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2022-09-14Fix: Mesh SoA format conversion skips versioningHans Goudey
Converting to the SoA format (T95965) immediately when reading meshes means that none of the changes from versioning would be applied first. This means important fixes like f14995aba70a aren't properly applied, so modifications could be done to invalid CustomData. To fix this, move the SoA changes into versioning code, in a new versioning_400.cc file. Differential Revision: https://developer.blender.org/D15919
2022-09-13Fix: Resolve deprecation warning when copying polygon structHans Goudey
`MPoly` is used and copied in many places. To avoid the need to use a special function for copying MPoly, or the need to add a copy constructor, just rename the `mat_nr` field to include "legacy" in the name. This keeps the original purpose of notifying developers that the field shouldn't be used without any further complexity. Apply the same fix to `bweight`. Differential Revision: https://developer.blender.org/D15841
2022-09-13Fix T101013: Reordering materials broken with only one assignedHans Goudey
When there was only a single material assigned to the mesh, the material index attribute didn't necessarily exist. Changing the oder of the slots wouldn't change the first material index as necessary.
2022-09-12Geometry: Avoid unnecessary initialization when resizing data arraysHans Goudey
When resizing mesh and curves attribute storage, avoid initializing the new memory for basic types. Also, avoid skipping "no free" layers; all layers should be reallocated to the new size since they may be accessed. The semantics introduced in 25237d2625078c6d1 are essential for this change, because otherwise we don't have a way to construct non-trivial types in the new memory. In a basic test of the extrude node, I observed a performance improvement of about 30%, from 55ms to 42ms. Differential Revision: https://developer.blender.org/D15818
2022-09-10Mesh: Avoid saving redundant generic material index attributeHans Goudey
This attribute is still read and written in the legacy format which puts it inside of `MPoly`. Missed in f1c0249f34c4171ec.
2022-09-09Mesh: Move bevel weight out of MVert and MEdgeHans Goudey
As described in T95966, the goal is to move to a "struct of arrays" approach rather than gathering an arbitrary set of data in hard-coded structs. This has performance benefits, but also code complexity benefits (this patch removes plenty of code, though the boilerplate for the new operators outweighs that here). To mirror the internal change, the options for storing mesh bevel weights are converted into operators that add or remove the layer, like for some other layers. The most complex change is to the solidify modifier, where bevel weights had special handling. Other than that, most changes are removing clearing of the weights, boilerplate for the add/remove operators, and removing the manual transfer of bevel weights in bmesh - mesh conversion. Eventually bevel weights can become a fully generic attribute, but for now this patch aims to avoid most functional changes. Bevel weights are still written and read from the mesh in the old way, so neither forward nor backward compatibility are affected. As described in T95965, writing in the old format will be done until 4.0. Differential Revision: https://developer.blender.org/D14077
2022-09-09Cleanup: Simplify BKE_mesh_nomain_to_meshHans Goudey
- Remove "take ownership" argument which was confusing and always true - The argument made ownership very confusing - Better to avoid boolean arguments that switch a function's purpose - Remove "mask" argument which was basically wrong and not used properly - "EVERYTHING" was used because developers are wary of removing data - Instead use `CD_MASK_MESH` for its purpose of original mesh data - Remove use of shallow copied temporary mesh, which is unnecessary now - Split shape key processing into separate functions and use C++ types - Copy fields explicitly rather than using memcpy for the whole struct - Use higher level functions and avoid redundant code - The whole idea is pretty simple and can be built from standard logic - Adjust `CustomData` logic to be consistent with "assign" expectations - Clear the layer data from the source, and moves the anonymous ID Differential Revision: https://developer.blender.org/D15857
2022-09-08IDManagement: change `IDTypeInfo.owner_get` to instead return address of the ↵Bastien Montagne
owner_id pointer. Also rename the callback. That way, we can keep moving toward a more generic handling of those embedded IDs (think e.g. about copy code).
