Previously, each GHOST Context instantiated its own Metal device
queue. Commands are only synchronized within a queue, this was the
root cause of a number of flickering issues which had previously
been worked-around with synchronization primitives.
New solution uses a shared queue to simplify dependencies and
alleviate possibility of stalls and bugs when resources are modified
or shared across separate GPU command queues.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108223
On a user level this fixes configuration when a spot light is
linked to an object, and a sun light is not linked to anything.
It used to be making non-linked receivers to be very noisy.
This is because the distant light did not update the node's
light linking settings when they are added to the node.
A simple demo file will be added to the tests suit as
light_link_distant_tree.blend.
Pull Request: https://projects.blender.org/blender/blender/pulls/108311
Similar to objects, store the name of Blender's side light name
on the Cycles side. This allows to have readable logs where a
name and property is logged (while previously in the logs all
lights will be called lamp).
There is no user-measurable change.
Pull Request: https://projects.blender.org/blender/blender/pulls/108310
The original names were `...update_position()`, but no update in
position is performed in these functions, rather, the entries in
`LightSample` are updated. Also make clear that the functions are used
by MNEE.
Windows file associations using ProgID, needed because of the launcher.
This fixes "pin to taskbar" and Recent Documents lists, allow per-
version jump lists and an "Open with" list with multiple versions.
Pull Request: https://projects.blender.org/blender/blender/pulls/107013
This patch fixes an undefined behaviour where we were trying to use linked functions with binary archives. This isn't supported yet. At best this will fail silently, but this is not guaranteed in future. To fix this we simply disable binary archives if any linked functions are involved. The impact of this is that the `SHADE_SURFACE_RAYTRACE` and `SHADE_SURFACE_MNEE` kernels will fall back to the file system cache when MetalRT is enabled. The file system cache will occasionally be purged due to factors beyond Blender's control.
Pull Request: https://projects.blender.org/blender/blender/pulls/108176
In previous implementation the first available render surface was
selected. For NVIDIA platform this was the correct one, but for
AMD and Intel GPUs this was incorrect. This PR goes over all the
available render surfaces and selects a compatible one.
For now when no compatible render surface is found it will still select
the first available one. With the expectation that the screen is drawn
incorrectly and users would report a bug so we can investigate.
Pull Request: https://projects.blender.org/blender/blender/pulls/108169
Covers the macro ARRAY_SIZE() and STRNCPY.
The problem this change is aimed to solve it to provide cross-platform
compiler-independent safe way pf ensuring that the functions are used
correctly.
The type safety was only ensured for GCC and only for C. The C++
language and Clang compiler would not have detected issues of passing
bare pointer to neither of those macros.
Now the STRNCPY() will only accept a bounded array as the destination
argument, on any compiler.
The ARRAY_SIZE as well, but there are a bit more complications to it
in terms of transparency of the change.
In one place the ARRAY_SIZE was used on float3 type. This worked in the
old code because the type implements subscript operator, and the type
consists of 3 floats. One would argue this is somewhat hidden/implicit
behavior, which better be avoided. So an in-lined value of 3 is used now
there.
Another place is the ARRAY_SIZE used to define a bounded array of the
size which matches bounded array which is a member of a struct. While
the ARRAY_SIZE provides proper size in this case, the compiler does not
believe that the value is known at compile time and errors out with a
message that construction of variable-size arrays is not supported.
Solved by converting the field to std::array<> and adding dedicated
utility to get size of std::array at compile time. There might be a
better way of achieving the same result, or maybe the approach is
fine and just need to find a better place for such utility.
Surely, more macro from the BLI_string.h can be covered with the C++
inlined functions, but need to start somewhere.
There are also quite some changes to ensure the C linkage is not
enforced by code which includes the headers.
Pull Request: https://projects.blender.org/blender/blender/pulls/108041
Only Embree CPU BVH was built in the multi-device case. However, one
Embree GPU BVH is needed per GPU, so we now reuse the same logic as in
the other backends.
Pull Request: https://projects.blender.org/blender/blender/pulls/107992
Hardware Raytracing wasn't properly disabled or enabled in the
subdevices of the multi-device.
This construct:
foreach ( DeviceInfo &info,
(device.multi_devices.size() != 0 ?
device.multi_devices : vector<DeviceInfo>({device}))
)
was a nice trap - it was giving a copy to iterate on.
Pull Request: https://projects.blender.org/blender/blender/pulls/107989
xdg_surface_ack_configure must run once the events have been handled
which is not the case configure runs from the event handling thread.
In practice this could lead to glitches resizing windows, although some
flickering on startup remains on KDE which would be good to resolve.
Exiting with multiple overlapping windows (a file selector for e.g.)
reliably crashes.
Closing the windows on exit caused the the keyboard enter handler to be
called with a NULL window surface (wl_surface).
While this doesn't look to be documented anywhere, SDL's code-comments
note this happens when windows have just been closed.
GTK also check surfaces for NULL.