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2022-03-02Fix T95608: Mac issues with drag drop on multi-monitorGermano Cavalcante
Mousemove events are sent to windows. In Windows OS, almost all mousemove events are sent to the window whose mouse cursor is over. On MacOS, the window with mousemove events is always the active window. It doesn't matter if the mouse cursor is inside or outside the window. So, in order for non-active windows to also have events, `WM_window_find_under_cursor` is called to find those windows and send the same events. The problem is that to find the window, `WM_window_find_under_cursor` only has the mouse coordinates available, it doesn't differentiate which monitor these coordinates came from. So the mouse on one monitor may incorrectly send events to a window on another monitor. The solution used is to use a native API on Mac to detect the window under the cursor. For Windows and Linux nothing has changed. Reviewed By: brecht Differential Revision: https://developer.blender.org/D14197
2022-02-26Ghost/Event System: Support mapping more keysGermano Cavalcante
This fixes T93051, T76405 and maybe others. Characters like '²', '<' are not recognized in Blender's shortcut keys. And sometimes simple buttons like {key .} and {key /} on the Windows keyboard, although the symbol is "known", Blender also doesn't detect for shortcuts. For Windows, some of the symbols represented by `VK_OEM_[1-8]` values, depending on the language, are not mapped by Blender. On Mac there is a fallback reading the "actual character value of the 'remappable' keys". But sometimes the character is not mapped either. On Windows, the solution now mimics the Mac and tries to read the button's character as a fallback. For unmapped characters ('²', '<', '\''), now another value is chosen as a substitute. More "substitutes" may be added over time. Differential Revision: https://developer.blender.org/D14149
2022-02-17Fix T76082: VR Scene Inspection: It shows me only a pink screenPeter Kim
This fixes VR pink screen issues when using the DirectX backend, caused by `wglDXRegisterObjectNV()` failing to register the shared OpenGL-DirectX render buffer. The issue is mainly present on AMD graphics, however, there have been reports on NVIDIA as well. A limited workaround for the SteamVR runtime (AMD only) was provided in rB82ab2c167844, however this patch provides a more complete solution that should apply to all OpenXR runtimes. For example, with this patch, the Windows Mixed Reality runtime that exclusively uses DirectX can now be used with AMD graphics cards. Implementation-wise, a `GL_TEXTURE_2D` render target is used as a fallback for the shared OpenGL-DirectX resource in the case that registering a render buffer (`GL_RENDERBUFFER`) fails. While using a texture render target may be less optimal than a render buffer, it enables proper display in VR using the OpenGL/DirectX interop (tested on AMD Vega 64). Reviewed By: Severin Differential Revision: https://developer.blender.org/D14100
2022-02-11Fix incompatible swapchain format for Quest 2Peter Kim
When using a RGBA16 (`GL_RGBA16`, `DXGI_FORMAT_R16G16B16A16_UNORM`) swapchain format with Quest 2, no image is presented to the headset. This can occur when using the SteamVR runtime with an AMD graphics card (ex. T95374). Workaround is to move this format after the Quest 2-compatible RGBA16F formats in the candidates list so that the RGBA16F formats are chosen instead. Reviewed By: Severin Differential Revision: https://developer.blender.org/D14024
2022-02-11Fix T94268: Closing SteamVR and restarting VR Session crashes BlenderPeter Kim
Crash was caused since the function pointers `s_xrGetOpenGLGraphicsRequirementsKHR_fn`/ `s_xrGetD3D11GraphicsRequirementsKHR_fn` were static and were not updated with the correct proc address after being set the first time. As stated in the OpenXR spec: "function pointers returned by xrGetInstanceProcAddr using one XrInstance may not be valid when used with objects related to a different XrInstance". Although it would seem reasonable that the proc address would not change if the instance was the same (hence the `static XrInstance s_instance;`), in testing, repeated calls to `xrGetInstanceProcAddress()` with the same instance still can result in changes (at least for the SteamVR runtime) so the workaround is to simply set the function pointers every time, essentially trivializing their `static` designations. Reviewed By: Severin Maniphest Tasks: T94268 Differential Revision: https://developer.blender.org/D14023
2022-01-28Cleanup: indentation for CMake filesCampbell Barton
Also minor white-space & case changes.
