Instead of accessing the `CD_NORMAL` layer directly,
use the proper API for accessing mesh normals. Even if the
layer exists, the values might be incorrect due to a deformation.
Related to ef0e21f0ae, 969c4a45ce, and T95839.
The flags overlapped ever since normalize was added, so this requires
versioning to copy the flag value.
Differential Revision: https://developer.blender.org/D14165
The code was using the same flag value for different modifiers,
resulting in matching the toggle to random overlapping flags.
Differential Revision: https://developer.blender.org/D14165
When RMB-select uses "Select Tweak" as a fallback tool,
ignore all bindings mapped to the Control key as these are
used for path selection.
This was fixed in 2a2d873124
however that caused shift-select to fail (T93100).
The node animation versioning code passes `nullptr` to the `oldName` and
`newName` parameters, but those weren't `NULL`-safe. I added an extra
check for this.
No functional changes, just a crash fix.
Althought the float buffers are only used as cache, current code paths
don't look at the flags to identify which kind of image it is. Actual
fix would be to check flags, but that wouldn't be something to add one
week before release.
This commit fixes it by removing the buffers after use in the image
engine.
Bug was introduced in D12167.
Reading input size from an input socket is not possible in tiled compositor before execution is initialized. A similar change was done for the base class, see BlurBaseOperation::init_data().
Reviewed by: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14067
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
This removes manual handling of normals that was hard-coded
to false in the one place the function was called. This change
will help to make a fix to T95839 simpler.
It's better not to expose the details of where the dirty flags are
stored to every place that wants to know if the normals are dirty.
Some of these places are relics from before vertex normals were
computed lazily anyway, so this is more of an incrememtal cleanup.
This will make part of the fix for T95839 simpler.
Make relation match material and world nodes. Does not address the reported
issue regarding muted nodes, but another missing update found investigating.
This was an old issue, but recent image partial update changes made this more
likely to happen in some cases. Now ensure that whenever the rendered scene
switches the image is updated.
The problem was that the code for sorting polygons around a vertex
assumed that it was a manifold or boundary vertex. However in some cases
the vertex could still be nonmanifold causing the crash. The cases where
the sorting fails are now detected and these vertices are then marked as
nonmanifold.
Differential Revision: https://developer.blender.org/D14065
The "Fill Caps" option on the Curve to Mesh node introduced in
rBbc2f4dd8b408ee makes it possible to fill the open ends of the sweep
to create a manifold mesh.
This patch fixes an edge case, where caps were created even when the
rail curve (the curve used in the "Curve" input socket) was cyclic
making the resulting mesh non-manifold.
Differential Revision: https://developer.blender.org/D14124
In ffmpeg 5.0, several variables were made const to try to prevent bad API usage.
Removed some dead code that wasn't used anymore as well.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D14063
Fix boundary error in `BLI_str_unescape_ex`. The `dst_maxncpy` parameter
indicates the maximum buffer size, not the maximum number of characters.
As these are strings, the loop has to stop one byte early to allow space
for the trailing zero byte.
Thanks @mano-wii for the patch!
When new display driver is given to the PathTrace ensure that there are
no GPU resources used from it by the work. This solves graphics interop
descriptors leak.
This aqlso fixes Invalid graphics context in cuGraphicsUnregisterResource
error when doing final render on the display GPU.
Fixes T95837: Regression: GPU memory accumulation in Cycles render
Fixes T95733: Cycles Cuda/Optix error message with multi GPU devices. (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T95651: GPU error (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T95631: VRAM is not being freed when rendering (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T89747: Cycles Render - Textures Disappear then Crashes the Render
Maniphest Tasks: T95837, T95733, T95651, T95631, T89747
Differential Revision: https://developer.blender.org/D14146
Add check for `NULL` `from` pointer to `BLO_main_validate_shapekeys`,
and delete these shapekeys, as they are fully invalid and impossible to
recover.
Found in a studio production file (`animation
test/snow_parkour/shots/0040/0040.lighting.blend`, svn rev `1111`).
Would be nice to know how this was generated too...
Previous implementation had a copy of the image user, which doesn't
contain all the data to identify changes. This patch introduces a new
struct to store the data and can be extended with other data as well
(color spaces, alpha settings).
For the attribute search button, the tooltip was missing
if the input socket type has attribute toggle activated.
Differential Revision: https://developer.blender.org/D14142
This affected loading of EXR files with set to Linear ACES colorspace, as
well as the sky texture for in some custom OpenColorIO configurations.
Use the builtin OpenColorIO transform from ACES AP0 to XYZ D65 to fix this.
