Resolves assertion for EEVEE Next motion
blur wherein a swizzled texture used in an
image binding loses write-access. We
instead must bind the source texture
for image write operations.
This is now consistent with expected
behaviour in other APIs.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/117479
This patch adds a new `Stretching Opacity` slider to the overlays panel in the UV Editor.
This allows users to tweak the opacity of the UV stretching overlay, so the image texture
can still be visible through it.
Pull Request: https://projects.blender.org/blender/blender/pulls/117381
The GPU Hue Correct node is slightly off due to incorrect interpolation
of curve maps. We fix this by introducing proper half-pixel offsets to
the curve map coordinates much like we do for other curve map evaluation
shaders.
The compositor backdrop is only updated partially for the GPU compositor
when the render percentage is less than 100. That's because the viewer
node wrongly considered the compositing space, while its space is only
affected by its input. So this patch fixes that by ignoring the
compositing space for viewer nodes.
Although it is nice to skip embossing for middle buttons in aligned
rows, this only applies to vertically-aligned buttons. Horizontal ones
need to keep their embossing, if enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/118304
This adds support for removing multiple named attributes from a geometry at once
using a string pattern that can contain a single wildcard character (`*`).
Using the pattern `sim_*` removes all attributes with the `sim_` prefix for example.
The most difficult design issue here is the decision of what pattern matching language
to use. In the end we only settled on the lowest common denominator for now. This
is already very useful and does not limit us much in the future if we want to support
more complex pattern matching. Once we support lists, some of the use-cases can
also be solved more generally without extra functionality in the Remove Named Attribute
node.
Different pattern matching languages have been discussed before:
https://devtalk.blender.org/t/string-pattern-matching-language-in-blender-and-geometry-nodes/27410
Pull Request: https://projects.blender.org/blender/blender/pulls/118258
We have both a blf_glyph_ensure and blf_glyph_ensure_ex, with the former
calling the latter with subpixel equal to zero. This PR just combines
the two using a C++ default optional parameter.
Pull Request: https://projects.blender.org/blender/blender/pulls/118470
The "size" parameter here is unnecessary in that we are passing the
font itself and the function is only ever called (the once) with
font->size. The parameter is also misleading in that you could assume
that the cache is matching only the font size when it actually matches
multiple attributes, including size. Size isn't special here.
Pull Request: https://projects.blender.org/blender/blender/pulls/118469
This adds an sse42 cpu check on startup for both linux and windows,
mac has been excluded, since there are no intel based macs that do
not support SSE42.
The way this works is, we count on the OS to initialize the shared
libraries in the order they are linked (which currently holds true)
before calling the initialization code in the main executable. This
allows us to check the CPU before running any of the code in the main
executable that might not be supported by the current isa.
Changing those build flags is for a future PR, but for now and for
future reference: blender_cpu_check must be build without optimized CPU
flags so it'll be able to run on older CPUs.
some code has been duplicated from blenlib, there's really no way around
that since we cannot link blenlib as it may be build with optimized cpu
flags.
Windows currently gives a popup to inform the user, while linux reports
to the console, there may be better ways to communicate with linux users
with perhaps some generic GUI popup, but I'm unaware of these and will
leave this for the linux platform maintainer to polish.
Part of #116592
Pull Request: https://projects.blender.org/blender/blender/pulls/118054
Multiple threads may try to load the "All" asset library catalogs, so
avoid working on the same catalog service in parallel.
Found when testing #118463 on top of #118382, by creating a sculpt brush
asset while the asset shelf is open. The 3D View header would trigger
reloading of the "All" asset library catalogs to display node assets in
header pulldowns, while the asset shelf triggered a threaded reload of
the asset library.
This adds back sphere probe pre-convolution.
The difference is that we use spherical
Gaussian instead of the GGX NDF.
This allows us to reuse the previous mip as
a source for the convolution and thus reduce
the sample count and give a noiseless result.
However since we don't use filtered importance
sampling anymore, we have to compensate with
some more samples. This could be addressed in
a follow up PR if needed.
This also changes the octahedral mapping
procedure to avoid padding texels and
interpolation artifacts.
Also cleanup to make sure all functions
related to mapping are in the same file.
The change to Spherical Gaussian has some impact
on the look. The resulting visual is a less "foggy"
but most of the energy is where it should be.
Only the caracteristic "GGX tail" is missing.
These sphere light-probes convolved mips are only
used when raytracing is off or un-available (forward
surfaces).
Ref #118256
Pull Request: https://projects.blender.org/blender/blender/pulls/118354
The smear brush on sculpt mode is causing vertex color alpha to keep increasing (see `before` video). I think the amount of alpha should decrease the further away it gets.
My solution is to remove the blending of `accum` with `interp_color` and eliminate the usage of `interp_color` altogether. This will correct the behavior, as seen in the `after` video below.
I provided a [blend file ](/attachments/470b7c27-5707-4d8a-83ea-28a7423f7092) for you to test.
| Before | After |
| -------- | -------- |
|<video src="/attachments/8f28899e-13f2-455f-ac42-dd1464330f3a" title="demo_before.mp4" controls></video>|<video src="/attachments/041389b7-350e-44e2-84cb-a41f26905880" title="demo_after.mp4" controls></video>|
Co-authored-by: Ahmad Rifai <riff.blend@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/115292
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
Problem here is that when selecting/activating an object in a different
scene in the Outliner, the Outliner will automatically switch scenes via
`WM_window_set_active_scene` however the `view_layer` was untouched and
as a consequence `BKE_view_layer_synced_ensure` gets the right scene but
the "wrong" viewlayer [which makes it not do its thing properly]
To solve, now use the new active viewlayer after having switched scenes.
NOTE this also solves a couple of other asserts elsewhere (when not
deleting, just selecting/activating could assert on
`DEG_is_evaluated_object(ob)`)
Pull Request: https://projects.blender.org/blender/blender/pulls/118458
Fairly straightforward.
Note that only the Noise modifier is handled in this commit, for demonstration/testing purposes.
The other modifiers remain TODO and will be handled in later commits.
Pull Request: https://projects.blender.org/blender/blender/pulls/118415
This changes the drawing of the zone nodes to align corresponding input
and output sockets. The resulting nodes are smaller and it's easier to see
how data is passed through them.
Drawing aligned sockets is already technically supported for quite a while
already, but we haven't used it so far. Using them for zone nodes seems to
provide benefits only. How we use aligned sockets in other nodes still has
to be discussed more.
This patch only changes run-time data. It doesn't affect what is written to
.blend files.
In the node declaration, aligned sockets are created by tagging a socket
so that it is aligned with the previous socket. This is a bit different from
what we had before where a single socket declaration would be used for
an input and output socket. I think the approach used here works better,
especially in a potential future scenario where the input and output socket
has a different type.
Pull Request: https://projects.blender.org/blender/blender/pulls/118335
The check for owner ID here was preventing the online manual access to work for user preference properties.
This is also true for Python API Documentation access.
Panorama dicing test fails for EEVEE on legacy platforms. EEVEE creates a shader interface
that isn't compatible with the vulkan backend. This PR hides the check.
Check should be enabled again after EEVEE has been replaced by EEVEE-Next.
This PR also changes the behavior when checks are executed. It used to be
executed when blender was build with asserts. Now it is behind the --debug-gpu flag.
Pull Request: https://projects.blender.org/blender/blender/pulls/117992
The check for owner ID here was preventing the online manual access to work for user preference properties.
This is also true for Python API Documentation access.