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2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-28DrawManager: Image engine support huge images.Jeroen Bakker
Adding better support for drawing huge images in the image/uv editor. Also solved tearing artifacts. The approach is that for each image/uv editor a screen space gpu texture is created that only contains the visible pixels. When zooming or panning the gpu texture is rebuild. Although the solution isn't memory intensive other parts of blender memory usage scales together with the image size. * Due to complexity we didn't implement partial updates when drawing images tiled (wrap repeat). This could be added, but is complicated as a change in the source could mean many different changes on the GPU texture. The work around for now is to tag all gpu textures to be dirty when changes are detected. Original plan was to have 4 screen space images to support panning without gpu texture creation. For now we don't see the need to implement it as the solution is already fast. Especially when GPU memory is shared with CPU ram. Reviewed By: fclem Maniphest Tasks: T92525, T92903 Differential Revision: https://developer.blender.org/D13424
2022-01-28Image: Partial Update Redesign.Jeroen Bakker
This patch reimplements the image partial updates. Biggest design motivation for the redesign is that currently GPUTextures must be owned by the image. This reduces flexibility and adds complexity to a single component especially when we want to have different structures. The new design is not limited to GPUTextures and can also be used by reducing overhead in image operations like scaling. Or partial image updating in Cycles. The usecase in hand is that we want to support virtual images in the image editor so we can work with images that don't fit in a single GPUTexture. Using `BKE_image_partial_update_mark_region` or `BKE_image_partial_update_mark_full_update` a part of an image can be marked as dirty. These regions are stored per ImageTile (UDIM). When a part of the code wants to receive partial changes it needs to construct a `PartialUpdateUser` by calling `BKE_image_partial_update_create`. As long as this instance is kept alive the changes can be received. When a user wants to update its own data it will call `BKE_image_partial_update_collect_changes` This will collect the changes since the last time the user called this function. When the partial changes are available the partial change can be read by calling `BKE_image_partial_update_get_next_change` It can happen that the introduced mechanism doesn't have the data anymore to construct the changes since the last time a PartialUpdateUser requested it. In this case it will get a request to perform a full update. Maniphest Tasks: T92613 Differential Revision: https://developer.blender.org/D13238
2021-12-25Cleanup: use new c++ guarded allocator APIAaron Carlisle
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- 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
2021-11-26Cleanup: Migrate `image_gpu.cc` to CC.Jeroen Bakker
To prepare for future changes {T92613}.