Age | Commit message (Collapse) | Author |
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Allows to identify pose channels more reliably than by the pointer.
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Will trigger code paths which makes sure UUIDs are generated and
are unique.
Enabled with --debug-depsgraph-uuid (which is also implied by
--debug-depsgraph).
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A simulation data block has an embedded node tree, which requires
special handling in a couple of places. Some of those places were
missing beforehand.
This also adds a relation to make sure that the simulation is evaluated
after animations on the embedded node tree are evaluated.
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Every Particle Simulation node has a name (or a path when it is in a node group).
This name has to be used in the Simulation modifier on a point cloud to see
the particles.
Caching has been disabled for now, because it was holding back development
a bit. To reset the simulation, go back to frame 1.
Currently, there is no way to influence the simulation. There are just some
randomly moving points. Changing that is the next step.
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This change enables readability-static-definition-in-anonymous-namespace
warning in .clang-tidy configuration.
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D8150
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The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.
The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.
This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.
`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7836
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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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The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
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The looptri is repeated in the linked Meshes but the pointer
is only referenced in the evaluated ones.
This reverts commit 64982e213f014123d1b0406cf9ae893910a6a3d3.
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No functional changes.
Differential Revision: https://developer.blender.org/D7173
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Was happening when having compositor open with Viewer node attached
directly to Render Layers output.
There were two things involved here:
1. The code which was storing CoW-ed versions of IDs was checking all
IDs for whether they are expanded or not. This was causing access
of freed memory for deleted IDs which do not need CoW (such as IM).
Simple fix: store ID type as a scalar and use early check before
doing more elaborate check based on accessing fields of id_cow.
2. The code which was ensuring view layer pointer is doing CoW for
scene. This isn't an issue on its own, but scene might have an
embedded ID such as compositor which was actually traversed by the
ID remap routines. This was causing remapping procedure to go into
non-updated copy of compositor, accessing freed Viewer image ID.
Solved by not recursing into embedded IDs for datablocks as those
are supposed to have own copy-on-write operations which takes care
of re-mapping.
Reported my Bastien, and also pair-coded with him.
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We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.
This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.
Differential Revision: https://developer.blender.org/D7066
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
This previously caused a bug in T74283, that should be fixed now.
Differential Revision: https://developer.blender.org/D6695
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than mesh"
This reverts commit f2b95b9eae2ee913c99cff7595527b18d8b49d0a.
Fix T74283: modifier display lost when moving object in edit mode.
The cause is not immediately obvious so better to revert and look at this
carefully.
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This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
Differential Revision: https://developer.blender.org/D6695
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Using a struct here allows to change given parameters to the callbacks
without having to edit all callbacks functions, which is always noisy
and time consuming.
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Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.
Part of T72604.
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No functional changes.
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No functional changes.
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FreeStyle line styles were not part of the dependency graph, and
blacklisted from the Copy-on-Write system. As a result, animated
FreeStyle properties would not be updated by the animation system,
resulting in T72213. There was an explicit call to run the animation
system on the original datablocks, but that was (for good reasons)
removed in D5394.
This commit adds the FreeStyleLineStyle datablocks to the dependency
graph and allows them to be handled by the CoW system. As a result
- the UI now updates properly when properties are animated, and
- animated property values are actually used when rendering.
This commit includes @Sergey's patch P1222, which unifies two bits of
code that did the same thing: check whether datablock type is covered by
copy-on-write.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D6609
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Remove this pointer since it's linking Mesh data back to the object,
where a single edit-mesh may have multiple object users,
causing incorrect assumptions in the code.
Resolves dangling pointer part of the T72667 crash,
although there are other issues which still need to be fixed.
In EDBM_op_finish and EDBM_update_generic,
full Main lookups have been added which should be replaced with mesh
argument or the update tagging moved elsewhere.
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Was caused by 6183688c3560 (thanks ronsn for nailing it down!).
The issue is that order of copy-on-write operations is not defined, so
can not use flags set by that operation to make decision.
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It started to be a long code of all various cases in a single file,
which started to be really confusing.
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Was cause by recent fix for T65134 which assigned original object's
proxy_from to an evaluated pointer.
This is because motion path depsgraph does not include proxies, so
the pointer in an evaluated object was kept pointing to an original
object.
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Reviewers: brecht, zeddb
Reviewed By: brecht
Maniphest Tasks: T66686
Differential Revision: https://developer.blender.org/D5259
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The issue was caused by modifications to planar track tagging clip for
copy-on-write, which was invalidating its cache and forcing current
frame in 3D viewport to be re-load.
