If render settings resolution scale had lowered resolution, cached
images from render image/animation session could "stay around"
and be incorrectly used in the VSE preview area. Two cases I found are
fixed here:
- Intra-frame cache was not flushed upon actual final resolution
change,
- "Source images" for effect/scene strips were not removed when
requested resolution no longer matches their rendered resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/141297
Text strip along with other effect strips draws into buffer, which is
defined by common render size. However this makes selection, snapping
and other features not work correctly from user perspective.
There are 2 ways to remedy this:
- Draw text into buffer which size is defined by text boundbox
- Just draw the correct size boundbox and make UI use it correctly
This PR implements second option, as there are multiple difficulties
asociated with first option. Main problem is, that one would need to
calculate boundboxes for all individual text effects(blur, shadow, ...),
but many of these effects need to know the size of buffer we are trying
to calculate.
Big question here was: What the boundox should look like?
For selection it is best, if it encapsulates the text itself along with its
effects like shadow, blur or box. However for snapping and pivot range
it seems, that encapsulating only the text without any effects applied is
the best solution. This was discussed with UI module and we agreed,
that encapsulating only the text would provide better usability.
The implementation:
Most of the features are on "preview side", where all dimensions are
related to scene render size. Temporary `TextVarsRuntime` is created to
calculate apparent text strip image size. This allows boundbox of
correct size to be drawn.
However to draw boundbox and do transformations correctly, it is
necessary to remap origin point to the subset of image defined by the
boundbox. Since recalculated origin is relative, this function is used
for image transformation during rendering as well.
Main drawback of this method is, that boundbox and origin point
calculation may be needed from multiple places, and `TextVarsRuntime`
may be recalculated about 10x on redraw. `text_effect_calc_runtime`
function can be executed from ~5us for single character to 0.5ms with
512 characters with default font(not sure if that matters).
Drawing origin only during transformation would help with general UI
responsiveness. During playback, these overlays are not drawn, so
there should be no change in performance.
Pull Request: https://projects.blender.org/blender/blender/pulls/140420
`seq_need_scale_to_render_size` returned true, when scaling was not
needed. The code that used this function worked correctly, so the logic
was inverted in both places.
Before this change prefetching would not work correctly with only RAW
caches. The RAW caches wouldn't previously be emptied either if
switching them off while prefetching was turned on.
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.
Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.
This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.
Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/135223
- Previously, effects could be changed into types that take different
amount of inputs, e.g. from "add" to "glow", which led to undefined
and glitchy behavior (unreported bug). Fix by requiring same input count
for new effect.
- Previously, strip names were not updated when changing effect type,
which tended to be confusing. Now, if the default name was not changed,
update to the new effect type name.
- Remove "effect strip" menu from color and text strips. Although they
are effects internally, to a user, this is not clear, and providing the
option to modify effect inputs in these cases doesn't really make sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/139514
Previously there was no mechanism to invalidate scene strip cache, when
changes were made to scene that the strip renders. Because of this, the
cache had to be cleared manually, even for other strips.
Strip invalidation is performed from function
`ED_render_id_flush_update`.
Recalc flags like selection or frame change are ignored as they are
unlikely to influence the rendered image.
When some ID is changed, all scene strips using
`DEGEditorUpdateContext::scene` will be invalidated.
Limitations:
- Because frame change is ignored, changes to physics caches would not
invalidate VSE strips
- Only active scene will be invalidated this way. So if an object is
linked to 2 scenes, inactive scene cache would be invalid
- If animated object is moved, and there is VSE preview to be updated
Scene re-rendering in VSE would cause object to snap to its evaluated
position. This is because scene frame is changed by VSE. Reported in
#139501.
To refresh VSE preview after cache is invalidated, relatively big chunk
of code was copied from `view3d_main_region_listener` to VSE preview
listener. Cases that would not result in visual changes like selection
were excluded.
Fixes#113137.
Pull Request: https://projects.blender.org/blender/blender/pulls/138231
This should make VSE code more readable and easier to understand from an
outside perspective.
The name was chosen to be `channel` rather than `channel_index` to keep
things short and concise -- it should be clear based on the context
whether we are talking about the strip's channel index (singular case,
`Strip::channel` or `SeqTimelineChannel::index`) vs. the channel list
(plural case, e.g. `Editing::channels`).
Pull Request: https://projects.blender.org/blender/blender/pulls/138919
This patch renames `seq1` and `seq2` to `input1` and `input2` in `Strip`
and `StripSelection` structs to consist with recent refactors in
#132179. It also renames other instances of `seq1` and `seq2` (e.g.
local variables) to `strip1` and `strip2` instead.
There is only one small breaking change to the Python API with
`strips.new_effect()` taking in the new names now. There should be
no other functional changes involved.
Pull Request: https://projects.blender.org/blender/blender/pulls/138296
Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
now (previously caching stopped as soon as whole Blender used that
much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.
Pull Request: https://projects.blender.org/blender/blender/pulls/137926
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
Ref: #132179
Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
- Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
referring to a strip
Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).
