Age | Commit message (Collapse) | Author |
|
|
|
- Each allocation can be a different size
(but should be smaller than the chunk size).
- Result can be looped over in order of allocation.
- Allocations are aligned to pointer size to avoid unaligned reads.
|
|
|
|
|
|
|
|
|
|
Tweak the bias from the previous fix a bit to be more backwards compatible in
some scene. In the end which way we round is quite arbitrary, but keeping the
case where the texture coordinate is exactly zero the same seems better.
|
|
|
|
Solution is to bias the coordinates a little, same as Cycles checker texture.
|
|
|
|
|
|
|
|
Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
|
|
|
|
Use for calculating the angle between 2 directions on an axis.
Also signed version and normalized plane projection,
use when input is normalized.
|
|
|
|
|
|
Allow to quickly enable print & tree verify.
|
|
|
|
Single axis version of mat3_from_axis_conversion,
when the second axis isn't important (orienting an arrow for eg).
|
|
|
|
This leads to a crash in 2.8, but commiting here.
Patch by Campbell Barton.
|
|
|
|
This is handy to have C++ guards for BLI functions so they
can be easily re-used in C++ code. This matches other headers
from this library as well.
|
|
|
|
|
|
|
|
The idea is to accumulate all new tasks in a thread local queue
first without doing any thread synchronization (aka, locks and
conditional variables) and move those tasks to a scheduler queue
once they are all ready. This way we avoid per-task-pool lock
and only have one lock per bunch of tasks.
This is particularly handy when scheduling new dependency graph
node children. Brings FPS of cached simulation from the linked
below file from ~30 to ~50.
See documentation for BLI_task_pool_delayed_push_{begin, end}
and for TaskThreadLocalStorage::do_delayed_push.
Fixes T50027: Rigidbody playback and simulation performance regression with new depsgraph
Thanks Bastien for the review!
|
|
|
|
Those are not depsgraph or C++ specific and can be used by everyone.
|
|
This way everyone can benefit from it, not only dependency graph.
|
|
|
|
The Issue
=======
For a long time now MinGW has been unsupported and unmaintained and at this point,
it looks like something that we should just leave behind and move on.
Why Remove
==========
One of the big motivations for MinGW back in the day is that it was free compared to MSVC which was licensed based.
However, now that this is no longer true we have basically stopped updating the need CMake files.
Along with the CMake files, there are several patches to the extern libs needed to make this work. For example, see:
https://developer.blender.org/diffusion/B/browse/master/extern/carve/patches/mingw_w64.patch
If we wanted to keep MinGW then we would need to make more custom patches to the external libs and
this is not something our platform maintainers are willing to do.
For example, here is the patches needed to build python: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-python3
Fixes T51301
Differential Revision: https://developer.blender.org/D2648
|
|
Conflicts:
source/blender/blenloader/intern/versioning_270.c
|
|
|
|
|
|
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
|
|
|
|
|
|
|
|
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
|
|
Deactivated by default.
All shading attribs can be packed to take less VRAM at the cost of precision (not noticable in this case).
UVs can be packed into I16 but that limits their positions into the [-1, +1] range.
This could be a setting option in the future.
|
|
|
|
|
|
Harmless but made accessing the first element read strangely.
|
|
|
|
|
|
|
|
|
|
This is routinely mis-used to continuously run scripts,
causing performance problems.
This should be replaced with more specific handlers, or possibly timers.
See: T47811
|