2022-01-26Revert "CMake: include BROTLI_LIBRARIES in FREETYPE_LIBRARIES on UNIX"Campbell Barton
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.
2022-01-26CMake: include BROTLI_LIBRARIES in FREETYPE_LIBRARIES on UNIXCampbell Barton
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.
2022-01-25CMake/Linux: find Brotli library the proper waySybren A. Stüvel
Use a `FindBrotli.cmake` module instead of manually appending library paths. This is just for Linux; Windows and macOS will be reviewed separately.
2022-01-21Cmake/Deps: Freetype 2.11.0 / brotli 1.0.9Ray Molenkamp
The UI team requested adding woff2 support to freetype. this required a new dependency brotli. This changes adds brotili to the builder and bumps freetype to version 2.11.0 As freetype now depends on other libraries, for consistency all use of ${FREETYPE_LIBRARY} in cmake has been updated to use ${FREETYPE_LIBRARIES} adjustments have been made in the windows platform file, all other platforms use cmake's FindFreeType.cmake which already sets this variable. reviewed by: brecht Differential Revision: https://developer.blender.org/D13448
2022-01-20Cleanup: spelling in commentsCampbell Barton
2022-01-18Cleanup: remove HWND from GHOST_Wintab constructor.Nicholas Rishel
No change in behavior.
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-11IME Cleanup: Unused GHOST_TEventImeData MemberHarley Acheson
Removal of unused tmp member of GHOST_TEventImeData. Not used now, nor was it used by the commit that added it to begin with. Differential Revision: https://developer.blender.org/D11799 Reviewed by Ray Molenkamp
2022-01-10Fix T94434: Windows IME Pinyin Forward SlashTakahiro Shizuki
Treat "/" as a key that should be evaluated by the Win IME system when the input language is Chinese. This fixes a duplication of the input character and results in the expected output of a Chinese wide comma. See D13771 for more details. Differential Revision: https://developer.blender.org/D13771 Reviewed by Brecht Van Lommel
2022-01-10Cleanup: Wintab input processing.Nicholas Rishel
Switched populating GHOST_WintabInfoWin32 vector from resizing and assigning to reserving and pushing. Removed unnecessary state tracking for multiple button presses in a single packet. Paired initialization with definition, and added default initialization for GHOST_WintabInfoWin32.
2022-01-06Cleanup: spelling in commentsCampbell Barton
2022-01-05Cleanup: fix typos in source code in intern/Brecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13532
2021-12-14Cleanup: resolve parameter mis-matches in doc-stringsCampbell Barton
Renamed or removed parameters which no longer exist.
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-11Cleanup: const, autoreleasepool, remove unneeded cast.Ankit Meel
Early return in some places also. De-duplicate getSystemDir and getUserDir also. Reviewed By: #platform_macos, brecht Differential Revision: https://developer.blender.org/D13211
2021-12-08Cleanup: Missing braces in array declarationAaron Carlisle
2021-12-06cmake: fix linking with WITH_X11_XF86VMODE and bfdAurelien Jarno
Fix typos in the variables of the Xxf86vm libray to fix link failure with bfd. These variables are defined in platform_unix.cmake. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D12911
2021-12-01Fix some shortcut keys not working on macOS with Japanese inputYuki Hashimoto
Differential Revision: https://developer.blender.org/D13414
2021-11-30Cleanup: capitalize NOTE tagCampbell Barton
2021-11-24Merge branch 'blender-v3.0-release'Nicholas Rishel
2021-11-24Add tablet data to Wintab fallback cursor movement.Nicholas Rishel
2021-11-22IME: Fix Multi-Window Duplicated First CharacterTakahiro Shizuki
Fix problem with duplicated initial character when initiating or switching to new windows. This is done by updating our copies of state and modes from the new window when it receives WM_IME_SETCONTEXT message. This problem and fix are only for the Windows platform.
2021-11-22IME: Fix Multi-Window Duplicated First CharacterTakahiro Shizuki
Fix problem with duplicated initial character when initiating or switching to new windows. This is done by updating our copies of state and modes from the new window when it receives WM_IME_SETCONTEXT message. This problem and fix are only for the Windows platform.
