Age | Commit message (Collapse) | Author |
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CacheLibrary datablock has a generic unlink function now, but currently
nothing actually links to cache libs themselves, so it's empty. Still
good to keep this in mind for the future.
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and files.
At it's core this is just a file path, but many different cache users
may refer to this, so having a dedicated ID block helps. It can be
compared to Image datablocks, which also primarily are used for data
on storage, but can be packed with the blend file, and carry some
additional information that would be cumbersome to keep sync'ed
otherwise.
The name 'CacheLibrary' deliberately resembles the 'Library' datablock:
just as a Library stores ID blocks in a physical file, a CacheLibrary
stores cached data (in Alembic HDF5/Ogawa or other formats).
Conflicts:
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/intern/pointcache.c
source/blender/makesdna/DNA_pointcache_types.h
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The Alembic caching must be integrated with Blender as a new, entirely
independent feature. The old pointcache code can not be surgically
removed without major damage to vital features. Instead of wasting more
time trying to deal with an outdated complicated system, a better choice
is implementing a new caching system next to it and if possible phase
out the old one at some point ...
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and files.
At it's core this is just a file path, but many different cache users
may refer to this, so having a dedicated ID block helps. It can be
compared to Image datablocks, which also primarily are used for data
on storage, but can be packed with the blend file, and carry some
additional information that would be cumbersome to keep sync'ed
otherwise.
The name 'CacheLibrary' deliberately resembles the 'Library' datablock:
just as a Library stores ID blocks in a physical file, a CacheLibrary
stores cached data (in Alembic HDF5/Ogawa or other formats).
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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paths in new copies.
Simply have to rebase onto main filepath when copying, if source datablock is lib and path is relative.
Afaict, only affected Image and Text datablocks. MovieClip would also be a candidate, but has
no copy implemented currently.
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Rename UI_init_userdef_factory to BLO_update_defaults_userpref_blend
This closely matches BLO_update_defaults_startup_blend so makes sense for them to be together.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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preview in BI when using SSS
Blender Internal only uses materials with non-zero user counter for SSS and new
mutable libblock copy was keeping users counter at zero.
Now it sets user counter to 1, which is a bit of arguable decision, but which
also kind of makes sense -- meaning callee owns the copied block.
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This way it's not needed to include BLI_threads.h from the
BKE_main.h which helps avoiding adding PThreads includes to
each library which uses Main on Windows.
From the API point of view it's now MainLock* and to lock or
unlock the main you're to use BKE_main_(un)lock().
This solves compilation error on Windows with SCons.
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Added a lock to the Main which is getting acquired and released
when modifying it's lists.
Should not be any functional changes now, it just means Main is
now considered safe without worrying about locks in the callee.
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bNodeTree blocks.
This was broken by rB6e99fb0 (own commit). I expected the `do_action`
argument to be of no importance in this case due to node trees using
material animation, but this is not the case.
Anyway, this patch adds back a do_action to the BKE_libblock_copy_nolib
function as well to restore the previous behavior.
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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Opted to keep includes if they are used indirectly (even if removing is possible).
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wrong afterwards.
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depsgraph updates.
Material datablocks were localized by first making a regular datablock
copy, which always gets inserted into the bmain list, and then removing
it again from bmain.
Problem is that this localization happens in preview threads, which can
run while the depsgraph is also updating GPU materials. In case the
copying of materials takes any amount of time, this can cause the
depsgraph call to material_changed to use an invalid, localized material
and access invalid GPUMaterial lists which have already been freed for
the actual material.
Solution is to not add localized datablocks to the bmain lists in the
first place. bmain should be totally immutable during preview or render
threads.
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Previously this only worked for some datablocks relevant to rendering, now it
can be used to detect if any type of datablock was added or removed (but not
yet to detect if it was modified, we need many more depsgraph tags for that).
Most of the changes are some function parameter changes, the important parts
are the DAG_id_type_tag calls.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D195
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This is a regression since threaded dependency graph landed to master.
Root of the issue goes to the loads of graph preparation being done
even if there's nothing to be updated.
The idea of this change is to use ID type recalc bits to determine
whether there're objects to be updated. Generally speaking, we now
check object and object data datablocks with DAG_id_type_tagged()
and if there's no such IDs tagged we skip the whole task pool creation
and so,
The only difficult aspect was that in some circumstances it was possible
that there are tagged objects but nothing in ID recalc bit fields.
There were several different circumstances when it was possible:
* When one assigns object->recalc flag directly DAG flush didn't
set corresponding bits to ID recalc bits. Partially it is fixed
by making it so flush will set bitfield, but also for object
types there's no reason to assign recalc flag directly. Using
generic DAG_id_type_tag works almost the same fast as direct
assignment, ensures all the bitflags are set properly and for the
long run it seems it's what we would actually want to.
* DAG_on_visible_update() didn't set recalc bits at all.
* Some areas were checking for object->recalc != 0, however it is was
possible that object recalc flag contains PSYS_RECALC_CHILD which
was never cleaned from there.
No idea why would we need to assign such a flag when enabling
scene simplification, this is to be investigated separately.
* It is possible that scene_update_post and frame_update_post handlers
will modify objects. The issue is that DAG_ids_clear_recalc is called
just after callbacks, which leaves objects with recalc flags but no
corresponding bit in ID recalc bitfield. This leads to some kind of
regression when using ID type tag fields to check whether there objects
to be updated internally comparing threaded DAG with legacy one.
For now let's have a workaround which will preserve tag for ID_OB
if there're objects with OB_RECALC_ALL bits. This keeps behavior
unchanged comparing with 2.69 release.
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Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
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Summary:
Issue was caused by access to pchan->custom object from channel free
function when freeing all objects from main. Order of objects free
is not defined and such an access might easily end up with access
to freed memory.
We don't need to do user counter stuff when freeing main, so added
an _ex functions with do_id_user flag which is used when freeing main.
We had the same issue with other datablocks, so now it should be
easier to support relevant user counter.
This issue was caused by the fix for T36391, so perhaps that's indeed
high time to do real user counter.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Maniphest Tasks: T37709
Differential Revision: https://developer.blender.org/D137
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functions where missing the ntreeMakeLocal entry, was still marked as 'not implemented'.
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situation.
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causing problems with link/append, needs some deeper changes but it's too close
to release for that.
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were always linked after a recent bugfix.
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Make Local operator uses BKE_library_make_local function if all the
datablocks needs to be made local. And this function was calling
id_clear_lib_data for every datablock, which only clears library
data. But this function doesn't work correct for datablocks which
areshared by multiple users (this is also mentioned in comment
for this function).
This lead to situations when two datablocks shares the same runtime
data leading to crashes later. For example making everythig local in
scales cycles scene from durian ends up in a crash when toggling
rig edit mode.
Solved by using id_make_local instead of id_clear_lib_data, which
will ensure all the data are nicely expanded and made local.
Checked by Brecht, thanks fr the review!
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lamp, world, texture and scene) still keep their original library pointer when appending, making them uneditable. Clearing the
lib pointer now has been moved inside the id_clear_lib_data function, with an ugly switch statement to handle integrated node trees.
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listeners would operate on.
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