I noticed that there were a few variables that should not be visible per default.
It seems to me to simply be an oversight, so I went ahead and cleaned them up.
Reviewed By: Sybren, Ray molenkamp
Differential Revision: http://developer.blender.org/D14132
This is a bug on the Blender side, where the depsgraph does not have proper
relations for text object duplis and fails to include the required materials
in the dependency graph. But at least Cycles should not crash.
FindOpenImageIO was updated to link to separate OpenImageIO_Util for new
versions, where it is required. For older versions, we can not link to it
because there will be duplicated symbols.
Ref D14128
FindOpenEXR was updated to find new lib names and separate Imath. It's all
added to the list of OpenEXR include dirs and libs.
This keeps it compatible with both version 2 and 3 for now, and doesn't
require changes outside the find module.
Ref D14128
Coarse meshes with high polycount would show as corrupted when GPU
subdivision is used with AMD cards This was caused by the OpenSubdiv
library not taking `GL_MAX_COMPUTE_WORK_GROUP_COUNT` into account when
dispatching computes. AMD drivers tend to set the limit lower than
NVidia ones (2^16 for the former, and 2^32 for the latter, at least
on my machine).
This moves the `GLComputeEvaluator` from the OpenSubdiv library into
`intern/opensubdiv` and modifies it to compute a dispatch size in a
similar way as for the draw code: we split the dispatch size into a 2
dimensional value based on `GL_MAX_COMPUTE_WORK_GROUP_COUNT` and
manually compute an index in the shader.
We could have patched the OpenSubdiv library and sent the fix upstream
(which can still be done), however, moving it to our side allows us to
better control the `GLComputeEvaluator` and in the future remove some
redundant work that it does compared to Blender (see T94644) and
probably prepare the ground for Vulkan support. As a matter of fact,
this patch also removes the OpenGL initialization that OpenSubdiv would
do here. This removal is not related to the bug fix, but necessary to not
have to copy more files/code over.
Differential Revision: https://developer.blender.org/D14131
This fixes VR pink screen issues when using the DirectX backend, caused
by `wglDXRegisterObjectNV()` failing to register the shared
OpenGL-DirectX render buffer. The issue is mainly present on AMD
graphics, however, there have been reports on NVIDIA as well.
A limited workaround for the SteamVR runtime (AMD only) was provided
in rB82ab2c167844, however this patch provides a more complete solution
that should apply to all OpenXR runtimes. For example, with this patch,
the Windows Mixed Reality runtime that exclusively uses DirectX can now
be used with AMD graphics cards.
Implementation-wise, a `GL_TEXTURE_2D` render target is used as a
fallback for the shared OpenGL-DirectX resource in the case that
registering a render buffer (`GL_RENDERBUFFER`) fails. While using a
texture render target may be less optimal than a render buffer, it
enables proper display in VR using the OpenGL/DirectX interop (tested
on AMD Vega 64).
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14100
StringGrid has been deprecated in openvdb 9.0.0 and will be removed soon
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D14133
GLUT does not support offscreen contexts, which is required for the new
display driver. So we use SDL instead. Note that this requires using a
system SDL package, the Blender precompiled SDL does not include the video
subsystem.
There is currently no text display support, instead info is printed to
the terminal. This would require adding an embedded font and GLSL shaders,
or using GUI library.
Another improvement to be made is supporting OpenColorIO display transforms,
right now we assume Rec.709 scene linear and display.
All OpenGL, GLEW and SDL code was move out of core cycles and into
app/opengl. This serves as a template for apps that want to integrate
Cycles interactive rendering, with a simple OpenGLDisplayDriver example.
In general this would be adapted to the graphics API and color management
used by the app.
Ref T91846
Due to recent changes there have been reports of incorrect loading of
GPU textures. This fix reverts a part of {D13238} that might be the
source of the issue.
This does not happen with **any** image, but with images that have ID
properties.
ID properties are used to store view projection matrices (e.g. for
reprojection with `Image from View` or `Quick Edit` -- these are the
ones we are interested in), but of course they can be used for anything
else, too. The images in the file from the report have ID properties from
an Addon for example.
So the crash can reliably be reproduced with **any** image doing the
following:
```
bpy.data.images['myImage']['myIDprop'] = "foo"
```
This would lead code in `texture_paint_camera_project_exec` to think the
needed `view_data` is on the image (but in reality it was just some
other IDprop).
Solution is simple: just check `view_data` is really valid after getting
it from the IDprops.
Maniphest Tasks: T95787
Differential Revision: https://developer.blender.org/D14116