The build seems to complain without this, though theoretically it isn't
meant to be necessary. Though keeping them defined can potentially
avoid quadratic lookups too.
Similar to 7eee378ecc, this change decreases memory usage and
improves performance when copying curves and meshes without changing
their topology. The same change used for custom data layers is applied
to face and curve offset indices, which aren't stored as a custom data
layer.
The implicit sharing info for the offsets is stored in the mesh and
curve runtime structs, since it doesn't need to be written to files
directly. When changing the offsets pointer directly, the sharing info
must be updated accordingly. To make that easier, a few utility
functions take care of common operations like making an array mutable,
resizing an array, and creating sharing info for allocated data.
This commit also clarifies the intention to not allocate the offsets
at all when there are no curves/faces. That slightly complicates some
of the logic, but there's no reason for the single `0` integer to be
allocated.
Pull Request: https://projects.blender.org/blender/blender/pulls/106907
This commits adds some new, specific flags to further control ID
remapping process (like and option to skip user refcounting completely).
It also adds a new function to do 'raw' remapping, without any extra
post-processing, depsgraph tagging, etc. This is not used currently, but
will soon be needed by readfile post-processing code changes.
There is also some small cleanups and reorganization in that area of code,
the main noticeable change being the switch from a short to an int for
the flags controlling remapping code (using short here does not give
any benefit, and makes it harder to switch to integers when it becomes
necessary).
No change in behaviors are expected from this commit.
This type will be used to store mesh edges in #106638, but it could
be used for anything else too. This commit adds support for:
- The new type in the Python API
- Editing the type in the edit mode "Attribute Set" operator
- Rendering the type in EEVEE and Cycles for all geometry types
- Geometry nodes attribute interpolation and mixing
- Viewing the type in the spreadsheet and using row filters
The attribute uses the `blender::int2` type in most code, and
the `vec2i` DNA type in C code when necessary. The enum names
are based on `INT32_2D` for consistency with `INT8` and `INT32`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106677
The extrude node resizes an existing mesh, but doesn't initialize new
data for most non-generic data types like shape keys or freestyle tags,
or custom normals. The split edges node doesn't process some
similar vertex data too.
In the future this data can become generic attributes, or it can be
supported in the nodes anyway. But now the new data is un-initialized
after being allocated.
Fixes#106926
When hitting normalize in the Graph Editor, it would frame the y-extents of the visible part of the FCurves.
Now, when a preview range is set, it frames the part of the FCurves in the preview range.
Pull Request: https://projects.blender.org/blender/blender/pulls/106888
`BKE_mesh_nomain_to_mesh` expects the object's data to be the mesh.
Also, the curve to mesh conversion can return a null pointer, so use
an empty mesh in that case. Thanks to Falk David for finding these.
This is the case e.g. of the `parent` collection pointer of collections
children of a scene's master collection, or some nodetree pointers in
the UI data (node editor).
Right now handling of this new flag is exactly the same as in owning
embedded case, the distiction between both usages will happen in future
commits.
This commit is expected to have no behavioral change at all.
Expose the full enum including separators and section titles,
useful for the tool system so it's possible to read separators
from brush enums (not part of this commit).
A buffer is a technical term most often referred to using the metaphor
of a "clipboard" in applications. However, the "clipboard" is usually
the system clipboard, used to carry data accross applications. To
avoid confusion, this replaces "clipboard" by "internal clipboard"
when not dealing with the system clipboard.
In addition, a few places still used the "[copy/paste] buffer"
terminology, so they are replaced with "internal clipboard as well.
The replacement from "[copy/paste] buffer" to "clipboard" was
undertaken in previous commits da6d6f99a8, 14b60c3a1c. This
commit should tackle the remaining occurrences.
Pull Request: https://projects.blender.org/blender/blender/pulls/106060
Adds "quick tooltips" to quickly see the name of a tab in the Properties
editor. (See patch for visuals.)
From own experience users are often confused about the name of the different
tabs, and I always found the delay to see it in the tooltip annoying. These
quick tooltips have been introduced for the toolshelf and solve this issue
nicely here. There is still a delay so that simple mouse movements won't
trigger the tooltips, but they show up a lot faster than normal tooltips now.
This may have the side-effect that icon only enum-item buttons will show the
enum name when there is no RNA property description. Previously we wouldn't
show this, even if available.
Pull Request: https://projects.blender.org/blender/blender/pulls/106906
This revision moves the vertex color reading and writing in the USD import and export functions over to the new Mesh Attributes API. I have removed anything else (new features or unnecessary changes) that was present in the prior patches to focus only on this task.
On the import side, I've introduced a class method named read_custom_data. In this function is the call-out for reading mesh colors. As requested, this function is intended to be the starting point for future Attribute reads, with methods like the new read_color_data* methods being called when a USD primvar matches a specific heuristic. UVs will (in the future, not in this revision) also need to be processed here. In a later patch, any primvars that do not match a heuristic can be imported as generic Attributes. There is a matching function on the export side, write_custom_data.
Attached is a .blend file for testing. The plane has five Color Attributes. The colors should be visibly the same when exported and re-imported.
