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Includes unwanted changes
This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
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This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
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Reverted because the commit removes a lot of commits.
This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
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This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
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It it rather an old experiment now which didn't pay off.
The initial idea was to have main and jobs threads on fast
nodes of TR2 processors. This didn't really work reliably
because in Blender we need to be able to create nested
threads without their affinity set. This is not how some of
OS are creating nested threads, and we don't always have
access to child threads to reset their affinity.
So overall complexity of the initial idea implementation
became too much compared to the performance gain.
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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Function `blend_color_softlight_float` used math different to compositor and
produced result that had abrupt value changes.
Use math based on modified screen blend mode as compositor does.
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Result of Exclusion and Pin Light blend modes could be greater than 255
which caused artifacts. Limit color value to 0-255 range.
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ObjectValue was to confusing as it is the term from JSON.
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This implements the design detailed in T92696 to support virtual
filenames for UDIM textures. Currently, the following 2 substitution
tokens are supported:
| Token | Meaning |
| ----- | ---- |
| <UDIM> | 1001 + u-tile + v-tile * 10 |
| <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> |
Example for u-tile of 3 and v-tile of 1:
filename.<UDIM>_ver0023.png --> filename.1014_ver0023.png
filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png
For image loading, the existing workflow is unchanged. A user can select
one or more image files, belonging to one or more UDIM tile sets, and
have Blender load them all as it does today. Now the <UVTILE> format is
"guessed" just as the <UDIM> format was guessed before.
If guessing fails, the user can simply go into the Image Editor and type
the proper substitution in the filename. Once typing is complete,
Blender will reload the files and correctly fill the tiles. This
workflow is new as attempting to fix the guessing in current versions
did not really work, and the user was often stuck with a confusing
situation.
For image saving, the existing workflow is changed slightly. Currently,
when saving, a user has to be sure to type the filename of the first
tile (e.g. filename.1001.png) to save the entire UDIM set. The number
could differ if they start at a different tile etc. This is confusing.
Now, the user should type a filename containing the appropriate
substitution token. By default Blender will fill in a default name using
the <UDIM> token but the user is free to save out images using <UVTILE>
if they wish.
Differential Revision: https://developer.blender.org/D13057
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The cast to size_t leads to a build issue on 32
bit archs. cursor_delim_type_utf8 expects an int
so an additional cast to size_t is not required.
Reported by user frispete on devtalk.
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On Windows, encode file paths as UTF-16 before trying to open the file
for reading/writing.
This introduces a new class `blender::fstream`, which wraps
`std::fstream` and provides this UTF-16 encoding. This class should also
be used in other areas, like the Alembic importer/exporter.
Manifest Task: T93960
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13633
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The RNA setter now ensures that driver variables are uniquely named
(within the scope of the driver).
Versioning code has been added to ensure this uniqueness. The last
variable with the non-unique name retains the original name; this
ensures that the driver will still evaluate to the same value as before
this fix.
This also introduces a new blenlib function `BLI_listbase_from_link()`,
which can be used to find the entire list from any item within the list.
Manifest Task: T94116
Reviewed By: mont29, JacquesLucke
Maniphest Tasks: T94116
Differential Revision: https://developer.blender.org/D13594
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Using the `MEM_*` API from C++ code was a bit annoying:
* When converting C to C++ code, one often has to add a type cast on
returned `void *`. That leads to having the same type name three times
in the same line. This patch reduces the amount to two and removes the
`sizeof(...)` from the line.
* The existing alternative of using `OBJECT_GUARDED_NEW` looks a out
of place compared to other allocation methods. Sometimes
`MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined
in C++ code. It doesn't look great but it's definitely better. The downside
is that it makes the name of the allocation less useful. That's because
the same name is used for all allocations of a type, independend of
where it is allocated.
This patch introduces three new functions: `MEM_new`, `MEM_cnew` and
`MEM_delete`. These cover the majority of use cases (array allocation is
not covered).
The `OBJECT_GUARDED_*` macros are removed because they are not
needed anymore.
Differential Revision: https://developer.blender.org/D13502
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Saving with only a filename (from Python) wasn't being prevented,
while it would successfully write the file to the working-directory,
path remapping and setting relative paths wouldn't work afterwards
as `Main.filepath` would have no directory component.
Disallow this since it's a corner case which only ever occurs
when path names without any directories are used from Python,
the overhead of expanding the working-directory for all data saving
operations isn't worthwhile.
The following changes have been made:
- bpy.ops.wm.save_mainfile() without a filepath argument
fails & reports and error when the file hasn't been saved.
Previously it would write to "untitled.blend" and set the
`G.main->filepath` to this as well.
