list is filtered to find the batches that haven't been requested
yet. Overall I find the new process much easier to understand.
A few examples of simplifications this allows are avoiding allocating
`MeshRenderData` on the heap, and the removal of its `use_final_mesh`
member. That's just replaced by passing the necessary information
through the call stack.
Another notable difference is that for meshes, EEVEE's velocity module
now requests a batch that contains the buffer rather than just requesting
the buffer itself. This is just simpler to get working since it doesn't require
a separate code path.
The task graph argument for extraction is unused after this change. It wasn't
used effectively anyway; a simpler method of multithreading extractions is
used in this PR. I didn't remove it completely because it will probably be
repurposed in the next step of this project.
The next step in this project is to replace `MeshBufferList` with a
global cache that's keyed based on the mesh data that compromises each
batch, when possible (i.e. for non edit-mode meshes). This changes above
should be applied to other object types too.
Pull Request: https://projects.blender.org/blender/blender/pulls/135699
Rather than transforming the nodes inside shrinking frames together with
their parent, they are now transformed individually. That way the nodes
are aligned with the grid when snapping and the frame is adjusted by
the automatic resizing.
This makes the grid alignment of nodes is consistent, no matter whether
the node or its parent frame is transformed.
The behavior for manually resized frames is unchanged.
Pull Request: https://projects.blender.org/blender/blender/pulls/136381
The new correction avoids washed out areas near the shadow terminator,
preserving more detail from normal and bump maps.
It implements the method from the paper "A Microfacet-Based Shadowing
Function to Solve the Bump Terminator Problem" by Alejandro Conty Estevez,
Pascal Lecocq, and Clifford Stein.
Pull Request: https://projects.blender.org/blender/blender/pulls/135380
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.
For bump from the displacement socket, filter width remains fixed at 0.1.
Ref #133991, #135841
Pull Request: https://projects.blender.org/blender/blender/pulls/136465