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2021-09-17Blenlib: introduce a UUID typeSybren A. Stüvel
Add `BLI_uuid` and `DNA_uuid_types.h` with a UUID implementation following RFC4122 (https://datatracker.ietf.org/doc/html/rfc4122.html). The following features are implemented: - A struct of 128 bits that can be used in DNA definitions. - Generation of version 4 UUIDs, that is, purely random ones. - UUID equality function. - String to UUID and UUID to string conversion functions that are compatible with RFC4122. - C++ stream operator that outputs the UUID as string. This UUID will be used by the asset system, to uniquely identify asset catalogs. Reviewed By: Severin, jacqueslucke Differential Revision: https://developer.blender.org/D12475
2021-09-15Geometry Nodes: multi threaded field evaluationJacques Lucke
This adds a new `ParallelMultiFunction` which wraps another multi-function and evaluates it with multiple threads. The speeds up field evaluation quite a bit (the effect is most noticeable when the number of evaluations and the field is large). There are still other single-threaded performance bottlenecks in field evaluation that will need to be solved separately. Most notably here is the process of copying the computed data into the position attribute in the Set Position node. Differential Revision: https://developer.blender.org/D12457
2021-09-10BLI: Add Cycles compatible Perlin noiseOmar Emara
This patch adds new Perlin noise functions to BLI. The noises are compatible with the shading texture noises in EEVEE, SVM, and OSL. The existing Jenkins hash functions couldn't be used because they are not compatible with the shading implementations and an attempt at adjusting the implementation will break compatibility in various areas of Blender. So the simplest approach is to reimplement the relevant hashing functions inside the noise module itself. Additionally, this patch also adds a minimal float4 structure to use in the interface of the noise functions. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12443
2021-08-26Cleanup: soft CMake file listsCampbell Barton
2021-08-21Add support for Zstandard compression for .blend filesLukas Stockner
Compressing blendfiles can help save a lot of disk space, but the slowdown while loading and saving is a major annoyance. Currently Blender uses Zlib (aka gzip aka Deflate) for compression, but there are now several more modern algorithms that outperform it in every way. In this patch, I decided for Zstandard aka Zstd for several reasons: - It is widely supported, both in other programs and libraries as well as in general-purpose compression utilities on Unix - It is extremely flexible - spanning several orders of magnitude of compression speeds depending on the level setting. - It is pretty much on the Pareto frontier for all of its configurations (meaning that no other algorithm is both faster and more efficient). One downside of course is that older versions of Blender will not be able to read these files, but one can always just re-save them without compression or decompress the file manually with an external tool. The implementation here saves additional metadata into the compressed file in order to allow for efficient seeking when loading. This is standard-compliant and will be ignored by other tools that support Zstd. If the metadata is not present (e.g. because you manually compressed a .blend file with another tool), Blender will fall back to sequential reading. Saving is multithreaded to improve performance. Loading is currently not multithreaded since it's not easy to predict the access patterns of the loading code when seeking is supported. In the future, we might want to look into making this more predictable or disabling seeking for the main .blend file, which would then allow for multiple background threads that decompress data ahead of time. The compression level was chosen to get sizes comparable to previous versions at much higher speeds. In the future, this could be exposed as an option. Reviewed By: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D5799
2021-08-21Refactor low-level blendfile reading into separate filesLukas Stockner
Instead of handling mmap, compression etc. all directly in readfile.c, refactor the code to use a generic FileReader. This makes it easier to add new compression methods or similar, and allows to reuse the logic in other places (e.g. thumbnail reading). Reviewed By: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D5799
2021-08-03Cleanup: Hide implementation details for ED_keyframe_keylist.Jeroen Bakker
For T78995 we want to change the data structure of keylists to improve performance. (Probably a Vector with bin-search capabilities). This patch hides the internal structure of the keylists behind `AnimKeylist` structure. This allows us to change the internals without 'breaking' where it is being used. The change adds functions to create, free, find and walk over the keylist. Reviewed By: sybren Maniphest Tasks: T78995 Differential Revision: https://developer.blender.org/D11974
2021-07-08CMake: add missing headers, sort file listsCampbell Barton
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-06-22Add initial `BLI_math_time` with a 'seconds decompose' function.Bastien Montagne
Allows to decompose a given amount of seconds into a random set of days/hours/minutes/seconds/milliseconds values. Also add matching test. Differential Revision: https://developer.blender.org/D11581
2021-06-09BLI_task: add TLS support to BLI_task_parallel_mempoolCampbell Barton
Support thread local storage for BLI_task_parallel_mempool, as well as support for the reduce and free callbacks. mempool_iter_threadsafe_* functions have been moved into a private header thats only shared between task_iterator.c and BLI_mempool.c so the TLS can be made part of the iterator array without having to rely on passing in struct offsets. Add test task.MempoolIterTLS that ensures reduce and free are working as expected. Reviewed By: mont29 Ref D11548
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-25Revert "Blenlib: Explicit Colors."Jeroen Bakker
This reverts commit fd94e033446c72fb92048a9864c1d539fccde59a. does not compile against latest master.