- bpy.ops.wm.save_mainfile(filepath="untitled.blend")
fails & reports and error as the filename has no directory component.
- `BLI_path_is_abs_from_cwd` was added to check if the path would
attempt to expand to the CWD.
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Also add groups in some files.
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This builds off of rBf951aa063f7, adding a weight parameter which can
be used to change the order of items when they have the same match
score. In the future, if string searching gets a C++ API, we could
use an optional parameter for the weight, since it is not used yet.
This will be used for the node link drag search menu (D8286).
Differential Revision: https://developer.blender.org/D13559
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Also move notes about where noise functions come from
into the function body as it's not relavant to the public doc-string.
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Replaces `HOME` environment variable usage for user
directories like in D12802.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13212
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Some doc-strings were skipped because of blank-lines between
the doc-string and the symbol and needed to be moved manually.
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
Ref T92709
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- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
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The issue here was that after the seek table check, the underlying file wasn't
rewound to the start, so the code that checks for the BLENDER header
immediately reaches EOF and fails.
Since Blender always writes files with a seek table, this bug isn't triggered
by files saved in Blender itself. However, files compressed in external tools
generally don't have a seek table.
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Dirty regions when painting are not using rcti. Meaning less
understandable code. Found issue when refactoring the image_gpu partial
update. In a future change gpu partial update API will be using rcti
also what makes the code even cleaner.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13260
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Linux distributions are using newer TBB versions than official releases, and
TBB 2021 is an API breaking release.
In general we should avoid using TBB directly and go through the abstractions
in BLI_task.hh, though there is no abstraction for this.
For 3.0 the safe option is to just not cancel the task but instead early out
in the lambda function. Given the grain size of 2048 there should be no
significant performance difference.
Differential Revision: https://developer.blender.org/D13382
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A parallel loop to create the interesection meshes for each triangle
meant that with parallelism, the output order of the created meshes
could vary with each execution. Keep the parallelism for doing the CDTs
for interesection, but move the extraction of the new faces into a
serial loop afterwards, for repeatability.
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The parameter name was inconsistent with the declaration.
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Conflicts:
source/blender/blenkernel/BKE_blender_version.h
source/blender/blenloader/intern/versioning_300.c
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If a valid matching string is found, return that item, otherwise
fallback to the item matching the given index, if any.
This will be useful in RNA override code, and potentially other
areas where data in lists can be referenced by their names or indices.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D13264
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We run into float precision issues here, clamp the number of octaves to
one less, which has little to no visual difference. This was empirically
determined to work up to 16 before, but with additional inputs like
roughness only 15 appears to work.
Also adds misisng clamp for the geometry nodes implementation.
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The geometry node port of voronoi_smooth_f1 function has a
division by zero when smoothness is set to zero.
Using a safe_divide within the function causes issues
and was noted in the original patch D12725.
Solution in this case is to clamp zero smoothness to FLT_EPSILON.
Reviewed By: JacquesLucke
Maniphest Tasks: T92736
Differential Revision: https://developer.blender.org/D13069
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Accessing the default directory in the file selector
would crash if HOME was undefined.
Add BKE_appdir_folder_default_or_root which never returns NULL.
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When doing a non portable build of blender, the executable
blender-thumbnailer would be installed in two locations:
/usr/bin/
/usr/
While cleaning up, also make the blender thumbnailer dll optional on
windows to bring the logic in line with what it is on linux and mac.
Reviewed By: Campbell Barton, Ray molenkamp
Differential Revision: http://developer.blender.org/D13014
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Adds an abstraction layer to switch between serialization formats.
Currently only supports JSON. The abstraction layer supports
`String`, `Int`, `Array`, `Null`, `Boolean`, `Float` and `Object`. This
feature is only CPP complaint.
To write from a stream, the structure can be built by creating a value
(any subclass of `blender::io::serialize::Value` can do, and pass it to
the `serialize` method of a `blender::io::serialize::Formatter`. The
formatter is abstract and there is one implementation for JSON
(`JsonFormatter`).
To read from a stream use the `deserialize` method of the formatter.
{D12693} uses this abstraction layer to read/write asset indexes.
Reviewed By: Severin, sybren
Maniphest Tasks: T91430
Differential Revision: https://developer.blender.org/D12544
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This patch improves performance by only assigning
or calculating data for connected sockets.
It is recommended that artists use the lowest dimensions setting
for noise based textures. E.g. Use 2D instead of 3D where possible.
Using a scoped timer and single thread on 256,000 points.
Smooth F1 3D : Debug build
Timer 'Optimised' took 9.39991 s
Timer 'Normal' took 16.1531 s
This optimisation is only for GN and not shaders.
Differential Revision: https://developer.blender.org/D12985
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