There should be no changes to current behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138077
The main issue of 'type-less' standard C allocations is that there is no check on
allocated type possible.
This is a serious source of annoyance (and crashes) when making some
low-level structs non-trivial, as tracking down all usages of these
structs in higher-level other structs and their allocation is... really
painful.
MEM_[cm]allocN<T> templates on the other hand do check that the
given type is trivial, at build time (static assert), which makes such issue...
trivial to catch.
NOTE: New code should strive to use MEM_new (i.e. allocation and
construction) as much as possible, even for trivial PoD types.
Pull Request: https://projects.blender.org/blender/blender/pulls/135747
This PR creates 2 namespaces for VSE code:
- `blender::seq` for sequencer core code
- `blender::ed::vse` for editor code
These names are chosen to not be in conflict with each other.
No namespace was used for RNA.
Finally, file `BKE_sequencer_offscreen.h` was moved from BKE to sequencer.
Pull Request: https://projects.blender.org/blender/blender/pulls/135500
There's no point in having non-threaded image color space conversion functions.
So merge the threaded and non-threaded functions and clarify names while at it:
- IMB_colormanagement_transform & IMB_colormanagement_transform_threaded
-> IMB_colormanagement_transform_float
- IMB_colormanagement_transform_byte & IMB_colormanagement_transform_byte_threaded
-> IMB_colormanagement_transform_byte
- IMB_colormanagement_transform_from_byte & IMB_colormanagement_transform_from_byte_threaded
-> IMB_colormanagement_transform_byte_to_float
These places were doing single-threaded colorspace conversion previously, and
thus now are potentially faster:
- IMB_rect_from_float (used in many places)
- EXR image "save as render" saving (image_exr_from_scene_linear_to_output)
- Object baking (write_internal_bake_pixels, write_external_bake_pixels)
- General image saving, clipboard copy, movie preparation
(IMB_colormanagement_imbuf_for_write)
- Linear conversion when reading HDR images/movies
(colormanage_imbuf_make_linear)
- EXR multi-layer conversion (render_result_new_from_exr)
For one case I benchmarked, which is to render out a 2D stabilized 10 bit input
movie clip out of VSE, the total render time went from 49sec down to 44sec
(Ryzen 5950X), one of the single-threaded parts was the colorspace conversion
in the movieclip code.
Pull Request: https://projects.blender.org/blender/blender/pulls/135155
This main thread check was introduced in 4536a4c610. At the time OpenGL
only ever worked in the main thread, but that limitation was lifted in
Blender 2.80.
With this operator being converted to use the jobs system, it now needs
to work in non-main threads. Note that this code does not run in parallel
with main thread drawing anyway, because of WM_job_main_thread_lock_acquire
and draw manager locks. What changed is that we can now activate OpenGL
contexts on other threads.
Pull Request: https://projects.blender.org/blender/blender/pulls/134696
All 2D vectors related to image transform code were changed to float2.
Previously, it was decided, that 4x4 matrix should be used for 2D
affine transform, but this is changed to 3x3 now.
Texture painting code did rely on `IMB_transform` with 4x4 matrix.
To avoid large changes, I have added function
`BLI_rctf_transform_calc_m3_pivot_min`.
Main motivation is cleaner code - ease of use of c++ API, and avoiding
returning values by arguments.
Pull Request: https://projects.blender.org/blender/blender/pulls/133692
Move `Library.runtime` to be a pointer, move the related
`LibraryRuntime` struct to `BKE_library.hh`. Similar to e.g.
Mesh.runtime, that pointer is expected to always be valid, and is
allocated at readtime or when creating a new Library ID.
Related smaller changes:
* Write code now uses standard ID writing codepath for Library IDs too.
* Runtime pointer is reset to nullptr before writing.
* Looking up a library by its absolute path is now handled through a
dedicated utils, `search_filepath_abs`, instead of using
`BLI_findstring`.
Pull Request: https://projects.blender.org/blender/blender/pulls/134188
10/12bpp movie writing code assumes that input image is properly
floating point for these cases. That is always true for regular
rendering, however VSE can produce 8bpp images, if there
are no float/HDR strips in there. Make these convert into a float
image in the render pipeline when needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/133802
This PR explicitly declares integer type for `image_center_offs`, which
formalizes accidentally implemented correct behavior. Previously type
was float, all rhs types in expression were integers, so result was int
cast to float.
Comment is also added clarifying why integer must be used - float may
cause images to be interpolated, even when translation is set to 0.
There should be no functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/133573
The rest of blender does handle multi-layer EXR images, using the
"combined" or RGBA/RGB layers when the visual result is needed. Make
VSE do the same.
While fixing this, I found several issues in other not well tested code
and had to fix them:
- IMB_buffer_float_from_float_threaded was wrongly using source channels
as destination channels, producing garbage result.
- IMB_scale_into_new was not assigning channels to destination image.
