Note that there are most certainly many other operators that’d need that
same flag... Don’t have time to hunt them down currently, will just fix
as issues are found, for now.
For now, that flag is only used in redo code, since after undo step
depsgraph is totally empty... We *may* want to add at least an assert in
op calling code too, though?
Some of them are unecessary and should be removed from the shader instead.
But for now we need a quick fix for the crashes happening on some platforms.
See T55475.
Calling code is responsible to check on NULL pointers here, or ensure
is does have a fully built and evaluated depsgraph, but this should
never crash in DEG queries themselves.
Enabled infinite sharp patches for topology refiner and evaluator,
which allows to have sharp edge at first subdivision level.
Also tweaked crease export from Blender to OpenSubdiv to have more
artistic control over the whole 0..1 range.
In some cases (e.g. using old userpref settings/keymaps)
it was possible to trigger a crash when the wrong GP/Annotation
operators were triggered in the wrong contexts (e.g. using
the old GPENCIL_OT_paint in annotation-only contexts like
all the 2D editors).
This commit resolves several issues that were caused by sloppy
code-churn + features that had been hacked on.
Pretty minor, from 0.6 to 0.8, but the improvement is noticeable
especially when using a stylus, without overlapping too much with
the buttons and dropdowns in headers.
texelFetch return vec4(0.0) if the target pixel is outside the texture
rect. So we mimic the default repeate mode that we have for linear
interpolation.
Fix T56156 Mapping-Node doesn't work
The idea is simple: do not provide full topology to OpenSubdiv, leave
edges creation to OpenSubdiv itself. This solves issues with non-manifold
meshes which were known to fail, including the ones from T52059.
On a positive side we can simplify our side of converter, keeping code
shorter.
it is still possible that we'll need to ensure all loops has same
winding, but that is less things to worry about.
Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's
topology converter expects that there is no loose geometry, otherwise it
is getting confused.
For now solution is to create some sort of mapping from real Mesh vertex
and edge index to a non-loose-index. Now the annoying part is that this
is an extra step to calculate before we can compare topology, meaning FPS
will not be as great as if we knew for sure that topology didn't change.
Loose edges subdivision is different from what it used to be with old
subdivision code, but probably nice feature now is that endpoints of loose
edges are stay at the coarse vertex locations. This allows to have things
like plane with hair strands, without need to duplicate edge vertices at
endpoints.
All this required some re-work of topology refiner creation, which is now
only passing edges and vertices which are adjacent to face. This is how
topology refiner is supposed to be used, and this is how its validator
also works. Vertices which are adjacent to loose edges are marked as
infinite sharp. This seems to be good-enough approximation for now. In the
future we might tweaks things a bit and push such vertices in average
direction of loose edges, to match old subdivision code closer.