2022-09-08Cleanup: Use C++ methods to retrieve attribute accessorsHans Goudey
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point cloud versions with methods on the `Mesh` and `PointCloud` types. This makes them friendlier to use and improves readability. Differential Revision: https://developer.blender.org/D15907
2022-09-07Fix T100863, T100875: Vertex group reading broken for recent filesHans Goudey
This patch consists of two related fixes. The first is a simple fix for forward compatibility, setting the Mesh.dvert pointer when writing a file allows old Blender versions to read vertex groups from newly saved files. The second part is a bit uglier and more complex. Normally mesh vertex group data is read in mesh_blend_read_data, for backward compatibility with very old files. However, after 05952aa94d33eeb50 the mesh.dvert pointer was not set, so the data was not read. Reading vertex group layers when reading custom data is enough to fix that issue. We need to read the data from *both* places, but BKE_defvert_blend_read cannot run twice without memory leaks, so first try reading from custom data, then read the pointer if that fails. Differential Revision: https://developer.blender.org/D15905
2022-09-07BLI: new C++ BitVector data structureJacques Lucke
This adds a new `blender::BitVector` data structure that was requested a couple of times. It also replaces usages of `BLI_bitmap` in C++ code. See the comment in `BLI_bit_vector.hh` for more details about the advantages and disadvantages of using a bit-vector and how the new data structure compares to `std::vector<bool>` and `BLI_bitmap`. Differential Revision: https://developer.blender.org/D14006
2022-09-07Cleanup: Tweak naming for recently added mesh accessorsHans Goudey
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
2022-09-05Mesh: Remove redundant custom data pointersHans Goudey
For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-08-31Mesh: Move material indices to a generic attributeHans Goudey
This patch moves material indices from the mesh `MPoly` struct to a generic integer attribute. The builtin material index was already exposed in geometry nodes, but this makes it a "proper" attribute accessible with Python and visible in the "Attributes" panel. The goals of the refactor are code simplification and memory and performance improvements, mainly because the attribute doesn't have to be stored and processed if there are no materials. However, until 4.0, material indices will still be read and written in the old format, meaning there may be a temporary increase in memory usage. Further notes: * Completely removing the `MPoly.mat_nr` after 4.0 may require changes to DNA or introducing a new `MPoly` type. * Geometry nodes regression tests didn't look at material indices, so the change reveals a bug in the realize instances node that I fixed. * Access to material indices from the RNA `MeshPolygon` type is slower with this patch. The `material_index` attribute can be used instead. * Cycles is changed to read from the attribute instead. * BMesh isn't changed in this patch. Theoretically it could be though, to save 2 bytes per face when less than two materials are used. * Eventually we could use a 16 bit integer attribute type instead. Ref T95967 Differential Revision: https://developer.blender.org/D15675
2022-08-30Attributes: Improve custom data initialization optionsHans Goudey
When allocating new `CustomData` layers, often we do redundant initialization of arrays. For example, it's common that values are allocated, set to their default value, and then set to some other value. This is wasteful, and it negates the benefits of optimizations to the allocator like D15082. There are two reasons for this. The first is array-of-structs storage that makes it annoying to initialize values manually, and the second is confusing options in the Custom Data API. This patch addresses the latter. The `CustomData` "alloc type" options are rearranged. Now, besides the options that use existing layers, there are two remaining: * `CD_SET_DEFAULT` sets the default value. * Usually zeroes, but for colors this is white (how it was before). * Should be used when you add the layer but don't set all values. * `CD_CONSTRUCT` refers to the "default construct" C++ term. * Only necessary or defined for non-trivial types like vertex groups. * Doesn't do anything for trivial types like `int` or `float3`. * Should be used every other time, when all values will be set. The attribute API's `AttributeInit` types are updated as well. To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and `CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional changes yet. Follow-up commits will change to avoid initializing new layers where the correctness is clear. Differential Revision: https://developer.blender.org/D15617
2022-08-30Merge branch 'blender-v3.3-release'Hans Goudey
2022-08-30Fix T99253: Missing face center dots with deform modifier cage optionHans Goudey
Before 8c25889bb67db4c, subsurf face center tags were stored in each vertex, so they were always copied to duplicate meshes. Now they are stored in runtime data though, so they need to be copied explicitly. The function name "reset_on_copy" is a bit awkward here, so the tags are copied by the caller.
2022-08-26Cleanup: spelling in comments, formatCampbell Barton
2022-08-23Fix: Write hide status attributes for undo stepsHans Goudey
We don't convert to the old mesh format when writing undo steps to avoid overhead. So we can't skip writing the hide attributes then.
