Age | Commit message (Collapse) | Author |
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This is not needed anymore with the new dependency system.
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`node_exec` had some code that was specific to texture/shader nodes.
These functions arent used outside there module so limit there declarations.
Also make a function static that is only used in `node_exec.c`
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13899
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# Conflicts:
# source/blender/draw/DRW_engine_types.h
# source/blender/draw/intern/draw_manager.c
# source/blender/draw/intern/draw_manager.h
# source/blender/draw/intern/draw_manager_profiling.c
# source/blender/draw/intern/draw_manager_text.h
# source/blender/draw/intern/draw_texture_pool.cc
# source/blender/draw/intern/draw_texture_pool.h
# source/blender/draw/intern/draw_view_data.cc
# source/blender/draw/intern/draw_view_data.h
# source/blender/editors/space_view3d/view3d_draw.c
# source/blender/gpu/GPU_texture.h
# source/blender/gpu/GPU_viewport.h
# source/blender/gpu/intern/gpu_shader_create_info_private.hh
# source/blender/gpu/intern/gpu_viewport.c
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The `TreeElement.rnaptr` was only needed for RNA tree-elements. Now it
can be gotten through the new type specific classes, e.g.
`TreeElementRNAProperty.getPointerRNA()`.
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I prefer it this way around now, especially since I'm adding a
`getPointerRNA()` too. Good to keep it match the actual struct names.
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Smaller cleanups to improve readability of a complex function.
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Bug introduced in 7cbcfb7f492d.
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Continuation of the previous commit, this time addressing the same for
RNA tree-elements.
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Plan is to remove things like `TreeElement.directdata` and to instead
expose specific queries in the new type specific tree-element classes.
e.g. like here: `TreeElementSequence.getSequence()`
For now uses `tree_element_cast<>()` to get the new type specific
tree-element, later these should replace `TreeElement` all together.
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Add function to safely request the type-specific C++ element from a
C-style `TreeElement`. Looks like this:
```
TreeElementFoo *te_foo = tree_element_cast<TreeElementFoo>(te);
```
The "cast" will return null if the tree-element doesn't match the
requested type.
This is useful for the transition from the C-style type to the new ones.
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Continuation of work started in 2e221de4ceee and 249e4df110e0.
Adds new tree-element classes for sequences, strips and strip
duplicates.
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Forgot to add these in 9bce134e56c2. Also tweaked assert to print a
message that was previously communicated via a comment only.
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This lead to severe unreported regression, like volume rendering broken
in workbench.
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Temporarily blacklist a few tests with overlapping objects as they seem to
give different results on this platform.
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Move some declaration from `GPU_shader_shared.h` to the main
common file and add missing vector declarations.
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This uses a light parser / string modification pass to convert
C++ enum declaration syntax to GLSL compatible one.
GLSL having no support for enums, we are forced to convert the
enum values to a series of constant uints.
The parser (not really one by the way), being stupidly simple,
will not change anything to the values and thus make some C++
syntax (like omitting the values) not work.
The string replacement happens on all GLSL files on startup.
I did not measure significant changes in blender startup speed.
There is plans to do all of this at compile time.
We limit the scope of the search to `.h` and `.hh` files to prevent
confusing syntax in `.glsl` files.
There is basic error reporting with file, line and char logging
for easy debuggabiliy.
The requirements to use this enum sharing system are already listed in
`gpu_shader_shared_utils.h` and repeated on top of the preprocessor
function.
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Must have been removed in a bad merge or something.
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Remove small ray offsets that were used to avoid self intersection, and leave
that to the newly added primitive object/prim comparison. These changes together
significantly reduce artifacts on small, large or far away objects.
The balance here is that overlapping primitives are not handled well and should
be avoided (though this was already an issue). The upside is that this is
something a user has control over, whereas the other artifacts had no good
manual solution in many cases.
There is a known issue where the Blender particle system generates overlapping
objects and in turn leads to render differences between CPU and GPU. This will
be addressed separately.
Differential Revision: https://developer.blender.org/D12954
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Remember the last intersected primitive and skip any intersections with the
same primitive.
Ref D12954
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This is a bit more efficient than what we did before.
Ref D12954
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Caused by 0f89bcdbebf where it was needed for cage and evaluated mesh
to have same behavior in respect of having edit_mesh pointer assigned.
This change makes it so that edit_data is not implied to exist when the
edit_mesh pointer is not null. This was already the case in some other
code.
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resynced.
Those cases are almost always synptoms of either bug in code, or broken
files. Re-doin resync on them only costs time and causes extra trash
data as a result, without really helping in any way.
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accessors.
Both new normals (from rBb7fe27314b25) and vpaint (from rBf7bbc7cdbb6c)
RNA arrays were missing the `PROPOVERRIDE_IGNORE`. Those huge blobs of
geometry data should never be processed by liboverride code.
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This enables support for node group assets. Previously, node group
assets only worked when the "extended asset browser" experimental
features is enabled.
Differential Revision: https://developer.blender.org/D13748
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For node groups there is no good default preview generation.
