Age | Commit message (Collapse) | Author |
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Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Also remove doxy comments for licenses and add missing GPL header.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
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- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
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the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836
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RE_RenderViewGetByName()
Both functions try to find a valid RenderView and if they can't they
fallback to the first RenderView of the RenderResult
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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This was a regression caused by attempts to fix T42844 and there were
some red-herrings which lead me to the wrong way to fix it. It's some
deeper issue than just interpolation offset, it's mainly how the node
resolution is being mapped to each other.
It could be actually a part of canvas awareness project..
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This was still the known issue with pixel center, original commit didn't cover all the
cases by the looks of it.
Should be all fine now, but much more intense testing is welcome.
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The compostor used a fixed size of 4 floats to hold pixel data. this
patch will select size of a pixel based on its type.
It uses 1 float for Value, 3 float for vector and 4 floats for color
data types.
When benchmarking on shots (opening shot of caminandes) we get a
reduction of memory of 30% and a tiny speedup as less data
transformations needs to take place (but these are negligable.
More information of the patch can be found on
https://developer.blender.org/D627 and
http://wiki.blender.org/index.php/Dev:Ref/Proposals/Compositor2014_p1.1_TD
Developers: jbakker & mdewanchand
Thanks for Sergey for his indept review.
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This issue is because of a somewhat "special" behavior in old code, which got lost during rB09874df:
There was a variant of the `relinkConnections` function which would leave the socket completely unconnected. This is not a valid state really (given that each unconnected input must otherwise connected to a constant `Set` type node), but was used as a way to distinguish connected alpha/depth sockets in composite and viewer output nodes.
https://developer.blender.org/diffusion/B/browse/master/source/blender/compositor/intern/COM_InputSocket.cpp;28a829893c702918afc5ac1945a06eaefa611594$69
After the large cleanup patch ({D309}) every socket is now automatically connected to a constant, such that `getInputSocketReader` will never return a NULL pointer. This breaks the previous test method, which needs to be replaced by more explicit flags. Luckily this was done only for very few output nodes (Composite, Viewer, Output-File). These now use the regular SetValueOperation default in case "use alpha" is disabled, but set this to an explicit 1.0 value instead of mapping to the node socket.
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Many parts of the compositor are unnecessarily complicated. This patch
aims at reducing the complexity of writing nodes and making the code
more transparent.
== Separating Nodes and Operations ==
Currently these are both mixed in the same graph, even though they have
very different purposes and are used at distinct stages in the
compositing process. The patch introduces dedicated graph classes for
nodes and for operations.
This removes the need for a lot of special case checks (isOperation etc.)
and explicit type casts. It simplifies the code since it becomes clear
at every stage what type of node we are dealing with. The compiler can
use static typing to avoid common bugs from mixing up these types and
fewer runtime sanity checks are needed.
== Simplified Node Conversion ==
Converting nodes to operations was previously based on "relinking", i.e.
nodes would start with by mirroring links in the Blender DNA node trees,
then add operations and redirect these links to them. This was very hard
to follow in many cases and required a lot of attention to avoid invalid
states.
Now there is a helper class called the NodeConverter, which is passed to
nodes and implements a much simpler API for this process. Nodes can add
operations and explicit connections as before, but defining "external"
links to the inputs/outputs of the original node now uses mapping
instead of directly modifying link data. Input data (node graph) and
result (operations graph) are cleanly separated.
== Removed Redundant Data Structures ==
A few redundant data structures have been removed, notably the
SocketConnection. These are only needed temporarily during graph
construction. For executing the compositor operations it is perfectly
sufficient to store only the direct input link pointers. A common
pointer indirection is avoided this way (which might also give a little
performance improvement).
== Avoid virtual recursive functions ==
Recursive virtual functions are evil. They are very hard to follow
during debugging. At least in the parts this patch is concerned with
these functions have been replaced by a non-virtual recursive core
function (which might then call virtual non-recursive functions if
needed). See for example NodeOperationBuilder::group_operations.
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in SocketReader.
Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered).
This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing).
Differential Revision: http://developer.blender.org/D7
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Such mapping only worked foe compositor output node
(with some issues btw) and failed dramatically for
nodes like previews and viewers.
For now let's behave the same way as border+crop
worked in 2.66 for until proper feature support
is ready (which could take some time).
Fixes #35313: object and ID anti-aliased masks get messed up
when using border render + crop
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
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This commit simply implements mapping from centered cropped canvas
to a full-frame coordinates, so operations like alpha-overing render
result on top of image will be properly aligned.
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Make it so compositor output node wouldn't be calculated
when Render Result image is not visible on the screen.
This makes compositor tree editing more friendly and
faster.
Also, if there's no viewer image visible on the screen
viewer nodes wouldn't be handled.
Final rendering keeps unchanged for now.
This solves issues when for performance artists are
disconnecting compo output node before tweaking values
in compositor and forgets to attach compo output
node before sending file to the farm.
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It's more useful to completely ignore alpha for display of straight
colors.
Supporting straight pipeline is possible, but not a topic for bcon4.
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is straight or not (premultiplied is default).
This is useful in cases when you want to check on output of such nodes
as keying which does have straight alpha output.
Also added missing do_version code to previous compo do_versions.
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- Drawing masks in image editor requires LOCK_DRAW_IMAGE around
ED_space_image_get* functions since they'll acquire image buffer.
Lock is needed because viewers will be modified directly in
compositor (see commend in draw_image_main)
- Seems that was wrong order of invalidating render result and
viewer image invalidation happened in Composite node, which
could easily lead to thread lock.
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of scene in node in future.
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Issue was caused by the way how render result was acquiring -- pointer
to render data was used to find needed render descriptor. It's not
reliable since render contains copy of scene's render data, not pointer
to this data.
Use node scene's id name for render result acquiring, the same way
as it was done in old compositor system.
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Support for only alpha images in compositor and viewer node
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Issue was caused by threading conflict between compositor output node which
is freeing buffers used by render result image and image draw code which
could use buffers at the same time as compositor frees this buffers.
Solved by adding adding lock around viewer image invalidation and image
drawing.
Use renamed LOCK_PREVIEW mutex for this, which si not called LOCK_DRAW_IMAGE.
With new compositor locking for preview is not needed so it could be removed.
Added the same lock around viewer operation which also frees buffers used
by viewer image. It's actually quite difficult to check whether this is
indeed needed. This code seems to be using acquire/release technique, but
somehow acquiring ImBuf before invalidating it in compositor operation
doesn't resolve the issue, so probably it's not actually locking acquire
and things should be checked deeper.
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This way we can remove the memoryBuffers parameter in the executePixels,
and (de)initializeTileData methods
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the bug was introduced by accident in r47826, finishing a render node acted as if escape was pressed.
also changed order of signaling and releasing the buffer to match the old compositor.
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* break out with glare node
* Added OpenCL kernels compatible with AMD still need some testing.
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- [#31777] Border Crop gives black
- [#31768] Crash when connecting a Math node to a translate node in Tiles comp
- [#31638] View node in new node compo system crashes when inside a group
* make sure a very fast vignette can be made by using a EliipseMask + Fast Gaussian blur
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- leaked when render result could not be received.
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