Age | Commit message (Collapse) | Author |
|
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8150
|
|
`std::optional` can be used now, because we switched to C++17.
|
|
We decided to use our own map data structure in general for better
readability and performance.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7987
|
|
We decided that `blender::Vector` should be the default choice for
a vector data structure in Blender.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7981
|
|
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.
|
|
We plan to use the "blender" namespace in other modules as well.
|
|
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7559
|
|
|
|
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D7521
|
|
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7512
|
|
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7509
|
|
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7506
|
|
|
|
Since `std::deque` is used in a few areas of the Depsgraph, and an
upcoming patch adds one more, it's time it's considered as "commonly
used type".
No functional changes.
|
|
Is way easier to use than a GSet and less proone for errors.
If we really want GSet to always be used, should make some C++
wrapper.
|
|
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
|
|
The general idea of this change is to have a runtime data pointer
in the ModifierData, so it can be preserved through copy-on-write
updates by the dependency graph.
This is where subdivision surface modifier can store its topology
cache, so it is not getting trashed on every copy-on-write which
is happening when moving a vertex.
Similar mechanism should be used by multiresolution, dynamic paint
and some other modifiers which cache evaluated data.
This fixes T61746.
Thing to keep in mind, that there are more reports about slow
subdivision surface in the tracker, but that boils down to the
fact that those have a lot of extraordinary vertices, and hence
a lot slower to evaluated topology.
Other thing is, this speeds up oeprations which doesn't change
topology (i.e. moving vertices).
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T61746
Differential Revision: https://developer.blender.org/D4541
|
|
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
Missed when removing contributors.
|
|
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.
|
|
Some summary of changes:
- Don't use DEG prefix for types and enumerator values:
the code is already inside DEG namespace.
- Put code where it locally belongs to: avoid having one
single header file with all sort of definitions in it.
- Take advantage of modern C++11 enabled by default.
|