Pull Request: https://projects.blender.org/blender/blender/pulls/132790
Depending on proxy size and scaling factor, the "does proxy cover
whole screen" code was producing wrong results, due to mismatched
resolutions it was working on: SeqRenderData at that point contains
proxy resolution (reduced), but SEQ_image_transform_final_quad_get
works at full resolution. The produced quad needs to be scaled down
to what the render context is operating at.
This renames the struct `Sequence` to `Strip`.
While the motivation for this partially comes from
the "Sequence Design" #131329, it seems like this
is a good refactor whether the design gets implemented
or not.
The `Sequence` represents what users see as strips in the
VSE. Many places in the code already refere to a `Sequence`
as "strip". It's the C-style "base class" of all strip types.
This also renames the python RNA type `bpy.types.Sequence`
to `bpy.types.Strip` which means that this technically breaks
the python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/132179
Cleanup (and make slightly faster as a side effect) the way VSE effects
do multi-threading. Previously (some of them) were using
IMB_processor_apply_threaded with C-like machinery (which internally
uses a task pool), switch that over to a helper apply_effect_op
(which internally uses a parallel for). Based on profiling, parallel
for is slightly more efficient (task pool takes a bit until all the
tasks are "pushed" into the pool). Note however that some VSE effects
were already doing parallel for internally; these are not affected.
VSE scene at 4K resolution, with four 4K resolution PNG images blended
over each other, time it takes to do render_strip_stack:
- Ryzen 5950X (Win/VS2022): 38.9ms -> 34.7ms
- Mac M4 Max: 21.9ms -> 19.8ms
Now that all VSE effects are internally threaded via parallel for,
there's no need for the init_execution and execute_slice machinery,
so remove all that.
You might also notice that half of "over drop" effect code is gone.
It was accidentally not doing anything whatsoever for the last 18 years
(since 2.42), and currently observed behavior matches documentation
and "internet knowledge", so let's accept it as correct.
Pull Request: https://projects.blender.org/blender/blender/pulls/132380
Part of #130975: split off overly large VSE effects.cc (almost 4000
lines) into separate source files. No behavior changes.
- Add / Subtract / Multiply all go into one source file,
- Blend Over / Blend Under / Over Drop / other blend modes all go
into one source file,
- Cross and Gamma Cross go into one source file,
- All others go into their own files.
Pull Request: https://projects.blender.org/blender/blender/pulls/132323
This renames the `Strip` struct to `StripData` and also renames
the `Sequence::strip` member to `Sequence::data`.
This is a first step towards naming the `Sequence` struct to `Strip`.
Pull Request: https://projects.blender.org/blender/blender/pulls/132165
- All movie related public headers now have MOV_ prefix instead of
IMB_movie_.
- All movie related public functions now have MOV_ prefix as well,
instead of IMB_movie_ or IMB_anim_.
- IMB_anim.hh -> MOV_read.hh (also ImBufAnim -> MovieReader), and
various utility functions not related to playback were split off
into MOV_util.hh.
- Other function name tweaks for clarity, e.g. IMB_suffix_anim
-> MOV_set_multiview_suffix and so on.
- All except one usages of MOV_get_fps (nee IMB_anim_get_fps) were
ultimately just converting returned value into a float. So make
MOV_get_fps just return that directly. For the (exactly just one)
place that needs numerator and denominator, have
MOV_get_fps_num_denom.
- Code comments on the public header functions.
- Removed never-used code paths inside movie timecode proxy building
file.
It might be easier to review each commit separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/132145
Previously, code related to reading/writing movie files via ffmpeg was
scattered around: some under blenkernel, some directly in generic
imbuf headers, some under intern/ffmpeg. Some of the files were named
with not exactly clear names. Some parts not directly related to movies
were including ffmpeg headers directly (rna_scene.cc).
What is in this PR:
Movie and ffmpeg related code is now under imbuf/movie:
- IMB_anim.hh: movie reading, proxy querying, various utility functions.
- IMB_movie_enums.hh: simple enum definitions,
- IMB_movie_write.hh: movie writing functions.
- intern: actual implementation and private headers.
- ffmpeg_compat.h: various ffmpeg version difference handling
utilities,
- ffmpeg_swscale.hh/cc: scaling and format conversion utilities
for ffmpeg libswscale,
- ffmpeg_util.hh/cc: misc utilities related to ffmpeg,
- movie_proxy_indexer.hh/cc: proxies and timecode indexing for movies,
- movie_read.hh/cc: decoding of movies into images,
- movie_write.cc: encoding of images into movies.
- tests: basic ffmpeg library unit tests that previously
lived under intern/ffmpeg.
Interface changes (at C++ level, no Python API changes):
- Mostly just movie related functions that were BKE_ previously, are now IMB_.
- I did one large-ish change though, and that is to remove bMovieHandle
struct that had pointers to several functions. Now that is
IMB_movie_write_begin, IMB_movie_write_append, IMB_movie_write_end
functions using a single opaque struct handle. As a result, usages
of that in pipeline.cc and render_opengl.cc have changed.
Pull Request: https://projects.blender.org/blender/blender/pulls/132074