Age | Commit message (Collapse) | Author |
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Some notes:
* `Image.cache` acts as some kind of 'main' cache, when it is NULL
(could not be restored), other caches should also be cleared. Oddly
enough, previous code was not clearing **all** caches, could not find
any reason for that behavior, so new code does a full clear.
* `imamap` is still used for Node previews from scenes' compositor,
however this is actually fully disabled in `direct_link_node()`.
* For render slots we cannot use offsetof as third part of the cache
key, so we are using a hash of the slot's name instead.
As far as I can tell, this fixes T76989: Visual glitches when undo after
reload multiple images by script (in Material Preview).
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This is legacy code from before Eevee and Workbench rendering in background
mode was supported. Avoid memory leak by only queueing GPU textures to be
freed when we know they have been allocated.
Differential Revision: https://developer.blender.org/D8172
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Using 'name' for the full path of a file reads badly,
especially when id.name is used in related code.
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Issue was with setting of frame to load from an image sequence,
synchronization was not done properly at some point, leading to
generation of an invalid final filepath to be read.
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Use BLI_path_ prefix, more consistent names:
BLI_parent_dir -> BLI_path_parent_dir
BLI_parent_dir_until_exists -> BLI_path_parent_dir_until_exists
BLI_ensure_filename -> BLI_path_filename_ensure
BLI_first_slash -> BLI_path_slash_find
BLI_last_slash -> BLI_path_slash_rfind
BLI_add_slash -> BLI_path_slash_ensure
BLI_del_slash -> BLI_path_slash_rstrip
BLI_path_native_slash -> BLI_path_slash_native
Rename 'cleanup' to 'normalize', similar to Python's `os.path.normpath`.
BLI_cleanup_path -> BLI_path_normalize
BLI_cleanup_dir -> BLI_path_normalize_dir
BLI_cleanup_unc -> BLI_path_normalize_unc
BLI_cleanup_unc16 -> BLI_path_normalize_unc16
Clarify naming for extracting, creating numbered paths:
BLI_stringenc -> BLI_path_sequence_encode
BLI_stringdec -> BLI_path_sequence_decode
Part of T74506 proposal.
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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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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Also pass some args as 'const'.
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Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.
For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.
Note 1: Referece images are still not supporting stereo.
Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.
Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).
Differential Revision: D7143
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This is typical case where you do not want to use actual ID refcounting,
but only the shallow 'user real' (aka 'user one') system...
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Instead of using anonymous booleans flags, also allows to keep the same
behavior in all cases, without needing special handling from calling
code for our beloved oddballs object proxies...
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This info is now stored in ID tags themselves, so no need to pass an
extra anonymous boolean parameter around, yay!
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Also removed some only used locally from the header, `BKE_lib_id.h`
is already way too big, no need to overload it with unused things.
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If the current frame was not in range, the ImageTile's 'ok' was stuck at
0. Similar to the ImageUser being reset to 'ok' in
BKE_image_user_frame_calc, we now do for ImageTiles as well.
note: the crasher part of T74225 was fixed in rB5c490d437743.
Maniphest Tasks: T74225
Differential Revision: https://developer.blender.org/D6939
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Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.
Part of T72604.
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This would happen if a tile is found on disk, painting would actually
request that tile (because corresponding uvs were in that range), but
that tile was not added in blenders list of tiles in that Image.
Need to also check tile in `image_quick_test` (regardless of iuser
having passed).
thx @lukasstockner97 for additional input!
Maniphest Tasks: T73110
Differential Revision: https://developer.blender.org/D6578
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Based on @fclem's suggestion in D6421, this commit implements support for
storing all tiles of a UDIM texture in a single 2D array texture on the GPU.
Previously, Eevee was binding one OpenGL texture per tile, quickly running
into hardware limits with nontrivial UDIM texture sets.
Workbench meanwhile had no UDIM support at all, as reusing the per-tile
approach would require splitting the mesh by tile as well as texture.
With this commit, both Workbench as well as Eevee now support huge numbers
of tiles, with the eventual limits being GPU memory and ultimately
GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs.
Initially my plan was to have one array texture per unique size, but managing
the different textures and keeping everything consistent ended up being way
too complex.
Therefore, we now use a simpler version that allocates a texture that
is large enough to fit the largest tile and then packs all tiles into as many
layers as necessary.
As a result, each UDIM texture only binds two textures (one for the actual
images, one for metadata) regardless of how many tiles are used.
Note that this rolls back per-tile GPUTextures, meaning that we again have
per-Image GPUTextures like we did before the original UDIM commit,
but now with four instead of two types.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6456
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This adds UDIM support to e.g. the Displacement modifier.
The implementation is straightforward: If the image is tiled, lookup the
tile based on UVs and shift the UVs into the tile's coordinates.
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This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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Usage of spinlock during heavy IO gave reduced performance
see D6267 for details.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6267
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- Image views.
- Sequencer text strip font.
- Text check for modified/reload.
- Collada image export.
- Brush icons.
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Metadata" is checked
The 'metadata from sequencer strip' system was using the
`stampdata_from_template()` function, which ignored the 'Use Labels'
setting.
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Broke after recent changes for DNA default initialization.
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Forward declare structs where possible.
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Avoid ambiguity with terms check & compare.
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We can't save these without data loss, so don't try to do this.
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This also replaces the Use Alpha setting. We now have these alpha modes:
* Straight: store RGB and alpha channels separately with alpha acting as a
mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
and they should not influence each other. Channel packing is commonly used
by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.
Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.
Fixes T53672
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The basic idea is that such new images will be packed into the .blend file
when saving all modified images from the quit dialog. To make this workflow
nicer a number of changes were made to how this type of packed image is
handled.
* "Save Modified Images" now packs generated images into the .blend file.
* "Save As" for packed images now automatically unpacks the image, so that
it's easy to save automatically packed images. "Save Copy" keeps it packed.
* "Save" for packed images now re-saves the image into the .blend file, so
that it's effectively the equivalent of "Save" for non-packed images.
* Empty image filepaths are no longer remapped when saving the .blend file.
Previously it would become e.g. "//../../" which makes no sense for generated
images with no filepath yet.
* Hide unpack button and filepath for such packed images with no filepath.
Unpacking does not work in a predictable way without a filepath, better
to just "Save As".
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