Age | Commit message (Collapse) | Author |
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Tested with AMD Radeon Pro WX 9100, where it brings performance back to 2.80
level, and combined with recent changes is about 2-15% faster than 2.80 in
our benchmark scenes.
This somehow appears to specifically address the issue where adding more shader
nodes leads to slower runtime. I found no additional speedup by applying this
to change to 2.80 or removing the new shader node code.
Ref T71479
Patch by Jeroen Bakker.
Differential Revision: https://developer.blender.org/D6252
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This commit adds the option to invert the resulting weights of the
falloff curve.
There is a workflow used by some to convert a texture mask into
vertex weights by using a custom curve and inverting the points.
This allows the same effect with a single click, and gives the modifier
more procedural functionality.
With minor UI tweaks by @mont29.
Differential Revision: https://developer.blender.org/D6899
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This makes the offset dependent of the actual near and far clip distances.
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Ref T71479
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We appear to be hitting some limit where adding any amount of code causes a
significant performance regression, no matter what it does. To work around
that a new node level was added.
Ref T71479
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```
...\gpu_texture.c(466,7): warning C4555: result of expression not used
...\gpu_texture.c(559,7): warning C4555: result of expression not used
...\gpu_texture.c:1205:72: warning: pointer targets in passing argument 4 of ‘glGetTexLevelParameteriv’ differ in signedness [-Wpointer-sign]
```
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When use the dopesheet add layer operator a new blank frame is created. It's very strange to create a layer and don't see anything in dopesheet.
If the layer is added in properties, the frame is not created.
Reviewed by: @pepeland @mendio
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This commit adds a `mipmaps` member to the `GPUTexture` struct and also
computes to the memory used by these mipmaps and the memory used for
textures that are created from an external bindcode.
So it solves the following inconsistencies:
- The memory value for mipmaps was not being computed.
- As `GPU_texture_from_bindcode` didn't call
`gpu_texture_memory_footprint_add`, it brought inconsistencies to the
value of the used memory, especially when the texture is freed.
Differential Revision: https://developer.blender.org/D3554
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When the TAA is finished the screen can still be redrawn by other
operations without the TAA resets.
If that happened the TAA did add a blank sample to the result as the
scene wasn't drawn, but the was processed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7226
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This reverts commit 58ac113b76d950c72c7319094f7e6cc61c70dc59.
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The theme color is used in code, but not exposed in RNA and therefore
there's no button in the theme editor for it.
Reviewed by: Julian Eisel
Differential Revision: https://developer.blender.org/D7219
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Give pointcaches a proper path function which e.g. also resolves
ALT+click (assign to all selected) not working for anything relating to
pointcaches.
This also cleans up the usage of the 'eModifierTypeFlag_UsesPointCache'
flag (removed from the boolean modifier, added to the softbody modifier).
Maniphest Tasks: T64573
Differential Revision: https://developer.blender.org/D7115
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the settings
Caused by rBc476c36e4008.
This hooks into the existing FIXME (workaround for a missing update
tagging), reactivates the NS_VIEW3D_GPU notifier (introduced in
rB2ad3d8f158d2 -- but not going anywhere atm.) to check changes to rv3d
rflag which indicated UserStudioLight has changed. To not have updates
all the time, the rflag also needs to be cleared again (see original
rB2ad3d8f158d2).
Maniphest Tasks: T74744
Differential Revision: https://developer.blender.org/D7194
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Caused by rBc476c36e4008.
This hooks into the existing FIXME (workaround for a missing update
tagging), needs to also check the clip_state (to detect
changes in DRW_STATE_CLIP_PLANES).
Maniphest Tasks: T74872
Differential Revision: https://developer.blender.org/D7193
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Caused by rBc476c36e4008.
This hooks into the existing FIXME (workaround for a missing update
tagging from operators), needs to also check the shading.flag (to detect
changes in V3D_SHADING_MATCAP_FLIP_X).
Differential Revision: https://developer.blender.org/D7192
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Caused by rB9516921c05bd.
Dont really see a reason to draw overlays here if overlays are disabled.
Looks like this only affects Face/Vertex mask selection drawing [which
should indeed be hidden when overlays are disabled] next to two
exceptions:
- OVERLAY_paint_vertex_cache_populate draws weights as well [D7176 /
T70807 might be related here, but to me it looks like drawing weights
here is actually not needed at all]
- OVERLAY_paint_texture_cache_populate calls
DRW_cache_mesh_surface_texpaint_get [not sure about this one, this is
also called from workbench_cache_texpaint_populate, looks like this is
not needed when overlays are hidden]
Maniphest Tasks: T74096
Differential Revision: https://developer.blender.org/D7179
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The removal of duplicate faces that are created during the handling of
degenerate cases was implemented already but didn't work.
This patch should fix some crashes with the solidify complex mode
related to that.
See D7221 for details.