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-13BLI: add initial wrapper for tbb::enumerable_thread_specificJacques Lucke
The wrapper is necessary to support building without TBB. This class is used by the upcoming new evaluator for geometry nodes.
2021-04-01BLI: rename resource collector to resource scopeJacques Lucke
Differential Revision: https://developer.blender.org/D10857
2021-03-26CMake: add headers to source lists, sort file-listsCampbell Barton
2021-03-21Functions: refactor virtual array data structuresJacques Lucke
When a function is executed for many elements (e.g. per point) it is often the case that some parameters are different for every element and other parameters are the same (there are some more less common cases). To simplify writing such functions one can use a "virtual array". This is a data structure that has a value for every index, but might not be stored as an actual array internally. Instead, it might be just a single value or is computed on the fly. There are various tradeoffs involved when using this data structure which are mentioned in `BLI_virtual_array.hh`. It is called "virtual", because it uses inheritance and virtual methods. Furthermore, there is a new virtual vector array data structure, which is an array of vectors. Both these types have corresponding generic variants, which can be used when the data type is not known at compile time. This is typically the case when building a somewhat generic execution system. The function system used these virtual data structures before, but now they are more versatile. I've done this refactor in preparation for the attribute processor and other features of geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used independent of the function system. One open question for me is whether all the generic data structures (and `CPPType`) should be moved to blenlib as well. They are well isolated and don't really contain any business logic. That can be done later if necessary.
2021-02-23BLI: new FunctionRef typeJacques Lucke
Using `FunctionRef` is better than using `std::function`, templates and c function pointers in some cases. The trade offs are explained in more detail in code documentation. The following are some of the main benefits of using `FunctionRef`: * It is convenient to use with all kinds of callables. * It is cheaper to construct, copy and (possibly) call compared to `std::function`. * Functions taking a `FunctionRef` as parameter don't need to be declared in header files (as is necessary when using templates usually). Differential Revision: https://developer.blender.org/D10476
2021-01-20Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-20CMake: add missing headersCampbell Barton
Resolves 'cmake_consistency_check' reports.
2021-01-15Use mmap() IO for reading uncompressed .blendsLukas Stockner
Instead of submitting tons of tiny IO syscalls, we can speed things up significantly by `mmap`ing the .blend file into virtual memory and directly accessing it. In my local testing, this speeds up loading the Dweebs file with all its linked files from 19sec to 10sec (on Linux). As far as I can see, this should be supported on Linux, OSX and BSD. For Windows, a second code path uses `CreateFileMapping` and `MapViewOfFile` to achieve the same result. Reviewed By: mont29, brecht Differential Revision: https://developer.blender.org/D8246
2020-12-16BLI: add new InplacePriorityQueue data structureJacques Lucke
This data structure adds priority queue functionality to an existing array. The underlying array is not changed. Instead, the priority queue maintains indices into the original array. Changing priorities of elements dynamically is supported, but the priority queue has to be informed of such changes. This data structure is needed for D9787.
2020-12-02Geometry Nodes: initial scattering and geometry nodesJacques Lucke
This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-11-30Fix T83196: bad matrix to quaternion precision near 180 degrees rotation.Alexander Gavrilov
Adjust the threshold for switching from the base case to trace > 0, based on very similar example code from www.euclideanspace.com to avoid float precision issues when trace is close to -1. Also, remove conversions to and from double, because using double here doesn't really have benefit, especially with the new threshold. Finally, add quaternion-matrix-quaternion round trip tests with full coverage for all 4 branches. Differential Revision: https://developer.blender.org/D9675
2020-11-28Fix T83023: incorrect shape of cyclic F-Curve with only two points.Alexander Gavrilov
The equation solver didn't handle the one unknown case correctly.
2020-09-30Cleanup: sort cmake file listsCampbell Barton
2020-09-17Tests: bundle tests for some modules in their own executablesBrecht Van Lommel
The ffmpeg, guardedalloc and blenlib are quite isolated and putting them in their own executable separate from blender_test is faster for development than linking the entire blender_tests executable. For Cycles, this also bundles all the unit tests into one executable. Ref T79958 Differential Revision: https://developer.blender.org/D8714
2020-09-09BLI: new string search api that supports fuzzy and prefix matchingJacques Lucke
This adds a generic string search library in `BLI_string_search.h`. The library has a simple to use C api that allows it's users to filter and sort a set of possible search results based on some query string. Reviewers: Severin Differential Revision: https://developer.blender.org/D8825
2020-09-07Cleanup: include missing header files in CMakeCampbell Barton
2020-08-28Merge newboolean branch into master.Howard Trickey
This is for design task T67744, Boolean Redesign. It adds a choice of solver to the Boolean modifier and the Intersect (Boolean) and Intersect (Knife) tools. The 'Fast' choice is the current Bmesh boolean. The new 'Exact' choice is a more advanced algorithm that supports overlapping geometry and uses more robust calculations, but is slower than the Fast choice. The default with this commit is set to 'Exact'. We can decide before the 2.91 release whether or not this is the right choice, but this choice now will get us more testing and feedback on the new code.
