Age | Commit message (Collapse) | Author |
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Add `operator<` to C++ class to allow lexicographic ordering of UUIDs.
This will be necessary when writing asset catalogs to disk in a predictable
(i.e. ordered) manner.
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The implicit default constructor zeroes all plain data fields, and now
this behaviour is explicit & tested for in a unit test.
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Make it possible to unit test with `EXPECT_NE(uuid1, uuid2)`.
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Put the `bUUID` class in the `blender` namespace, instead of the
`blender::bke` namespace.
As a result, some C++ code now correctly uses the C++ class, where
previously it would use the C struct and use implicit casting where
necessary. As a result, support for initializer lists had to be
explicitly coded and in another place an explicit `::bUUID` was
necessary to avoid ambiguity.
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This may sometimes be desired because it is more explicitely
shows that the `FunctionRef` will be empty.
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Rename the `UUID` struct to `bUUID`. This avoids a symbol clash on
Windows, which also defines `UUID`. This only pops up when a `UUID`
field is used in the DNA code, which is why it wasn't a problem before
(it will be once D12589 lands).
No functional changes.
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Add `BLI_uuid_nil()` that returns the nil UUID (used to indicate "not
set") and `BLI_uuid_is_nil(uuid)` to do an equality test with the nil
value.
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Add braces around initialization of sub-objects, as per the warning
suggestion on macOS.
No functional changes.
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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
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Add a method that allows a MutableSpan to reverse itself. This reverses
the data in the original span object. This is a first step in extracting
some functionality from nodes and making it more general.
Differential Revision: https://developer.blender.org/D12485
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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
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Add a string length argument to BLI_str_utf8_as_unicode_step to prevent
reading past the buffer bounds or the intended range since some callers
of this function take a string length to operate on part of the string.
Font drawing for example didn't respect the length argument,
potentially causing a buffer over-read with multi-byte characters
that could read past the end of the string.
The following command would read 5 bytes past the end of the input.
`BLF_draw(font_id, (char[]){252}, 1);`
In practice strings are typically null terminated so this didn't crash
reading past buffer bounds.
Nevertheless, this wasn't correct and could cause bugs in the future.
Clamping by the length now has the same behavior as a null byte.
Add test to ensure this is working as intended.
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Rename:
- BLI_str_utf8_invalid_byte (was BLI_utf8_invalid_byte)
- BLI_str_utf8_invalid_strip (was BLI_utf8_invalid_strip)
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Fix division by zero when `BKE_bone_parent_transform_invert()` inverts a
scale vector with zero components.
Zero values in the to-be-inverted vector are now simply skipped, i.e.
remain zero after inversion. This at least ensures that
`invert_v3_safe(invert_v3_safe(vector))` results in the same vector.
This commit does NOT fix the conceptual problem that an inversion of a
potentially non-invertible vector is relied upon. It just avoids the
division by zero.
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Add three functions that trim characters from the front & end of a
`StringRef`. All functions return a new `StringRef` that references a
sub-string of the original `StringRef`.
- `trim(chars_to_remove)`: strips all characters from the start and end
that occur in `chars_to_remove`.
- `trim(char_to_remove)`: same, but with a single character to remove.
- `trim()`: remove leading & trailing whitespace, so same as
`trim(" \r\n\t")`
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12031
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When the new "need_ids" flag is false and the output type is not
one of the valid BMesh kinds, there is no need to propagate even
a dummy id to all of the faces.
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Assert was trying to say x coords of arcs lined up, and didn't do that.
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The test forgot to set the new need_ids field, which luckily
exposed a bug in the C api for delaunay when that field is false.
Fixed the bug and the test, and added a test for the need_ids false
case.
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Some uses of delaunay_2d_calc don't need to know the original verts,
edges, and faces that correspond to output elements.
This change adds a "need_ids" value to the CDT input spec, default true,
which tracks the input ids only when true.
The python api mathutils.geometry.delaunay_2d_cdt gets an optional
final bool argument that is the value of need_ids. If the argument
is not supplied, it is true by default, so this won't break old uses
of the API.
On a sample text test, not tracking ids save about 30% of the runtime.
For most inputs the difference will not be so dramatic: it only really
kicks in if there are a lot of holes.
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Using part of a patch from Erik Abrahamsson, this replaces the
use of linked lists for original id tracking by Sets.
I had thought that the lists were unlikely to grow to more than
a few elements, but when the mesh has a lot of holes (whose
original ids go *outside* the hole, and therefore, most of the
mesh), this assumption can be very wrong.
On a Text regression test, the time went from 11.67s to 0.16s
with this fix. I also tested to make sure that Boolean didn't
slow down with this, and found it actually had a very slight speedup.
Using Sets exposed a dependency on the ordering of the items
in the id lists, luckily caught by a mesh intersect regression test,
so fixed that.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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The problem was an optimization I put in to triangulate quads.
It was wrong if the quad, after projecting onto a 2d plane, was
not convex. Handling quads the same as other faces fixes the bug.
Unfortunately, this will slow down Exact Boolean when the input has
many quads (the usual case, of course).
Will attempt to fix that with a later change, but for now, this
at least restores correctness.
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This patch adds a left aligned sidebar to the spreadsheet editor. This
Sidebar can be used to navigate the geometry component types and
attribute domains. It also provides a quick overview of domain sizes.
It replaces the two dropdowns in the regions header.
Next step will be to add the domain cycling shortcut
using the CTRL + mouse wheel.
Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin),
Hans Goudey (HooglyBoogly).
Differential Revision: https://developer.blender.org/D11046
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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
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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
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Adds two new output modes to the CDT api which detect and remove
holes. A hole is a face from which a ray shot to the outside
intersects an even number of constraint edges, except we don't
count constraint edges in the same connected region of faces,
where a region is connected via non-constraint edges.
These modes are useful for filling in outlines meant to represent
text characters and the like.
Original patch was from Erik Abrahamsson, modified by me to work
with the "valid Bmesh" output type too. I also added tests
for the new modes.
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After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
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Error in 14f3b2cdad2d7b00ce3ea27bf8eb0087ac2a6cbd.
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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
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Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
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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
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This reverts commit fd94e033446c72fb92048a9864c1d539fccde59a.
does not compile against latest master.
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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
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Sometimes it is useful to find the key that compares equal
to a known key. Typically that happens when the key itself
has additional data attached that is not part of its hash.
Note that the returned key reference/pointer is const, because
the caller must not change the key in a way that changes its
hash or how it compares to other keys.
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Previously, one could allocate an array, but not construct its
elements directly. This method just adds some convenience.
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