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2014-04-01Changes to openmp threads commit (UI and RNA)Campbell Barton
- use same names as render threads - remove OpenMP from UI - remove details from tips
2014-03-31Sculpt/dyntopo: Make the omp threads configurable to overcome performance issuesJens Verwiebe
- autodetect optimal default, which typically avoids HT threads - can store setting in .blend per scene - this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount - Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
2014-03-24Remove the code which checked whether early object update skip didn't failSergey Sharybin
Was a safety check which never triggered, so likely could be removed now.
2014-03-24Fix T39318: Blender 2.70 crash when I link an assetSergey Sharybin
Issue is a regression since threaded objetc update and caused by the fact that some objects might share the same proxy object. It's all fine but object_handle_update() will call update for a proxy object which screws up threaded update. The thing is, proxy object is marked as depending on a scene object and such a call makes it so the children objetc is being updated. This is really bad and depsgraph is to take all responsibility on updating the proxy objects. So for now used a simple solution (which is safe to backport to 'a') which is skipping proxy update if the scene update is threaded and based on the DAG traversal. There are some still areas which calls object update directly and for that cases proxy object is still being updated from object_handle_update().
2014-03-11Fix T39083: speakers were evaluated multiple times when used in setsCampbell Barton
also skip checking all objects for speakers when no speakers are in the blend file.
2014-03-10Fix T39034 brush always shown even after deactivating the show cursorAntony Riakiotakis
option after reentering a paint mode. Solution by Bastien with modifications, thanks! Show Brush flag need not be reenabled always, but make sure it is at least enabled once on paint initialization.
2014-02-25Fix T38824: curve which is constrained on a hidden layer causes cycles crashSergey Sharybin
Issue was caused by cycles setting scene frame which will update scene for all the layers (not just visible ones) which confuses depsgraph making objects which are needed as dependency are not really evaluated. Made it so setting frame via scene.frame_set() which check whether update need to be flushed to an invisible objects and do this if so. Not ideal solution but seems to be safest at this point.
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-06Fix compile error in last commit, forgot to include this change.Brecht Van Lommel
2014-02-06Cycles: add pass alpha threshold value to render layers.Brecht Van Lommel
Z, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this threshold. With value 0.0 the first surface hit will always write to these passes, regardless of transparency. With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered.
2014-02-06Fix T38498: properly unlink scene pointers from SpaceNode.Lukas Tönne
This fixes the first case mentioned in the report. Has to do some ugly DNA access to SpaceNode, unless we'd allow a bad level call there to do it in ED_node ... The second case has been fixed by @sergey in D274: https://developer.blender.org/D274?vs=838&id=879#toc So actually asan just did its job here, good to know!
2014-02-05Fix T38340 and T38473: fixed Scene pointers in Composite and Defocus nodes ↵Lukas Tönne
don't get updated based on context. As discussed in T38340 the solution is to use the current scene from context whenever feasible. Composite does not use node->id at all now, the scene which owns the compositing node tree is retrieved from context instead. Defocus node->id is made editable by the user. By default it is not set, which also will make it use the contextual scene and camera info. The node->id pointer in Defocus is **not** cleared in older blend files. This is done for backward compatibility: the node will then behave as before in untouched scenes. File Output nodes also don't store scene in node->id. This is only needed when creating a new node for initializing the file format. Reviewers: brecht, jbakker, mdewanchand Reviewed By: brecht Differential Revision: https://developer.blender.org/D290
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-29Move depsgraph debug print under --debug-depsgraph command line argumentSergey Sharybin
2014-01-27Revert the removal of Blender Internal Edge rendering, after artist feedback.Thomas Dinges
This reverts commit fb91a602c756f3ee5a122efa1862b8be7604186b.
2014-01-23Removed the omat matrix from DupliObject.Lukas Tönne
This was storing the original object matrix, which builds on the assumption that obmat is modified during dupli construction, which is a bad hack. Now the obmats are still modified, but this only happens outside of the dupli system itself and the original ("omat") is stored as local variables in the same place where the obmat manipulation takes place. This is easier to follow and avoids hidden hacks as much as possible. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D254
2014-01-21Fix T38302: sequencer animation data lost in original scene when copying scene.Brecht Van Lommel
2014-01-17Fix T38260: Missing object update with two visible scenesSergey Sharybin
It was an issue with early object update check which was screwing up for second scene because of first one reset ID recalc flags. From the comment in the code about this: We need to check all visible scenes, otherwise resetting OB_ID changed flag will only work fine for first scene of multiple visible and all the rest will skip update. This could also lead to wrong behavior scene update handlers because of missing ID datablock changed flags. This is a bit of a bummer to allocate list here, but likely it wouldn't become too much bad because it only happens when objects were actually changed.