2022-08-16Cleanup: some refactoring in mapped mesh extractionBrecht Van Lommel
* Flip the logic to first detect if we are dealing with an unmodified mesh in editmode. And then if not, detect if we need a mapping or not. * runtime.is_original is only valid for the bmesh wrapper. Rename it to clarify that and only check it when the mesh is a bmesh wrapper. * Remove MR_EXTRACT_MAPPED and instead check only for the existence of the origindex arrays. Previously it would sometimes access those arrays without MR_EXTRACT_MAPPED set, which according to a comment means they are invalid. Differential Revision: https://developer.blender.org/D15676
2022-08-11Mesh: Move hide flags to generic attributesHans Goudey
This commit moves the hide status of mesh vertices, edges, and faces from the `ME_FLAG` to optional generic boolean attributes. Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`, using the attribute name semantics discussed in T97452. The `.` prefix means they are "UI attributes", so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list by default, Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when the hide status is used. When the flags are removed completely, requirements will decrease when hiding is unused. Further notes: * Some code can be further simplified to skip some processing when the hide attributes don't exist. * The data is still stored in flags for `BMesh`, necessitating some complexity in the conversion to and from `Mesh`. * Access to the "hide" property of mesh elements in RNA is slower. The separate boolean arrays should be used where possible. Ref T95965 Differential Revision: https://developer.blender.org/D14685
2022-08-09Cleanup: use own username in code-comment tagsCampbell Barton
2022-07-12Fix threading crash due to conflict in mesh wrapper typeSergey Sharybin
A mesh wrapper might be being accessed for read-only from one thread while another thread converts the wrapper type to something else. The proposes solution is to defer assignment of the mesh wrapper type until the wrapper is fully converted. The good thing about this approach is that it does not introduce extra synchronization (and, potentially, evaluation pipeline stalls). The downside is that it might not work with all possible wrapper types in the future. If a wrapper type which does not clear data separation is ever added in the future we will re-consider the threading safety then. Unfortunately, some changes outside of the mesh wrapper file are to be made to allow "incremental" construction of the mesh prior changing its wrapper type. Unfortunately, there is no simplified file which demonstrates the issue. It was investigated using Heist production file checked at the revision 1228: `pro/lib/char/einar/einar.shading.blend`. The repro case is simple: tab into edit mode, possibly few times. The gist is that there several surface deform and shrinkwrap modifiers which uses the same target. While one of them is building BVH tree (which changes wrapper type) the other one accesses it for read-only via `BKE_mesh_wrapper_vert_coords_copy_with_mat4()`. Differential Revision: https://developer.blender.org/D15424
2022-07-08Curves: support deforming curves on surfaceJacques Lucke
Curves that are attached to a surface can now follow the surface when it is modified using shape keys or modifiers (but not when the original surface is deformed in edit or sculpt mode). The surface is allowed to be changed in any way that keeps uv maps intact. So deformation is allowed, but also some topology changes like subdivision. The following features are added: * A new `Deform Curves on Surface` node, which deforms curves with attachment information based on the surface object and uv map set in the properties panel. * A new `Add Rest Position` checkbox in the shape keys panel. When checked, a new `rest_position` vector attribute is added to the mesh before shape keys and modifiers are applied. This is necessary to support proper deformation of the curves, but can also be used for other purposes. * The `Add > Curve > Empty Hair` operator now sets up a simple geometry nodes setup that deforms the hair. It also makes sure that the rest position attribute is added to the surface. * A new `Object (Attach Curves to Surface)` operator in the `Set Parent To` (ctrl+P) menu, which attaches existing curves to the surface and sets the surface object as parent. Limitations: * Sculpting the procedurally deformed curves will be implemented separately. * The `Deform Curves on Surface` node is not generic and can only be used for one specific purpose currently. We plan to generalize this more in the future by adding support by exposing more inputs and/or by turning it into a node group. Differential Revision: https://developer.blender.org/D14864
2022-07-08Cleanup: Move mesh legacy conversion to a separate fileHans Goudey
It's helpful to make the separation of legacy data formats explicit, because it declutters actively changed code and makes it clear which areas do not follow Blender's current design. In this case I separated the `MFace`/"tessface" conversion code into a separate blenkernel .cc file and header. This also makes refactoring to remove these functions simpler because they're easier to find. In the future, conversions to the `MLoopUV` type and `MVert` can be implemented here for the same reasons (see T95965). Differential Revision: https://developer.blender.org/D15396
2022-06-23Mesh: Add an explicit "positions changed" functionHans Goudey
We store various lazily calculated caches on meshes, some of which depend on the vertex positions staying the same. The current API to invalidate these caches is a bit confusing. With an explicit set of functions modeled after the functions in `BKE_node_tree_update.h`, it becomes clear which function to call. This may become more important if more lazy caches are added in the future. Differential Revision: https://developer.blender.org/D14760
2022-06-01Cleanup: spelling in comments, use doxy sectionsCampbell Barton
2022-05-29Cleanup: Simplify custom data file writing processHans Goudey
Previously the function had a fair amount of ugly boilerplate to avoid allocating the temporary layers array, and then free it if necessary. `blender::Vector` solves that problem more elegantly. Passing a span, using references in a few cases, and using a switch statement also make the functions simpler. This refactoring is in preparation for D14583 and D14685. Differential Revision: https://developer.blender.org/D15011
2022-05-17Cleanup: Use `switch` and `BLI_assert_unreachable()` more.Bastien Montagne
Replace some `if/else if` chains by proper `switch` statement. Replace some `BLI_assert(0)` calls by `BLI_assert_unreachable()` ones.
