Age | Commit message (Collapse) | Author |
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Avoid "customdata" in the name, since that's an implementation detail
in this context.
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We need to use the custom data copy function that skips mesh-only
attributes like the hide status attributes, the generic material index
attribute, etc. Otherwise the BMesh has those attributes which
conflict with their builtin counterparts.
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This adds a utility function to copy the data from a PointCloud
outside of the main database to one that is in the database. This
is similar to `BKE_mesh_nomain_to_mesh`.
Ref D11592
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This isn't likely to be helpful in the future with the move to generic
attributes
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Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.
On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.
This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
- We don't need to allocate either array quite as much.
- The hide status can be read from 1/4 the memory as face sets.
- Updates when entering or exiting sculpt mode can be removed.
- More opportunities for early-outs when nothing is hidden.
- Separating concerns makes sculpt code more obvious.
- It will be easier to convert face sets into a generic int attribute.
Differential Revision: https://developer.blender.org/D15950
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When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
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Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
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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
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When assigning a huge number of materials, like when importing thousands of
objects, the function `BKE_objects_materials_test_all` uses quite a lot of
resources because of the way it loops through all objects to resize the
mat-array.
By counting the amount of processed objects and comparing to the number
of users of the obdata ID, we can exit early and avoid looping through
all objects every time.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15740
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Calling operators in background-mode always printed with the
assumption that output should never be hidden.
However operators called from `bpy.ops` were also printing reports to
the `stdout` (needed for the Python console and generally useful).
Resolve by adding a flag to signal that the owner of the ReportList
is responsible for printing to the `stdout`.
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`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
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The trim functionality is implemented in the geometry module, and
generalized a bit to be potentially useful for bisecting in the future.
The implementation is based on a helper type called `IndexRangeCyclic`
which allows iteration over all control points between two points on a
curve.
Catmull Rom curves are now supported-- trimmed without resampling first.
However, maintaining the exact shape is not possible. NURBS splines are
still converted to polylines using the evaluated curve concept.
Performance is equivalent or faster then a 3.1 build with regards to
node timings. Compared to 3.3 and 3.2, it's easy to observe test cases
where the node is at least 3 or 4 times faster.
Differential Revision: https://developer.blender.org/D14481
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Caused by b5f7af31d6d4, which exposed the fact that the PBVH wasn't
retrieving the updated hide status attributes if they were allocated in
sculpt mode. Previously the attributes were always allocated when
entering sculpt mode.
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This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.
{F13482749}
A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.
During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.
NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.
Reviewed By: fclem
Maniphest Tasks: T99390
Differential Revision: https://developer.blender.org/D15753
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This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.
For more details see T98492.
There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
system but with different goals. Instead of optimizing throughput for highly
parallelizable work, this system is designed to compute only the data that is actually
necessary. What data is necessary can be determined dynamically during evaluation.
Many lazy-functions can be composed in a graph to form a new lazy-function, which can
again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
no longer inlined into their parents.
Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.
Differential Revision: https://developer.blender.org/D15914
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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.
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Also include a small cleanup to the previous commit missed from review.
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corresponding data layers and using their values for computations.
Avoiding that should increase performance in many operations that
would otherwise have to read, write, or propagate these values.
It also means decreased memory usage-- not just for sculpt mode
but for any mesh that was in sculpt mode. Previously the mask, face set,
and hide status layers were *always* allocated by sculpt mode.
Here are a few basic tests when masking and face sets are not used:
| Test | Before | After |
| Subsurf Modifier | 148 ms | 126 ms |
| Sculpt Overlay Extraction | 24 ms every redraw | 0 ms |
| Memory usage | 252 MB | 236 MB |
I wouldn't expect any difference when they are used though.
The code changes are mostly just making sculpt features safe for when
the layers aren't stored, and some changes to the conversion to and
from the hide layers. Use of the ".hide_poly" attribute replaces testing
whether face sets are negative in many places.
Differential Revision: https://developer.blender.org/D15937
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sculpt_update_object now auto-creates a CD_MDISPS layer
if missing. Note that it is possible for the depsgraph
to provide a multires ccg context without a CD_MDISPS.
