Age | Commit message (Collapse) | Author |
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BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
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This is currently only supported by FFmpeg (so not frameserver, AVI RAW,
or AVI JPEG), and only seems to work when using Matroska or Ogg Theora
containers.
Only metadata that doesn't change from frame to frame is written to
video files. This distinction is visible in the UI by looking at the
stamp checkbox tooltips (they either mention "image" or "image/video").
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
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This way it's more flexible to extend StampData structure
with additional stuff which might require memory free.
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It is possible to have same image used multiple times at different frames,
which means we can not free it's buffers without any guard. From quick tests
this seems to be doing what it is supposed to.
Need more testing and port this to 2.79.
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This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
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Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
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Turns out most BKE_foo_make_local datablock-specific functions are actually doing
exactly the same thing, only two currently need special additional operations
(object and brush ones). So added a BKE_id_make_local_generic instead
of copying same code over and over.
Also, changed a bit how make_local works in case we are localizing a whole library.
We need to do the 'remap' step (from old linked ID to new local one) in the second loop,
otherwise we miss some dependencies. This fixes main part of T48907.
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used locally.
Will be used by link/append code.
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Now using modern features from libquery/libremap areas.
Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
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Looks like code expects some initialized Image data after all, so do it
for placeholders as well (using default generated UV grid).
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Such configuration used to cause quite confusing situation when
stamp will use actual scene's statistics but metadata from strip
will be used for the saved file (basically, causing different
information stamped and saved as metadata).
Don't think it was desired behavior and it's something what
artists here in the studio wants to be fixed.
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This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
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Differential Revision: https://developer.blender.org/D1549
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ImBuf types were getting stored as bitflags in a 32bit integer which had
already run out of space. Solved the problem by separating file type to
an ftype enum, and file specific options to foptions.
Reviewed by Campbell, thanks a lot!
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Add option to render strip metadata to final result, bypassing current
scene metadata.
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This will fix exporting of metadata and importing for imbufs, but image
editor will not display these metadata since multilayer gets converted
to renderresult, which does not support metadata display yet.
This commit is more meant for external image editors/viewers.
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Was breaking loading of embedded FBX images (among other things, most likely).
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Was adding then renaming, unnecessarily.
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Write those on render result during rendering, so we can cleanly write a
render result image after rendering.
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1083
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is requested.
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use bools for return values and some api naming consistency.
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- only modify paths for newly loaded images
- don't attempt to read from library paths
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Check for freeing old images was running per-object, move this to viewport drawing.
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format is BMP.
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BLI_testextensie
also use attributes for BLI path functions
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also remove CDDM_Check, theres no need for it.
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Summary:
Behaves very much the same as cache for Movie Clip datablock:
- Image now have `MovieCache *cache` field which replaced
legacy `ListBase ibufs`.
This allows image datablock to easily keep of image
buffers which are owned by itself. This field isn't
saved to the file and getting restored on undo steps.
However, cache limit is global for movies, sequences
and image datablocks now. So overall cached image buffers
size will not go above cache limit size in user
preferences.
- Image buffers which are marked as BITMAPDIRTY will never
be freed from the cache.
- Added utility function to iterate over image buffers
saved in movie cache.
- Movie cache cleanup check callback now have ImBuf argument
which can be used in a condition of cleanup.
- Added some utility functions which replaces legacy ibufs
iterations with image cache iteration which happens from
inside a lock.
- Fixed `image_mem_size()` which was only counting one of
the buffers if both float and byte buffer present.
Additional notes:
- `BKE_image_get_first_ibuf()` is rather stupid, but direct
access to ibufs->first was also the same stupid idea.
Would consider avoid this function is another project.
- There are some places which doesn't look threadsafe, but
they already were not so much threadsafe anyway before.
So think not a big deal with solving this later.
Finally solves infinite memory usage by image sequences! :)
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: sebastian_k
Differential Revision: http://developer.blender.org/D95
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args in more places.
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were no properly updating when rendering animations.
The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
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Issue was caused by delayed or missing image user frame
number update, which lead to image loading failure in
cases node is updating from image signal callback.
Solved in a way that file from image datablock is used
for sockets detection instead of loading image for
current frame.
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Before this change only old flag "Premultiply" was used to
detect alpha mode, which is not enough actually.
Now the logic here is:
- If "Premultiply" was enabled it is likely float image with
straight alpha, which shall be premultiplied before usage.
In this case image/sequence Alpha Mode is set to Straight.
- Otherwise use default alpha mode for image format based on
an extension. This could fail in some cases like TIFF, but
this wasn't handled fully correct in older blender anyway.
Initial discovered issue was that EXR images saved in older
Blender versions were set to Straight alpha mode, which is
obviously a straight way to lots of headache.
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The use alpha option moved from the texture datablock to the image, and now it
will duplicate the image datablock in case you have one texture using alpha and
the other not.
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.
The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.
The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.
To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
image and user. Pool could be NULL and in this case fallback to
BKE_image_acquire_ibuf will happen.
This helps to avoid lots to if(poll) checks in image sampling
code.
- BKE_image_pool_release_ibuf releases image buffer. In fact, it
will only do something if pool is NULL, in all other case it'll
equal to DoNothing operation.
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This adds support of movie textures for Cycles rendering.
Uses the same builtin images routines as packed/generated images,
but with some extra non-rna hookups from blender_session side.
Basically, it's not so clear how to give access to video frames
via C++ RNA -- it'll require exposing ImBuf to API, doing some
threading locks and so. Ended up adding two more functions which
are actually bad level call, but don't consider it's so much bad
-- we have few bad calls already, which are actually related.
Changed a bit how builtin images names are passing to image
manager. Now it's not just an ID datablock name, but also a frame
number concatenated via '@' character, which makes itpossible to
easily know frame number to be used for movie images, without
adding extra descriptors to image manager.
Decoding of builtin name is a bit slower now, but it should be
still nothing in comparison with rendering complexity.
Also exposed image user's frame_current to python API, which
is needed to get absolute frame number of movie from node's
image user.
P.S. Generated/packed images are also using bad level call but
only does it to make things more clear here. Either all images
are using C++ RNA here or no images does. That's the most clear
for now.
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