2022-05-11Mesh: Add Auto Smooth option to Shade Smooth operatorPablo Vazquez
Add a property to the **Shade Smooth** operator to quickly enable the Mesh `use_auto_smooth` option. The `Angle` property is exposed in the **Adjust Last Operation** panel to make it easy to tweak on multiple objects without having to go to the Properties editor. The operator is exposed in the `Object` menu and `Object Context Menu`. === Demo === {F13066173, size=full} Regarding the implementation, there are multiple ways to go about this (like making a whole new operator altogether), but I think a property is the cleanest/simplest. I imagine there are simpler ways to achieve this without duplicating the `use_auto_smooth` property in the operator itself (getting it from the Mesh props?), but I couldn't find other operators doing something similar. Reviewed By: #modeling, mont29 Differential Revision: https://developer.blender.org/D14894
2022-04-26Cleanup: Move anonymous attribute removal to geometry componentHans Goudey
Implementing removal of anonymous attributes with `GeometryComponent` instead of `Mesh` makes it more reusable for other types like curves.
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
The "PROP" in the name reflects its generic status, and removing "LOOP" makes sense because it is no longer associated with just mesh face corners. In general the goal is to remove extra semantic meaning from the custom data types.
2022-04-20Mesh: Avoid unnecessary normal calculation and dirty tagsHans Goudey
This is mostly a cleanup to avoid hardcoding the eager calculation of normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals` and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh is newly created and already has dirty normals anyway. This reduces boilerplate code and makes the "dirty by default" state more clear. Any regressions from this commit should be easy to fix, though the lazy calculation is solid enough that none are expected.
2022-04-13Cover some DNA files with C++ utility macrosSergey Sharybin
Solves compilation warning with Clang, and moves manipulation with DNA structures to the designed way for C++. The tests and few other places are update to the new code by Jacques. Ref T96847 Maniphest Tasks: T96847 Differential Revision: https://developer.blender.org/D14625
2022-04-05Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-03-25Cleanup: rename CustomDataExternal.filename => filepathCampbell Barton
Reserve "filename" when only the name component is used.
2022-03-22Fix T96308: Mesh to BMesh conversion doesn't calculate vertex normalsHans Goudey
Currently there is a "calc_face_normal" argument to mesh to bmesh conversion, but vertex normals had always implicitly inherited whatever dirty state the mesh input's vertex normals were in. Probably they were most often assumed to not be dirty, but this was never really correct in the general case. Ever since the refactor to move vertex normals out of mesh vertices, cfa53e0fbeed7178c7, the copying logic has been explicit: copy the normals when they are not dirty. But it turns out that more control is needed, and sometimes normals should be calculated for the resulting BMesh. This commit adds an option to the conversion to calculate vertex normals, true by default. In almost all places except the decimate and edge split modifiers, I just copied the value of the "calc_face_normals" argument. Differential Revision: https://developer.blender.org/D14406
2022-03-08Cleanup: Correct commentHans Goudey
Normals aren't stored in custom data anymore, nor are they stored in MVert for comparisons.
