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2021-05-27Cleanup: specify array sizes, remove warnings in commentsCampbell Barton
2021-05-27Cleanup: spellingCampbell Barton
2021-05-27Nodes: fix material node copied over when socket is copiedJacques Lucke
This was missing from rB207472930834a2916cf18bbdff51bcd77c6dd0c0.
2021-05-27Geometry Nodes: disable multi-threading in evaluator for nowJacques Lucke
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
2021-05-27Cleanup: use UndoMesh as links instead of allocating LinkDataCampbell Barton
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.
2021-05-27Undo: resolve inefficient edit-mesh memory use with multiple objectsCampbell Barton
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).
2021-05-27Cleanup: Remove completed "TODO" commentHans Goudey
Since rBb67fe05d4bea, the dependency graph supports relations on collection geometry, and the nodes modifier uses that.
2021-05-27Cleanup: Simplify spline point attribute materialize functionsHans Goudey
- Iterate over the mask directly instead of using an index. - Use Span slice and copy_from instead of a lower level function.
2021-05-27Geometry Nodes: Support interpolation between curve domainsHans Goudey
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
2021-05-27Win: Add launcher to hide the console window flashRay Molenkamp
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
2021-05-27Cleanup: Specify amount of buffers through preprocessor directivesGermano Cavalcante
2021-05-27Fix T88603: Crash with spline attributes after curve resampleHans Goudey
The output curve's spline attribute domain custom data needs to be reallocated with the correct length after adding the splines.
2021-05-26Revert "DrawManager: Use Compute Shader to Update Hair."Jeroen Bakker
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 ```
2021-05-26Cleanup: array-parameter warning with GCC 11Campbell Barton
Pass the string size as this is less error prone in general.
2021-05-26GPencil: Cleanup - Conform with RNA naming schemeFalk David
The newly added `disable_masks_viewlayer` RNA property did not conform with the RNA naming scheme. This renames it to `use_viewlayer_masks`.
2021-05-26Fix T88111: Skin modifier assets within invalid face normalsCampbell Barton
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
2021-05-26Cleanup: shadow warningCampbell Barton
Move reproject_type into an extern, to avoid declaring multiple times.
2021-05-26LibOverride: add recursive resync.Bastien Montagne
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). ---------- 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.
2021-05-26LibOverride: add helper to retrieve override data from an ID.Bastien Montagne
Embedded IDs do not own their own override data, but rather use the one from their owner.
2021-05-26IDManagement: Shapekey: add a `owner_get` callback.Bastien Montagne
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...
2021-05-26LibOverride: Do not try to generate override data of linked data.Bastien Montagne
This is obviously not saved, and should never be editable, so was only a waste of time.
2021-05-26ID management: remapping: add flag to enforce refcounting handling.Bastien Montagne
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.
2021-05-26ID management: Do not assume that `NO_MAIN` means `NO_USER_REFCOUNT`Bastien Montagne
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.
2021-05-26DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
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
2021-05-26GPU: Compute Pipeline.Jeroen Bakker
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
2021-05-26GPencil: Add option to disable masks in view layerFalk David
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
2021-05-26Merge branch 'blender-v2.93-release'Falk David
2021-05-26Fix: GPencil mask shows in view layer renderFalk David
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
2021-05-26Merge branch 'blender-v2.93-release'Jacques Lucke
2021-05-26Fix T88250: crash when instancing object in disabled collectionJacques Lucke
This issue was that `BKE_object_eval_uber_data` was not called for the text object, because its geometry was not dependent upon and its `is_directly_visible` tag was `false`. The crash happens in rendering code, because the evaluated data is missing. This not only affects text objects, but all object types that have a geometry component that geometry nodes does not support yet. The solution is to just add the missing dependencies. Differential Revision: https://developer.blender.org/D11385
2021-05-26GPencil: Bake GPencil object transforms into a new GPencil objectAntonio Vazquez
This operator is a common request of animators to convert the transformation (inluding modifiers) of one grease pencil object, into a new object, generating strokes. Reviewed By: pepeland Maniphest Tasks: T87424 Differential Revision: https://developer.blender.org/D11014
2021-05-26Nodes: fix threading issues with node ui storageJacques Lucke
Calling BKE_nodetree_attribute_hint_add from multiple threads still was not safe before.. One issue was that context_map embedded its values directly. So when context_map grows, all NodeUIStorage would move as well. I could patch around that by using std::unique_ptr in a few places, but that just becomes too complex for now. Instead I simplified the locking a bit by adding just locking a mutex in NodeTreeUIStorage all the time while an attribute hint is added. Differential Revision: https://developer.blender.org/D11399
2021-05-26Fix T88588: crash when muting node with multi input socketJacques Lucke
The bug existed before the new evaluator already, but the new evaluator is more sensitive to this kind of error.