I have also enabled color attribute imports by default. I believe it would be counter intuitive for most users for this feature to be off-- it means that at some point, a person round-tripping with default settings will lose data.
Pull Request: https://projects.blender.org/blender/blender/pulls/105347
Vulkan uses IMath. IMath on windows requires an option to indicate
it is used as dll file. This option wasn't set for the GPU module.
Thanks to Kazashi Yoshioka for mentioning this.
Pull Request: https://projects.blender.org/blender/blender/pulls/106932
Previous fix to resolve GPU hang which could occur in the
Metal backend caused additional flickering to occur as
as side effect, due to removal of required execution
dependencies in certain places.
This patch resolves both problems by only removing the
GPU hang dependency stall when additional synchronization
primitives are used along-side the global sync primitive.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/106914
Changes to [0] which worked as intended but used confusing naming.
- The note on using -1 for the active layer causes an assertion.
- The doc-string was above the wrong function.
- The meaning of the `_n()` suffix was flipped,
where the `layer_index_n` refers to an absolute index across all
layer types which is done internally for an index calculated from the
`layer` argument, not the argument it's self which is a UV index.
Rename BM_uv_map_get_offsets_n to BM_uv_map_get_offsets_from_layer.
[0]: 412b6a8f65
Apply the changes suggested at #103782
It includes:
- Draw dot at the origin the active gizmo
- Hide other gizmos while dragging (except the move arrows)
Other changes:
- Draw shadow for the move and scale circle gizmos (while transforming)
Pull Request: https://projects.blender.org/blender/blender/pulls/104624
Some properties may have the pointer stored in the gizmo structure
itself.
Reading from the struct directly is useful for cases where the value is
accessed frequently but not often required by the caller.
A disadvantage is that the property may not be saved in the file.
Similar to e35f971da1. We aren't meant to rely on the
zero-initiatialization on creation anyway. I observed a small (a few
percent) decrease in minimum runtime in the geometry nodes points node.
The position attribute has special meaning for point clouds, and
meshes and curves have access methods for the attribute as well.
This saves boilerplate and gives more consistency between types.
This integrates the new implicit-sharing system (from fbcddfcd68)
with `CustomData`. Now the potentially long arrays referenced by custom
data layers can be shared between different systems but most importantly
between different geometries. This makes e.g. copying a mesh much cheaper
because none of the attributes has to be copied. Only when an attribute
is modified does it have to be copied.
Also see the original design task: #95845.
This reduces memory and improves performance by avoiding unnecessary
data copies. For example, the used memory after loading a highly
subdivided mesh is reduced from 2.4GB to 1.79GB. This is about 25%
less which is the expected amount because in `main` there are 4 copies
of the data:
1. The original data which is allocated when the file is loaded.
2. The copy for the depsgraph allocated during depsgraph evaluation.
3. The copy for the undo system allocated when the first undo step is
created right after loading the file.
4. GPU buffers allocated for drawing.
This patch only gets rid of copy number 2 for the depsgraph. In theory
the other copies can be removed as part of follow up PRs as well though.
-----
The patch has three main components:
* Slightly modified `CustomData` API to make it work better with implicit
sharing:
* `CD_REFERENCE` and `CD_DUPLICATE` have been removed because they are
meaningless when implicit-sharing is used.
* `CD_ASSIGN` has been removed as well because it's not an allocation
type anyway. The functionality of using existing arrays as custom
data layers has not been removed though.
* This can still be done with `CustomData_add_layer_with_data` which
also has a new argument that allows passing in information about
whether the array is shared.
* `CD_FLAG_NOFREE` has been removed because it's no longer necessary. It
only existed because of `CD_REFERENCE`.
* `CustomData_copy` and `CustomData_merge` have been split up into a
functions that do copy the actual attribute values and those that do
not. The latter functions now have the `_layout` suffix
(e.g. `CustomData_copy_layout`).
* Changes in `customdata.cc` to make it actually use implicit-sharing.
* Changes in various other files to adapt to the changes in `BKE_customdata.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106228
This function was not exposed outside of internal GPU module.
Renaming `draw::Texture::depth()` to `is_depth` for consistency
and removing the ambiguity.
The fast_float is an external library, so move it to the
system includes which has less strict compiler flags applied.
This matches how other IO module use this library as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/106892
Changes to viewport state to resolve texture paint color
selection introduced a side effect wherein the correct
attachment size of a framebuffer was reset. This size is
needed when scissor regions are disabled to return the
state to its correct default. When this default was wrong,
certain operators would have incorrect offsets.
To maintain consistency with the OpenGL backend, the
Metal backend independently tracks the raw attachment
size using default_width/height. This will also reset to zero
when attachments are all removed, unlike other state which
may be retained.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/106857
I cleaned up the cube brush tip code quite a bit; more remains
to be done. There is a new function to initialize cube
tip matrices, SCULPT_cube_tip_init. It's currently only
used by the paint brush, I'll need to do a bit of testing
before using it for clay strips and multiplane scrape.
Note: SCULPT_cube_tip_init uses the brush local matrix code
to avoid code duplication (and to take advantage of the debouncing
that is done there).