2021-11-13Cleanup: spelling in comments, comment block formattingCampbell Barton
2021-11-12Cleanup: Remove `GHOST_isUpsideDownContext`.Jeroen Bakker
GHOST API only has a header definition. No implementation or usage.
2021-11-08CMake: add missing headers to CMake listsCampbell Barton
2021-11-08CMake: add missing headers to CMake listsCampbell Barton
2021-10-26XR: Only show ref space warnings in debug-xr modePeter Kim
This avoids spamming the console for users who have not set up a tracking space/boundary for their headsets.
2021-10-21Fix T65532: can't assign a key on Italian apple keyboards.Yevgeny Makarov
Apple's international keyboards have an additional `kVK_ISO_Section` key. With some (Italian, Spanish) keyboard layouts, this is `\`, `[` keys which Blender keymap can use. Right now this key is explicitly set as `Unknown`. Note that `kVK_ANSI_Grave` is located in a different location. Differential Revision: https://developer.blender.org/D12905
2021-10-12Revert "GHOST: Unify behavior of offscreen context creation"Clément Foucault
Commited by mistake This reverts commit 6535779c92b90035870047f178cf3eff95f0bdf0.
2021-10-12GHOST: Unify behavior of offscreen context creationClément Foucault
This makes sure the previously bound context is restored after creating a new context. This follows what is already happening on windows. All system backend are patched. This also removes the goto and some code duplication. Differential Revision: https://developer.blender.org/D12455
2021-10-12XR Controller Support Step 4: Controller DrawingPeter Kim
Addresses T77127 (Controller Drawing). Adds VR controller visualization and custom drawing via draw handlers. Add-ons can draw to the XR surface (headset display) and mirror window by adding a View3D draw handler of region type 'XR' and draw type 'POST_VIEW'. Controller drawing and custom overlays can be toggled individually as XR session options, which will be added in a future update to the VR Scene Inspection add-on. For the actual drawing, the OpenXR XR_MSFT_controller_model extension is used to load a glTF model provided by the XR runtime. The model's vertex data is then used to create a GPUBatch in the XR session state. Finally, this batch is drawn via the XR surface draw handler mentioned above. For runtimes that do not support the controller model extension, a a simple fallback shape (sphere) is drawn instead. Reviewed By: Severin, fclem Differential Revision: https://developer.blender.org/D10948
2021-10-12GHOST: Add option to request (user) cache folder.Jeroen Bakker
Introduces `BKE_appdir_folder_caches` to get the folder that can be used to store caches. On different OS's different folders are used. - Linux: `~/.cache/blender/`. - MacOS: `Library/Caches/Blender/`. - Windows: `(%USERPROFILE%\AppData\Local)\Blender Foundation\Blender\Cache\`. Reviewed By: Severin Differential Revision: https://developer.blender.org/D12822
2021-10-06Cleanup: spelling in commentsCampbell Barton
2021-10-03Cleanup: spelling in commentsCampbell Barton
2021-09-27Cleanup: spelling in commentsCampbell Barton
2021-09-24Cleanup: spelling in commentsCampbell Barton
2021-09-20Cleanup: spellingCampbell Barton
2021-09-12Cleanup: spellingCampbell Barton
2021-09-10Cleanup: Silenced compilation warning in ghost.Jeroen Bakker
2021-09-10XR: Re-enable SteamVR OpenGL backend for AMD gpusPeter Kim
Addresses T76082. Since the DirectX backend does not work for AMD gpus (wglDXRegisterObjectNV() fails to register the shared OpenGL-DirectX render buffer, displaying a pink screen to the user), the original solution was to use SteamVR's OpenGL backend, which, as tested recently, seems to work without any issues on AMD hardware. However, the SteamVR OpenGL backend (on Windows) was disabled in fe492d922d6d since it resulted in crashes with NVIDIA gpus (and still crashes, as tested recently), so SteamVR would always use the AMD-incompatible DirectX backend (on Windows). This patch restores use of the SteamVR OpenGL backend for non-NVIDIA (AMD, etc.) gpus while maintaining the DirectX workaround for NVIDIA gpus. In this way, issues are still resolved on the NVIDIA side but AMD users can once again use the SteamVR runtime, which may be their only viable option of using Blender in VR. Reviewed By: Julian Eisel Differential Revision: https://developer.blender.org/D12409