2021-05-26Cycles: optimize attributes device updatesKévin Dietrich
When an `AttributeSet` is tagged as modified, which happens after the addition or removal of an `Attribute` from the set, during the following GeometryManager device update, we update and repack the kernel data for all attribute types. However, if we only add or remove a `float` attribute, `float2` or `float3` attributes should not be repacked for efficiency. This patch adds some mechanisms to detect which attribute types are modified from the AttributeSet. Firstly, this adds an `AttrKernelDataType` to map the data type of the Attribute to the one used in the kernel as there is no one to one match between the two since e.g. `Transform` or `float4` data are stored as `float3s` in the kernel. Then, this replaces the `AttributeSet.modified` boolean with a set of flags to detect which types have been modified. There is no specific flag type (e.g. `enum ModifiedType`), rather the flags used derive simply from the `AttrKernelDataType` enumeration, to keep things synchronized. The logic to remove an `Attribute` from the `AttributeSet` and tag the latter as modified is centralized in a new `AttributeSet.remove` method taking an iterator as input. Lastly, as some attributes like standard normals are not stored in the various kernel attribute arrays (`DeviceScene::attribute_*`), the modified flags are only set if the associated standard corresponds to an attribute which will be stored in the kernel's attribute arrays. This makes it so adding or removing such attributes does not trigger an unnecessary update of other type-related attributes. Reviewed By: brecht Differential Revision: https://developer.blender.org/D11373
2021-05-26Fix particlesystem not duplicating their pointcache in NO_MAIN case.Bastien Montagne
Sharing data between duplicated IDs should be restricted to depsgraph (CoW) cases, not all NO_MAIN ones... While this was probably not an issue currently, we aim at using more and more out-of-main IDs for temp data processing. NOTE: Somewhat related to T88555, and similar issue as the one fixed in rBdfb963c70df5.
2021-05-26Fix T88552: Cycles changing Render Passes in viewport does not workSergey Sharybin
2021-05-26Cleanup: Simplify Cycles viewport parametersSergey Sharybin
Use early output and access shading RNA object only once.
2021-05-26Compositor: Use BLI_color in convert alpha node.Jeroen Bakker
Recently the CPP colors module landed in master. This patch will use the new module in the convert alpha node.
2021-05-26Cleanup: Remove unused argument in Cycles syncSergey Sharybin
Makes it easier to see where exactly the viewport is used.
2021-05-26Fix T88534: Unable to add a Geometry Node Tree on Volume objectPhilipp Oeser
Volumes are supported, poll corrected. Maniphest Tasks: T88534 Differential Revision: https://developer.blender.org/D11378
2021-05-26Fix T88531: Mantaflow problem with geometry nodesPhilipp Oeser
Objects modified by geometry nodes modifiers were not caught as being "dynamic". Now add this modifier type to the list of modifiers making them "dynamic" in the eyes of mantaflow. (noticed by @sebbas in chat) Maniphest Tasks: T88531 Differential Revision: https://developer.blender.org/D11389
2021-05-26Fix T88566: Mantaflow inflow with shapekeys is not working anymorePhilipp Oeser
(regression) Code was actually checking for shapekeys, but these were not detected properly (some effects like shape keys are added as virtual modifiers before the user created modifiers) Now go over virtual modifiers as well. Maniphest Tasks: T88566 Differential Revision: https://developer.blender.org/D11388
2021-05-26Merge branch 'blender-v2.93-release'Philipp Oeser
2021-05-26Fix T88251: "Operator Cheat Sheet" CrashPhilipp Oeser
Caused by {rB919558854d62}. Same fix as in {rBdc8a43c8755a} -- let RNA enum item callbacks check for NULL context. The NULL context is used to extract items for document generation. Maniphest Tasks: T88251 Differential Revision: https://developer.blender.org/D11391
2021-05-25Cleanup: Fix short comparison with bool warningHans Goudey
For some reason the hide status is stored in a short and a char (we cannot have bools in DNA).
2021-05-25Bump FFmpeg version from 4.2.3 to 4.4Sybren A. Stüvel
Bump FFmpeg version to 4.4 to fix a problem where it would write the wrong frame rate. Their old API was deprecated and Blender moved to the new one in rB8d6264ea12bfac0912c7249f00af2ac8e3409ed1. The new one produced files with the wrong frame rate, which was fixed in FFmpeg 4.4. Manifest Task: T88568 Reviewed By: LazyDodo, zeddb Differential Revision: https://developer.blender.org/D11392
2021-05-25deps: Fix broken boost linkRay Molenkamp
2021-05-25GPencil: Add a use_light option when creating object.YimingWu
This option is default off when creating line art objects because line art seldom use lighting and the normal data would be all over the place anyway. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D11372
2021-05-25Cleanup: Use ListBase in various places in line art.YimingWu
This clarifies the data structures for storing edges for different calculation stages. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: https://developer.blender.org/D11386
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978