2014-01-17Code Cleanup: spellingCampbell Barton
2014-01-16Tweak to early threaded update escapeSergey Sharybin
Issue was caused by some objects being in bMain and tagged for update but not being in the DAG. This means objects wouldn't be updated and their recalc flag remains untouched triggering threaded for the next frame. Solved by tweaking POST_UPDATE_HANDLER_WORKAROUND in the way that it checks objects' recalc flags from the DAG, not from the bMain. This will work a bit longer since DAG stored more nodes than objects in the scene, but this code only runs in cases when there're some objects tagged for update, which keeps overall CPU usage on such a workaround pretty low. Now CPU usage on 11a_comp scene from project Pampa went down from ~15% down to ~5% (2,69 release uses ~%7). Pointed by Thomas Dinges in IRC.
2014-01-15Python/Depsgraph: bpy.data.*.is_updated now detects add/remove of any datablock.Tom Edwards
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
2014-01-13Fix T37886: Material does no update when changing keyframes in dopesheetSergey Sharybin
It was a missing fcurve evaluation in scene update function which lead to materials only being updated on frame change. Added the same exception as we've got for the scene animation. It only runs when there're materials tagged for the update, so wouldn't expect speed regressions or so.
2014-01-13Fix T38139: Objects which are in cyclic dependency are not updatedSergey Sharybin
Graph traversal which is based on counting parents which are still to be updated fails in cases there are cycles in the graph. If there are cyclic dependencies in the scene all the objects from the cycles will be updated in a single thread now one by one. This makes blender behave the same way as it was before multi-threaded DAG landed to master. This needed to tweak depsgraph a bit so now dag_check_cycle() sets is_acyclic field of DAG forest if there are cycles in the graph. TODO: It might be possible to save some time on evaluation when all the tagged objects were updated in multi-threaded DAG traversal.
2014-01-13Fix T38054: High CPU usage with many objectsSergey Sharybin
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.
2014-01-05Code cleanup: preprocessor indentation inside #ifdef blockSergey Sharybin
2013-12-30Main API: refactor naming, use BKE_main_ prefix and add main arg.Campbell Barton
2013-12-27Typo fix in a commentSergey Sharybin
2013-12-27Code Cleanup: styleCampbell Barton
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
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
2013-11-26Fix T37627: create scene with copy settings did not copy cycles settings.Brecht Van Lommel
2013-11-25Tweaks to PNG file outputSergey Sharybin
- Made tooltip for compression a bit more clear. - Use default compression of 15%. Gives around two times boost on export movie file here in test with only 10% increased file size. Reviewers: Jonathan Williamson
2013-11-19Blender Internal:Thomas Dinges
* Remove "Edge" post processing effect and the corresponding render layer. Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again). Reviewed By: brecht, ton Differential Revision: http://developer.blender.org/D14
2013-11-06True grid snapping for nodes: This snaps nodes to the actual background grid ↵Lukas Toenne
instead of using incremental offset (which is not useful for nodes). Increment snapping has been disabled for nodes to avoid confusion, grid snap is now the default as it seems to be the most wanted and easy to use mode. Absolute grid snapping happens in a somewhat generic function 'applyGridAbsolute', which could also be used for objects and other transforms later on. It is conceptually similar to the 'project' snapping option, in that it calculates a delta vector for each element on top of the overall transform, which places each node on the grid. Node transform now uses the top-left node corner for TransformData->loc. The transform center is still the average of node centers, so that scaling and rotation works nicely. snapGrid*** functions have been renamed to snapGridIncrement*** to distinguish better between incremental and absolute grid snapping.
2013-10-29Code cleanup: use bool instead of int in mask moduleSergey Sharybin
2013-10-19Remove paranoid check which was marked as unneeded for a while alreadySergey Sharybin
2013-10-18Fix for wrong active render layer after copying hr sceneSergey Sharybin
Also fix crash for files which could have been saved with wrong active render layer.
2013-10-17Fix crash in scenes without camera markers, after recent fix for #37097,Brecht Van Lommel
first_camera variable was used uninitialized.
2013-10-17Fix #37097: Setting scene frame does not update active cameraSergey Sharybin
The issue was caused by uncertainty of current camera when there're no markers to the left of current frame. Now in this case camera from the top-left marker will be used.
2013-10-08remove toolsettings (unused for a long time).Campbell Barton
2013-09-10startup.blend: save images as RGBA by default, to avoid losing data whenBrecht Van Lommel
forgetting to change it from RGB when painting images or saving renders. This makes more sense in the new alpha pipeline, renders no longer contain an alpha channel that does not match the RGB channels, so saving files as RGBA should give the expected results when opening them in other applications.
