Age | Commit message (Collapse) | Author |
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blender-laucher.c was not an ideal name for this file
since it's not directly clear it is windows only.
This change renames it to blender_launcher_win32.c
to be more in line with other win32 specific files
we have.
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This patch adds relatively small changes to the curve draw
cache implementation in order to draw the curve data in the
viewport. The dependency graph iterator is also modified
so that it iterates over the curve geometry component, which
is presented to users as `Curve` data with a pointer to the
`CurveEval`
The idea with the spline data type in geometry nodes is that
curve data itself is only the control points, and any evaluated
data with faces is a mesh. That is mostly expected elsewhere in
Blender anyway. This means it's only necessary to implement
wire edge drawing of `CurveEval` data.
Adding a `CurveEval` pointer to `Curve` is in line with changes
I'd like to make in the future like using `CurveEval` in more places
such as edit mode.
An alternate solution involves converting the curve wire data
to a mesh, however, that requires copying all of the data, and
since avoiding it is rather simple and is in-line with future plans
anyway, I think doing it this way is better.
Differential Revision: https://developer.blender.org/D11351
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The point separate node should create a point cloud from control points
in this case, but for now disable the node on curves to avoid the crash.
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It wasn't obvious this function cleared the tag as well.
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This patch removes unnecessary calls to `BKE_main_id_tag_all` where the
same job is done by `BKE_main_id_clear_newpoins` on the following line.
Reviewed By: campbellbarton, mont29
Ref D11379
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Use array instead of ListBase for line art
bounding area linked triangles and edges.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11302
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Change `reln` to `eln`.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11411
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inter-dependencies.
This is not supposed to happen, but better be safe than sorry, and
assume it is beyond unlikely that someone would use chains of over 10k
linked libraries.
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Allows to centralize storage and modification checks in a single place,
avoiding duplication in the synchronization code.
Ideally we would somehow be able to more granularly modify Cycles side
objects. Leaving this for a future decision, because it might be better
to implement it as a graph on the sync side.
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Makes it more explicit they operate on shading/light.
Gives room to move more viewport related settings into this class and
cover with specific or generic modification checks.
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Such pattern should only be used when it is really needed. Otherwise
just stick to a more regular design, without worrying who is the user
of the class. Otherwise it will be annoying to subclass or unit test.
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No need to state that it is a viewport display pass, since the method
is within viewport parameters it is implied that parameters do belong
to the viewport.
Brings this code closer to the Cycles-X branch.
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Very stupid mistake in libraries indirect-level building code, was not
skipping 'loop-back' ID pointers.
Note that we also need some level of checks for the case where there
would be an actual dependency loop between libraries, this is not
supposed to be possible, but better be safe than sorry. Will add in next
commit.
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An arbitrary size offsets was used in float_array_to_string,
simplify the loop, use exact size limits.
Also rename variables so it's clear which array the length apply to.
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Event though in practice this wasn't causing problems as the fixed size
buffers are generally large enough not to truncate text.
Using the result from `snprint` or `BLI_snprintf` to step over a fixed
size buffer allows for buffer overruns as the returned value is the size
needed to copy the entire string, not the number of bytes copied.
Building strings using this convention with multiple calls:
ofs += BLI_snprintf(str + ofs, str_len_max - ofs);
.. caused the size argument to become negative,
wrapping it to a large value when cast to the unsigned argument.
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This was missing from rB207472930834a2916cf18bbdff51bcd77c6dd0c0.
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A deadlock could happen under certain circumstances when
geometry nodes is used on multiple objects.
Once T88598 is resolved, multi-threading can be enabled again.
Differential Revision: https://developer.blender.org/D11405
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While the advantage isn't large,
it's simpler to skip the intermediate link.
Also remove unused next and previous struct members
from MeshUndoStep_Elem.
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When editing more than 1 object at a time, complete copies of each mesh
were being stored. Now the most recent undo-data for each mesh is used
(when available).
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Since rBb67fe05d4bea, the dependency graph supports relations
on collection geometry, and the nodes modifier uses that.
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- Iterate over the mask directly instead of using an index.
- Use Span slice and copy_from instead of a lower level function.
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This commit adds interpolation from the point domain to the spline
domain and the other way around. Before this, spline domain attributes
were basically useless, but now they are quite helpful as a way to use
a shared value in a contiguous group of points.
I implementented a special virtual array for the spline to points
conversion, so that conversion should be close to the ideal performance
level, but there are a few ways we could optimize the point to spline
conversion in the future:
- Use a function virtual array to mix the point values for each spline
on demand.