This causes a PBVH_GRIDS pbvh to be built instead of
falling back to PBVH_FACES, which is why this bug happens
(of course falling back to PBVH_FACES would still be a bug).
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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
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Previously, the only versions of attribute access that gave a span would
also add the attribute when it doesn't exist, which isn't always wanted.
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The bug was contained in BKE/intern/nla.c, where the wrong macro was
used as the minimum frame value. Instead of `MINAFRAMEF`, `MINFRAMEF`
was used (the former is around -10k, the latter is 0, both fp32).
Differential Revision: https://developer.blender.org/D15940
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Also use a larger buffer to account for the unlikely case of the
buffer not being big enough for the appended directories.
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Caused by 21f2bacad977d3fd8 which copies a few more values to
the original meshes from the "nomain" meshes. The "nomain" meshes
created from the originals need to copy some values as well.
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Also reduce variable scope and assert when an invalid argument
is passed to BKE_appdir_folder_id_create.
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This attribute is still read and written in the legacy format which
puts it inside of `MPoly`. Missed in f1c0249f34c4171ec.
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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
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- 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
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Currently, when subdividing every single vertex on every loose edge,
Blender iterates over all other edges to find neighbors. This has
quadratic runtime and can be very slow. Instead, first create a
map of edges connected to each vertex.
With about 10000 edges, the performance goes from very slow to very
smooth in my tests. Because of the nature of quadratic runtime, the
improvement will depend massively on the number of elements.
The only downside to this is that the map will still be built when
there are only a couple loose edges, but that case is probably not
so common.
Differential Revision: https://developer.blender.org/D15923
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Mistake in f7a4ede79f9512f39db8632ff112e08a93f3a9d4.
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Also use '_num' suffix instead of '_tot'.
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Add BKE_object_defgroup_flip_map_unlocked which excludes locked groups
from the flip-map.
Reviewed By: zanqdo, campbellbarton
Maniphest Tasks: T96787
Ref D15317
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Add BKE_object_defgroup_flip_map_unlocked which excludes locked groups
from the flip-map.
Reviewed By: zanqdo, campbellbarton
Ref D15317
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The following changes have been made to this attribute with
WITH_PYTHON_MODULE is defined:
- Defaults to an empty string (instead of pointing to __init__.so).
- It's writable, so script authors can point to a valid Blender binary.
`where_am_i(..)` is no longer used by BKE_appdir_program_path_init,
there is now a separate code-path for setting the initial program
directory, calls after this can be used to set the binary path.
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Replace the argument with an in ifdef in BKE_appdir_program_path_init.
At the time `blenkernel` didn't define WITH_PYTHON_MODULE, since it does
now there is no need for an argument. With the minor benefit of fewer
preprocessor checks in the main() function.
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Building WITH_PYTHON_MODULE was creating a "bpy" module that required
Blenders data-files to be located in the module search path too.
This mean that a typical installation on Linux would create:
- `/usr/lib/python3.10/site-packages/bpy.so`
- `/usr/lib/python3.10/site-packages/3.4`
(containing `scripts` & `datafiles`).
The new behavior creates:
- `/usr/lib/python3.10/site-packages/bpy/__init__.so`
- `/usr/lib/python3.10/site-packages/bpy/3.4`
With the advantage that the "bpy" directory is the self contained Python
module.
No changes are needed for the module loading logic as the mechanism to
swap in blend internal Python "bpy" module
(defined in `release/scripts/modules/bpy/__init__.py`)
works the same in both instances.
Thanks to Brecht for macOS support.
Reviewed by brecht
Ref D15911
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there is no point in warning about files that are not supposed to be
'correct' in that regard.
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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).
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Essentially calls `IDTypeInfo->owner_get` for now, will make more sense
once the callback is changed to return the address of the pointer
instead.
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Rename, add comments, and use flag in the depsgraph to ensure the logic
matches.
Differential Revision: https://developer.blender.org/D15883
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BKE_appdir_program_path_init would override the module path extracted
from the Python module, replacing it with the Python executable.
This caused the data files not to be found and the module not to load.
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