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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 948211679f2a0681421160be0d3b90f507bc0be7.
This commit introduced some regressions in the test suite.
As this change is a core part of blender Bastien and I decided to revert
it as the solution isn't clear and needs more investigation.
The following tests FAILED:
62 - blendfile_liblink (SEGFAULT)
63 - blendfile_library_overrides (SEGFAULT)
It fails in (id_us_ensure_real)
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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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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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Missed this function in rB67525b88d2e
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Own mistake in rB67525b88d2e
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Differential Revision: https://developer.blender.org/D12962
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- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
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Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)
During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.
In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.
This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.
Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).
{F10953929, size=full}
Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.
There is technically no need to update the themes for them to work, so no theme changes are included in this patch.
{F10953931, size=full}
{F10953933, size=full}
{F10953934, size=full}
{F10954003, size=full}
----
A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12814
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Avoid API misuse that caused leaks in T90791 &
2788b0261cb7d33a2f6f2978ff4f55bb4987edae.
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The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.
The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.
References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport
Notes:
* Important limitation: Due to the early & WIP implementation of the
asset list, all asset views showing the same library will show the
same assets. That is despite the ID type filter option the template
provides. The first asset view created will determine what's visible.
Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
The former is called when an asset is clicked on (e.g. to apply the
asset) the latter when dragging (e.g. to .blend a pose asset). If no
drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
below).
* The argument list for using the template is quite long, but we can't
avoid that currently. The UI list design requires that we pass a
number of RNA or custom properties to work with, that for the Pose
Libraries should be registered at the Pose Library add-on level, not
in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
can register custom properties, to hold data like the list of assets,
and the active asset index. Maybe that will change in future and we
can manage these internally.
As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
"pose_assets",
workspace,
"active_asset_library",
wm,
"pose_assets",
workspace,
"active_pose_asset_index",
filter_id_types={"filter_action"},
activate_operator="poselib.apply_pose_asset",
drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
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This commit adds support for `bl_description` and python docstrings for panels.
This is useful for pop-over panel types so they can have a label and description.
This commit also includes an example use case.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10429
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These functions with many arguments can be unwieldy. Aside from the obvious issues
with rewriting the list of arguments and the opportunities for error and frustration
that presents, the long list of arguments make these systems hard to change. So when
an argument should be added, someone might skip that and add some hack instead.
So, as proposed in T73586#1037210, this patch instead uses a "params" struct for
each of these callbacks.
- Use param argument for `ARegionType.listener`
- Remove unused window field in region listener
- Use param argument for `SpaceType.listener`
- Use params struct for `ARegionType.message_subscribe`
Differential Revision: https://developer.blender.org/D9750
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This is consistent with the way other panel type fields are stored.
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This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.
Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.
* Shortcuts performed while there is an active modifier will affect
only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.
These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.
Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.
Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
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The overlap with the `Panel` flags that start with "PNL" was quite
confusing because wasn't clear which enum a flag was from. The
new names are a bit longer, but the clarity is worth it.
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Since this flag isn't saved in files and PanelType itself is defined in
BKE, the flag makes more sense there.
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Ref T76372.
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There should be no functional changes.
Eventually, it would be good to handle the different space types
using callbacks.
Ref T76372.
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Ref T76372.
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Define enum `eContextResult` and use its values for returns, instead of
just returning 1, 0, or -1 (and always having some comment that explains
what -1 means).
This also cleans up the mixup between returning `0` and `false`, and `1`
and `true`. An inconsistency was discovered during this cleanup, and
marked with `TODO(sybren)`. It's not fixed here, as it would consititute
a functional change.
The enum isn't used everywhere, as enums in C and C++ can have different
storage sizes. To prevent issues, callback functions are still declared
as returning`int`. To at least make things easier to understand for
humans, I marked those with `int /*eContextResult*/`.
This is a followup of D9090, and is intended to unify how context
callbacks return values. This will make it easier to extend the approach
in D9090 to those functions.
No functional changes.
Differential Revision: https://developer.blender.org/D9095
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This implements a Face Set Extract operator, which is similar to mask
extract. This operator uses a picker to select and Face Set in the mesh
and extract the geometry directly to a new object.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8599
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Allows to hook per-space code which is to be run on view navigation.
This is required to have zoom-to-fit implemented in the sequencer.
There might be more cases where the clalback is to be called from,
but it could be easier to address those on the case-by-case basis
when its needed.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8459
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When the playhead drawing moved to an overlay, a check was added to keep
it from drawing with a locked interface. This is necessary for some overlays,
but not this one, so this removes the check, making it the responsibility of
the editor.
A context function is added to make that check easier in the future.
Differential Revision: https://developer.blender.org/D8313
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When playing back animations a playhead is updated in all the animation editors.
The drawing of the playhead is part of the drawing of the main region
`RGN_TYPE_WINDOW` that redraws the whole region.
This change will draw the play head and window scrollers when updating the
screen. This affects the Action editor, Timeline, Graph editor, NLA editor and
Sequence editor. There is noticeable speedup when using complex animation files.
Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline
and a action editor on a Ryzen 1700.
* When playing back animation the markers don't jump up/down when near the
frame. This could be added back.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8066
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This implements a general system to implement drag and drop, subpanels,
and UI animation for the stack UIs in Blender. There are NO functional
changes in this patch, but it makes it relatively trivial to implement
these features for stacks.
The biggest complication to using panels to implement the UI for lists
is that there can be multiple modifiers of the same type. Currently there
is an assumed 1 to 1 relationship between every panel and its type, but
there can be multiple list items of the same type, so we have to break
this relationship. The mapping between panels and their data is stored
with an index in the panel's runtime struct.
To make use the system for a list like modifiers, four components
must be added:
1. A panel type defined and registered for each list data type, with a
known mapping between list data types and panel idnames.
1. A function called by interface code to build the add the panel
layouts with the provided helper functions.
- UI_panel_list_matches_data will check if the panel list needs to
be rebuilt.
- UI_panels_free_instanced will remove the existing list panels
- UI_panel_add_instanced adds a list panel of a given type.
3. An expand flag for the list data and implementations of
get_list_data_expand_flag and set_list_data_expand_flag.
4. For reordering, the panel type's reorder callback. This is called
when the instanced panels are drag-dropped. This requires
implementing a "move to index" operator for the list data.
Reviewed By: Severin, brecht
Differential Revision: https://developer.blender.org/D7490
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That one was a bit more complicated, and is still only partial refactor
(ultimately we want to have a foreach_id callback in SpaceType itself I
think...).
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Makes it more clear that code using this is related to the RNA
integration of a type.
Part of T74432.
Also ran clang-format on affected files.
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Part of T74432.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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