2020-08-19BLI: improve exception safety of Vector, Array and StackJacques Lucke
Using C++ exceptions in Blender is difficult, due to the large number of C functions in the call stack. However, C++ data structures in blenlib should at least try to be exception safe, so that they can be used if someone wants to use exceptions in some isolated area. This patch improves the exception safety of the Vector, Array and Stack data structure. This is mainly achieved by reordering some lines and doing some explicit exception handling. I don't expect performance of common operations to be affected by this change. The three containers are supposed to provide at least the basic exception guarantee for most methods (except for e.g. `*_unchecked` methods). So, resources should not leak when the contained type throws an exception. I also added new unit tests that test the exception handling in various cases.
2020-08-10Tests: move remaining gtests into their own module foldersBrecht Van Lommel
And make them part of the blender_test runner. The one exception is blenlib performance tests, which we don't want to run by default. They remain in their own executable. Differential Revision: https://developer.blender.org/D8498
2020-08-06Merge branch 'blender-v2.90-release' into masterCampbell Barton
2020-08-06Cleanup: avoid debug-only includes for BLI_assert.hCampbell Barton
Having includes in debug builds makes it possible to accidentally break release builds. Avoid this by moving calls to other modules out of BLI_assert.h into BLI_assert.c
2020-07-31Merge branch 'blender-v2.90-release'Sergey Sharybin
2020-07-31BLI: Initial implementation of generic session UUID APISergey Sharybin
Covers basics like generation of new UUID. Also contains code needed to use the SessionUUID as a key in the Map.
2020-07-24BLI: add MultiValueMapJacques Lucke
This is a convenience wrapper for `Map<Key, Vector<Value>>`. It does not provide any performance benefits (yet). I need this kind of map in a couple of places and before I was duplicating the lookup logic in many places.
2020-07-23Particles: spawn particles on mesh surfaceJacques Lucke
2020-07-23BLI: move some tests into blenlib/testsJacques Lucke
Reviewers: sybren Differential Revision: https://developer.blender.org/D8315
2020-07-16BLI: move safe math functions to separate headerJacques Lucke
2020-07-16Cleanup: missing CMake headers from source listsCampbell Barton
2020-07-09BLI: rename rand.c to rand.ccJacques Lucke
2020-07-08BLI: add disjoint set data structureJacques Lucke
This can be used to find separate islands in meshes efficiently (as is done in cycles already). Furthermore, this helps to implement some algorithms on node trees more efficiently.
2020-07-07Nodes: Generate multi-function network from node treeJacques Lucke
This adds new callbacks to `bNodeSocketType` and `bNodeType`. Those are used to generate a multi-function network from a node tree. Later, this network is evaluated on e.g. particle data. Reviewers: brecht Differential Revision: https://developer.blender.org/D8169
2020-07-03BLI: Switch threads implementation file to C++Sergey Sharybin
Allows to use C++ primitives in the primitive implementation.
2020-06-29BLI: remove blender::Optional in favor of std::optionalJacques Lucke
`std::optional` can be used now, because we switched to C++17.
2020-06-09BLI: rename ArrayRef to SpanJacques Lucke
This also renames `MutableArrayRef` to `MutableSpan`. The name "Span" works better, because `std::span` will provide similar functionality in C++20. Furthermore, a shorter, more concise name for a common data structure is nice.
2020-06-09BLI: generally improve C++ data structuresJacques Lucke
The main focus here was to improve the docs significantly. Furthermore, I reimplemented `Set`, `Map` and `VectorSet`. They are now (usually) faster, simpler and more customizable. I also rewrote `Stack` to make it more efficient by avoiding unnecessary copies. Thanks to everyone who helped with constructive feedback. Approved by brecht and sybren. Differential Revision: https://developer.blender.org/D7931
2020-06-08Functions: Run-time type system and index maskJacques Lucke
This adds a new `CPPType` that encapsulates information about how to handle instances of a specific data type. This is necessary for the function evaluation system, which will be used to evaluate most of the particle node trees. Furthermore, this adds an `IndexMask` class which offers a surprisingly useful abstraction over an array containing unsigned integers. It makes two assumptions about the underlying integer array: * The integers are in ascending order. * There are no duplicates. `IndexMask` will be used to "select" certain particles that will be processed in a data-oriented way. Sometimes, operations don't have to be applied to all particles, but only some, those that are in the indexed by the `IndexMask`. The two limitations imposed by an `IndexMask` allow for better performance. Reviewers: brecht Differential Revision: https://developer.blender.org/D7957