Nevertheless, t would be useful to generate a preview image for a
node group by rendering an object in some cases.
This commit adds a new operator that allows updating the preview
image for the active asset by rendering the active object.
Note, the operator can also be used for other asset types, not just
node groups.
The operator can be found in a menu right below the refresh-preview
button. Currently it is the only operator in that menu. In the future,
more operators to create previews may be added.
Differential Revision: https://developer.blender.org/D13747
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The VSE and node editor only uses an overlay buffer to draw to the screen. The
GPUViewport assumes that platforms clears all textures during creation, but
they do not on selected platforms. What would lead to drawing from
uncleared memory.
This patch fixes this by clearing all viewport textures during creation.
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Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
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Continuation of work started in 2e221de4ceee and 249e4df110e0.
Adds new tree-element classes for RNA structs, properties and array
elements. This isn't exactly a copy and paste, even though logic should
effectively be the same. Further cleanups are included to share code in
a nice way, improve code with simple C++ features, etc.
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This fixes failing test cases when using `make test`.
See {D13615} for more information.
The fix will perform the id remapping one item at a time. Although not
really nice, this isn't a bottleneck.
The failing test cases is because space_node stores pointers multiple
times and didn't update all pointers. It was not clear why it didn't do
it, but changing the behavior more to the previous behavior fixes the
issue at hand.
I prefer to remove the double storage of the node tree pointers (in
snode and path) to reduce pointer management complexity.
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During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
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This reverts commit 086f1911698154edd4cc19dc966e966bb0060917.
There was apparently a problem using APPEND which wasn't referenced
in the commit log.
Added comment noting the reason for the discrepancy.
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Use more efficient logic for detecting when gizmos are under the cursor.
Even though this isn't a bottleneck, it runs on cursor motion in the
3D viewport, so avoiding any lag here is beneficial.
The common case for cursor motion without any gizmos was always
drawing two passes (one small, then again if nothing was found).
Now a single draw call at the larger size is used.
In isolation this gives around 1.2x-1.4x speedup.
When there are multiple gizmos a depth-buffer picking is used
(similar to object / bone selection) which is more involved but
still only performs 2x draw calls since the result is cached for reuse.
See note in gizmo_find_intersected_3d for a more detailed explanation.
Also restore the depth values in the selection result as they're
needed for gizmos to use selection bias.
Broken since support for GL_SELECT was removed.
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Early on in 2.8x development gizmo-depth used GL_SELECT,
which has been removed. Bind the depth buffer so occlusion queries
use the front-most gizmo.
While this report only mentions face-maps, gizmo depth was ignored in
all cases. This wasn't noticeable in most cases though since the
transform gizmo for example was placed so gizmos didn't overlap.
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When calling GPU_select_cache_begin, checking the selection mode used
the last used selection mode, not the one about to be used.
Using border select, then picking would not use the selection cache.
This wasn't noticeable by users as failing to use cache just completes
the selection without it (drawing the depth buffer unnecessarily).
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The OSL image compilation step needed to be taught about the new UVTILE
format for UDIM textures.
A small missing feature from OIIO[1] means this is a bit uglier than it
needs to be. Once we update to a version of OIIO with the fix we can
remove the string replace part.
[1] https://github.com/OpenImageIO/oiio/commit/35cb6a83e28d77bd9eb30e153abd9df4248863c5
Differential Revision: https://developer.blender.org/D13912
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This was already done for APPLE & WIN32, which would
reference these libraries twice.
Now append BROTLI_LIBRARIES to FREETYPE_LIBRARIES when they're
required for linking.
No functional changes as all references to FREETYPE_LIBRARIES also
used BROTLI_LIBRARIES.
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When LIBDIR existed, searching for system libraries would always
first search 'LIBDIR'.
This meant "WITH_SYSTEM_*" would still prefer LIBDIR versions of
libraries if they exist.
The presence of LIBDIR also ignored the setting for WITH_STATIC_LIBS
which is now restored to the cached value once pre-compiled libraries
have been handled.
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This slipped through during a rebase.
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Fix formula in function `SEQ_sound_update_length`.
Formula for sound strip length was changed in commit ded68fb1027, when
strip is added to timeline, but it was not changed in function
mentioned above.
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This change applies only for automatic proxy building, when strip
is added to timeline. Manual building process is not affected.
Don't build proxy file if movie is already fast enough to seek.
To determine seek performance, check if whole GOP can be decoded
in 100 milliseconds.
To consider some variation in GOP size, large number of packets are
read, assuming that each packet will produce 1 frame. While this is not
technically correct, it does give quite accurate estimate of maximum GOP
size.
This test will ensure consistent performance on wide array of machines.
Check should be done in order of few milliseconds.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11671
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This will allow building most deps with VS2019
SDL has some linker issues that are resolved in
a newer version, but that would be better handled
in a separate change.
VS2013 and VS2015 support which was broken has
been removed.
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Return early before accessing the array when all edges are merged.
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Missed in rB1687903fb813f6656453fbc7c49237b06437370c
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