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Include technical operators here so they're available
when using menu-search.
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This has some advantages over operator search:
- Some operators need options set to be usefully accessed.
- Shows key bindings to access menus
(for actions that don't have key bindings themselves).
- Non operator actions such as check-boxes are also shown.
- Menu items can control execution context, using invoke or execute
where appropriate so we can control how the operator runs.
Part of the design task T74157.
This can be tested using the 'Experimental' preferences section
or selected in the key-map editor.
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Planar object now have a thickness by default. This should make it more intuitive for users as there is no need to specify an object thickness.
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Phi that is used for mesh should be the one that matches particles best.
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This just cleanup the code and apply the expand to group output nodes.
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The looptri is repeated in the linked Meshes but the pointer
is only referenced in the evaluated ones.
This reverts commit 64982e213f014123d1b0406cf9ae893910a6a3d3.
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More detailed symptoms: there was no curve cache created for an object
which was used by draw manager.
A bit tricky situation, which involves collection instances and their
proxies.
The root of the problem in the dependency graph was that instanced
collections visibility was not updated when object is requested with
different visibility. So what was happening is that one of the objects
was pulled as an indirect dependency of something invisible, so it
built instanced collections as if the instancer is invisible. After
that the same object was built as visible. Before this fix this was
only update object flags, the instanced collections still believed they
are invisible. Since there is no path via relations which would connect
visible object with instanced objects the visibility flush which is
happening during graph finalization did not "fix" the visibility flags.
This change makes it so instanced collections are updating their
visibility when their instancer's visibility is changing to truth.
This is similar to how collections will accumulate their visibility
when same collection is used from multiple ones with different
visibility.
However, this alone wasn't enough to get crash fixed. This marked
collections as visible, but the geometry component of the curve object
was still considering self as invisible.
This is something tricky, since the code which is responsible for this
issue was added as an optimization in afb4da6650d. This looks like like
an oversight in that commit since it's rather weird that ID node's
flag would depend on construction order (in "normal" object builder the
ID node's directly_visible flag is initialized to object's visibility).
So it seems logical to get this part of code in sync between "regular"
and "accumulative" object builder.
And last but not least the naming is_directly_visible is old and does
not really represent what it actually mans now: a more correct name
would be "will be used by the draw manager".
Differential Revision: https://developer.blender.org/D7217
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When the TAA is finished the screen can still be redrawn by other
operations without the TAA needs to be reset.
If that happened the TAA did add a blank sample to the result.
This patch will add an early exit in the case TAA was finished. Note
that there are still some cases still not working. The overlay engine
can in certain circumstances draw directly into the default_fb what can
lead to render artifacts.
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This patch adds ability to set up colors and size of background
(transparency) checkerboard pattern in viewport and 2d editors. No new
backgrounds, only changing colors in existing ones.
This is not the background of the viewport, it is a transparency
checkerboard that is turned on only in render mode, when the
transparency mode is on. And also in 2D-editors, (image, sequencer,
etc).
Reviewed By: Pablo Vazquez, Julian Eisel
Differential Revision: https://developer.blender.org/D6791
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As a result the MD5sum of the downloaded package also changed.
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this patch will change the behaviour of the material offset in complex mode to fit simple mode output.
Previously in complex mode this would offset the material of the enire shell,
because when you read the tooltip it says material for new generated geometry.
In complex mode everything is new generated geometry though.
In simple mode on the other hand, this would give you a way to only change the inside faces
material. There may be cases in large modifier stacks where material offset like it is implemented
currently in complex mode may be useful, but it is much more useful in the way it is implemented
by simple mode.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7215
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I also added a few more comments to the code as I gone along.
Maniphest Tasks: T74195
Differential Revision: https://developer.blender.org/D7214
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The `build_driver_relations()` function in the depsgraph relations builder
adds relations between drivers that potentially write to the same memory
location. This of course is only useful when there are two or more drivers.
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My previous fix (rB4c30dc343165) worked, except for an off-by-one error.
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For In Front Objects we need to use the in front depth buffer.
This patch will use the in front depth buffer and also makes sure that
it is filled with the center pixel depth.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7216
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When using the image editor the display channels attribute can become
invalid when selecting another image/buffer. This patch will check what
display channels are valid and when an invalid channel is selected it
will fall back to the color channel.
To de-duplicate the code it also introduces a
`ED_space_image_get_display_channel_mask` function that will determine
the valid bitflags for the display channel of a given `ImBuf`.
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No functional changes.
Differential Revision: https://developer.blender.org/D7173
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Started to happen after recent fix for T72632.
Was caused by runtime fields backup doing an early exit in the case the
given ID was never expanded by the Copy-on-Write mechanism, but it was
not done int the backup restore function (since it was not possible to
know "locally").
Now both init() and restore() will do an early exit when the ID had
nothing to be backed up.
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