2022-02-22Cleanup: Remove unused mesh dirty flagsHans Goudey
These were only set in two places. One was related to "tessellated loop normal", and the other derived corner normals. The values were never checked though, after 59343ee1627f4c369. The handling of dirty face corner normals is clearly problematic, but in the future it should be handled like the normal layers on the other domains instead. Ref D14154, T95839
2022-02-22Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-22Fix T95839: Data race when lazily creating mesh normal layersHans Goudey
Currently, when normals are calculated for a const mesh, a custom data layer might be added if it doesn't already exist. Adding a custom data layer to a mesh is not thread-safe, so this can be a problem in some situations. This commit moves derived mesh normals for polygons and vertices out of `CustomData` to `Mesh_Runtime`. Most of the hard work for this was already done by rBcfa53e0fbeed7178. Some changes to logic elsewhere are necessary/helpful: - No need to call both `BKE_mesh_runtime_clear_cache` and `BKE_mesh_normals_tag_dirty`, since the former also does the latter. - Cleanup/simplify mesh conversion and copying since normals are handled with other runtime data. Storing these normals like other runtime data clarifies their status as derived data, meaning custom data moves more towards storing original/editable data. This means normals won't automatically benefit from the planned copy-on-write refactor (T95845), so it will have to be added manually like for the other runtime data. Differential Revision: https://developer.blender.org/D14154
2022-02-19Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-18Cleanup: Use functions for accessing mesh normal dirty stateHans Goudey
It's better not to expose the details of where the dirty flags are stored to every place that wants to know if the normals are dirty. Some of these places are relics from before vertex normals were computed lazily anyway, so this is more of an incrememtal cleanup. This will make part of the fix for T95839 simpler.
2022-02-18Mesh: Avoid creating incorrect original index layersHans Goudey
Currently, whenever any BMesh is converted to a Mesh (except for edit mode switching), original index (`CD_ORIGINDEX`) layers are added. This is incorrect, because many operations just convert some Mesh into a BMesh and then back, but they shouldn't make any assumption about where their input mesh came from. It might even come from a primitive in geometry nodes, where there are no original indices at all. Conceptually, mesh original indices should be filled by the modifier stack when first creating the evaluated mesh. So that's where they're moved in this patch. A separate function now fills the indices with their default (0,1,2,3...) values. The way the mesh wrapper system defers the BMesh to Mesh conversion makes this a bit less obvious though. The old behavior is incorrect, but it's also slower, because three arrays the size of the mesh's vertices, edges, and faces had to be allocated and filled during the BMesh to Mesh conversion, which just ends up putting more pressure on the cache. In the many cases where original indices aren't used, I measured an **8% speedup** for the conversion (from 76.5ms to 70.7ms). Generally there is an assumption that BMesh is "original" and Mesh is "evaluated". After this patch, that assumption isn't quite as strong, but it still exists for two reasons. First, original indices are added whenever converting a BMesh "wrapper" to a Mesh. Second, original indices are not added to the BMesh at the beginning of evaluation, which assumes that every BMesh in the viewport is original and doesn't need the mapping. Differential Revision: https://developer.blender.org/D14018
2022-02-15BLI: Change dependencies in vector math filesHans Goudey
This patch reverses the dependency between `BLI_math_vec_types.hh` and `BLI_math_vector.hh`. Now the higher level `blender::math` functions depend on the header that defines the types they work with, rather than the other way around. The initial goal was to allow defining an `enable_if` in the types header and using it in the math header. But I also think this operations to types dependency is more natural anyway. This required changing the includes some files used from the type header to the math implementation header. I took that change a bit further removing the C vector math header from the C++ header; I think that helps to make the transition between the two systems clearer. Differential Revision: https://developer.blender.org/D14112
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
2022-02-10Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-10Fix T95613: remove anonymous attributes when converting objectJacques Lucke
This is the same behavior as when applying a geometry nodes modifier that adds anonymous attributes.
2022-02-04Attributes: Infrastructure for generic 8-bit integer data typeHans Goudey
This commit adds infrastructure for 8 bit signed integer attributes. This can be useful given the discussion in T94193, where we want to store spline type, Bezier handle type, and other small enums as attributes. This is only exposed in the interface in the attribute lists, so it shouldn't be an option in geometry nodes, at least for now. I expect that this type won't be used directly very often, it should mostly be cast to an enum type. However, with support for 8 bit integers, it also makes sense to add things like mixing implementations for consistency. Differential Revision: https://developer.blender.org/D13721
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824