2013-09-05Fix #36649 and #36650: animation of freestyle line thickness and linestyle didBrecht Van Lommel
not render correct in animations, due to missing updates.
2013-07-15Fix #36058: Displace Modifier errors using a baked Image and displace baking ↵Sergey Sharybin
inconsistency between 2.67/2.68RC and previous versions This was in fact really nasty bug, caused by multitex_nodes function using global variable R (which is a copy of current renderer). this variable is not initialized to anything meaningful for until first rendering (preview or final) happened. Since multitex_nodes might be used outside of render pipeline, made it so whether CM is on or off as an argument to functions multitex_ext_safe and multitex_ext. Now multitex_nodes() is only shall be used for stuff happening from render pipeline! Also needed to make some changes to other places, so all the usages of texture sampling knows for the fact whether CM is on or off. And one more change is related on behavior of dispalcement, wave, warp, weightvg modifiers and smoke. They'll be always using CM off since texture is used for influence, not for color. It's rather bigger patch, but it's mostly straightforward changes, which we really need to be done. Reviewed by Brecht, thanks!
2013-07-10Fix #36082: animation playback not working after rendering of background ↵Brecht Van Lommel
scenes and multiple render layer nodes. Also fixes issue with database free with vector blur after recent thread safety changes.
2013-07-09Partial revert of rev58110Sergey Sharybin
There's one thing we didn't foresee from the beginning, which is apparently TLS is only available in OSX starting from version 10.7, and we still do support of 10.6. After recent Brecht's changes about locked viewport while initializing BI render this TLS is not needed in trunk anymore. So reverting this chunk of base iteration to use static variable. But leaving all the other static variables warped into context still, it should help a bit in the future refactor. Real fix would be to have some kind of graph context evaluation structure which would be passing to update routines (which will solve threaded mballs update) and making depsgraph responsible for getting a motherball. But this is all for GSoC project.
2013-07-09Fixed more threading issues with metaballsSergey Sharybin
This time issue was caused by static variables used in BKE_scene_base_iter_next function. Change is not so much ultimate actually, but didn't find more clear solution for now. So the changes are: - Wrap almost all the static variables into own context- like structure, which is owned by the callee function and getting passed to the iteration function. - Recursion detection wasn't possible with such approach, so recursion detection still uses static in_next_object variable, but which is now stored in thread local storage (TLS, or thread variable if this names are more clear for you). This makes code thread-safe, but for sure final solution shall be completely different. Ideally, dependency graph shall be possible to answer on question "which object is a motherball for this metaball". This will avoid iterating via all the bases, objects and duplis just to get needed motherball. Further, metaball evaluation ideally will use the same kind of depsgraph filtering, which will get result for question like "which objects belongs to this group of metaballs". But this ideal things are to be solved in Joshua's and mind GSoC projects. Tested on linux (gcc and clang) and windows (msvc2008), hopefully no compilation error will happen. Thanks to Brecht for reviewing the change and getting feedback for other possible ways we've dicussed!
2013-06-16when setting the subframe for large frames (250,000+) the precision was very ↵Campbell Barton
poor. now use double precision when combining the frame+subframe.
2013-06-10Changes to mask evaluationSergey Sharybin
- BKE_mask_update_scene was only used with do_newframe=FALSE, removed this argument. - Made it so BKE_mask_update_scene is able to handle LIB_ID_RECALC_DATA case. Namely, if mask ID is tagged for data update it means shapekeys will be re-evaluated (as if do_newframe=true). If mask id only tagged for LIB_ID_RECALC, then no shapekey evaluation happens (same as it used to behave before). This means, doing DAG_id_tag_update(&mask->id, OB_RECALC_DATA) will lead to shapekeys re-evaluation which is really needed in such operators as clearing shapekeys (and cleaning shapekeys which is in tomato branch yet). This is a bit silly to use OB_RECALC_DATA sine mask is not an OB, but could not see better way to do it now. This fixes missing mask re-evaluation after clearing shapekey, would expect no other functional changes.
2013-05-23Fix #35449: image sequences to drive e.g. particle length or used in modifiersBrecht Van Lommel
were no properly updating when rendering animations. The render engine was only updating the image user current frame on images used by material textures. Now moved the function that updates all from the editors to blenkernel level and do it on all frame changes.
2013-05-08Fix #35240: command line -t number of threads option did not work for cycles.Brecht Van Lommel
Now it works for blender internal, cycles and other multithreading code in Blender in both background and UI mode.
2013-04-25style cleanupCampbell Barton