- Implement a special case for when the input virtual array is one of
the virtual arrays from the spline point attributes. In other words,
decrease curve attribute access overhead.
Differential Revision: https://developer.blender.org/D11376
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This patch fixes a long-standing complaint from users:
the console window shortly flashing when they start
blender.
This is done by adding a new executable called
blender-launcher.exe which starts blender.exe while
hiding the console.
Any command line parameters given to blender-launcher
will be passed on to blender.exe so it'll be a drop
in replacement.
Starting blender.exe on its own will still function as
a proper console app so no changes required here for
users that use blender for batch processing.
Notable changes:
Registering blender (-R switch) will now register
blender-launcher as the preferred executable.
This patch updates the installer and updates the
shortcuts to start blender-launcher.exe rather
than blender.exe
Differential Revision: https://developer.blender.org/D11094
Reviewed by: brecht, harley
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The output curve's spline attribute domain custom data needs to be
reallocated with the correct length after adding the splines.
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This reverts commit 8f9599d17e80254928d2d72081a4c7e0dee64038.
Mac seems to have an error with this change.
```
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
ERROR: make: *** [all] Error 2
```
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Pass the string size as this is less error prone in general.
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The newly added `disable_masks_viewlayer` RNA property did not conform
with the RNA naming scheme. This renames it to `use_viewlayer_masks`.
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The skin modifier was moving vertices without updating normals for the
connected faces, this happened when smoothing and welding vertices.
Reviewed By: mont29
Ref D11397
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Move reproject_type into an extern, to avoid declaring multiple times.
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Recursive resync means also resyncing overrides that are linked from
other library files into current working file.
Note that this allows to get 'working' files even when their
dependencies are out of sync. However, since linked data is never
written/saved, this has to be re-done every time the working file is
loaded, until said dependencies are updated properly.
NOTE: This is still missing the 'report' side of things, which is part
of a larger task to enhance reports regarding both linking, and
liboverrides (see T88393).
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Technical notes:
Implementing this proved to be slightly more challenging than expected,
mainly because one of the key aspects of the feature was never done in
Blender before: manipulating, re-creating linked data.
This ended up moving the whole resync code to use temp IDs out of bmain,
which is better in the long run anyway (and more aligned with what we
generally want to do when manipulating temp ID data). It should also
give a marginal improvement in performances for regular resync.
This commit also had to carefully 'sort' libraries by level of indirect
usage, as we want to resync first the libraries that are the least directly
used, i.e. libraries that are most used by other libraries.
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Embedded IDs do not own their own override data, but rather use the one
from their owner.
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Even though shepkeys are not strictly speaking an embedded data, they
share quiet a few points with those, and from liboverride perspective
they are embedded, so...
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This is obviously not saved, and should never be editable, so was only a
waste of time.
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While indeally we should only skip refcounting when relevant tag is set,
doing this in remapping code is too risky for now.
Related to previous commit and T88555.
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While this is still very fuzzy in current code, this old behavior makes
it close to impossible to efficiently use out-of-main temp data, as it
implies that we'd need to update refcounts everytime we add something
back into BMain (an 'un-refcount' ID usages when removing from BMain).
Now that we have two separate flags/tags for those two different things,
let's not merge them anymore.
Note that this is somewhat on-going process, still needs more checks and
cleanup. Related to T88555.
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This patch will use compute shaders to create the VBO for hair.
The previous implementation uses tranform feedback.
Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s
Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s
Timings compute shader between 0.000032 and 0.000092s
Future improvements:
* Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
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With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.
NOTE: As this is an OpenGL4.3 feature it must always have a fallback.
Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.
This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.
An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10913
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This patch adds an option in the Layers > Relations panel called "Disable Masks in Render".
When checked, no masks on this layer are included in the render.
Example:
| {F10087680} | {F10087681} |
See T88202 for why this is needed.
Reviewed By: antoniov
Maniphest Tasks: T88202
Differential Revision: https://developer.blender.org/D11234
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Currently when rendering the view layer of a grease pencil layer that has
a mask layer attached, the mask layer would show in the rendered image.
This is inconsistent with the default behaviour with no mask on the
grease pencil layer, because it would only render what's on that
particular layer and not anything from any other layer.
This patch makes the masks invisible in the render.
Note: This might seem like not the best solution, but because masks are
just regular grease pencil layers, it's tricky to pass this edge-case to the
drawing code. The way it is handled right now is the best I could come
up with, without making changes that could affect something else.
Reviewed By: antoniov
Maniphest Tasks: T88202
Differential Revision: https://developer.blender.org/D11403
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