Ideal solution would be to share movie cache across original and
evaluated movie clips which will reduce memory usage. However, doing
such ownership changes so close to the code freeze is not something
comfortable to do.
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Make sure particle system edit never points to a modifier or particle system
which becomes inactive.
This is needed because copy-on-write will change pointers of them and those
pointers are supposed to be restored from particle system evaluation. But
since the particle system is disabled it never updates pointers.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5180
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Need to preserve last evaluated time through copy-on-write process.
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This change makes it so sound handles are created for evaluated scene,
sequencer and speakers. This allows to have properly evaluated animation
on them.
For the viewport playback sound uses regular dependency graph.
For the final render sound uses dependency graph created for render pipeline,
which now also contains sequencer and sound datablocks.
All the direct sound update calls are replaced with corresponding dependency
graph recalc tag.
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Need to preserve all view layers, even for indirectly linked scenes
since they might be used by render layer nodes.
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Tagging original ID introduces a conflict of interest when a separate
graph is created and is tagging objects to be re-evaluated with its
context.
This is part of the problem in T63111: tags within a temporary dependency
graph affects viewport and vice versa, which makes logic to wrongly
consider that something did change in the scene and that baking is to
be redone.
This effectively reverts db3bfd0, but this time everything seems to
be updating fine in the viewport.
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This change makes it so a minimal dependency graph which only includes
compositor and sequencer is built for the render pipeline purposes.
Tricky part here is that it's only compositor itself and sequencer who
to use this dependency graph and IDs from it. Render engines are still
to be provided original IDs because:
- They will create dependency graph for the given scene, and currently
it is not possible to create dependency graph from CoW scene.
- IDs from the compositor/sequencer dependency graph are "stripped",
as in, they wouldn't have all view layers, collections or objects
required for proper final render.
This creates annoying mess of mixing evaluated and original scene
access in various parts of the pipeline.
Fixes T63927: Compositing nodes - drivers don't really work
Reviewers: brecht
Maniphest Tasks: T63927
Differential Revision: https://developer.blender.org/D4911
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This is used by driers and this is a first step towards support of
scenes used for only compositor or sequencer.
Fixes T61014: Assert adding a driver that uses a single property of a scene ID
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This happened to be a bigger rabbit hole to hell than it originally seemed,
and there are higher priority design tasks to be handled (at this point high
priority design task is more important than high priority bug fix).
After talking to Brecht the decision was made to revert to the known isolated
issue, which will allow everyone in the studio work same as prior to last
Friday.
The remaining bits will be worked on after all the design tasks are out of
the way.
This commit reverts:
4cdb4b9532c Fix T64161: Crashing using undo and multiple windows
064273a4ae7 Sound: Port more cases to be a part of dependency graph
2e582f8ab53 Sound: Fix access wrong dependency graph
5fc49d9c915 Sound: add stubs to build without audaspace
c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks
c02534469ac Sound: Delay creating sound scene handle for until is needed
9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE
2f79286453e Cleanup: unused vars
bed8ad6f95a Fix crash in background rendering after recent sound changes
773691310f9 Fix T64143: Crash when scrubbing in the graph editor
888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync
6ab7b384645 Sound: More fixes for access of original scene
35db1195455 Sound: Fix access original scene during playback
211c4fd2e9a Depsgraph: Make comment about evaluation more obvious
c5fe16e121e Sound: Make sound handles only be in evaluated datablocks
b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write
4eedf784b04 Depsgraph: Store original sequencer strip pointer
6990ef151c1 Sound: Move evaluation to dependency graph
d02da8de23b Sound: Delay opening handlers for until really needed
3369b828916 Depsgraph: Add scene audio component
e8f10d64757 Depsgraph: Tag sequencer for update on changes
6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer
17447ac5a6b Depsgraph: Make sound ID part of the graph
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Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.
Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.
There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.
Some annoying parts:
- `BKE_sound_update_scene()` is iterating over all bases, and does
special ID tags to see whether sound has been handled or not
already. This can not be done the old fashion now.
Ideally, this will be done as a speaker datablock evaluation,
but seems that would require a lock since audio API is not safe
for threading. So this is not a desired way i'd say.
Possible solution here would be to iterate over ID datablocks
using dependency graph query API.
- Frame jump needs to call `BKE_sound_seek_scene()` directly
because there might be some flags assigned to the scene which
could be clear after operator execution is over.
Need to verify if that's the case though. This is a bit hairy
code, so sticking to a safest and known to work approach for
now.
- Removed check for format when opening new sound file.
Maybe we can have some utility function which queries channel
and duration information, leaving the caller's code clean and
tidy.
Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4779
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This allows to have scene and speaker copy-on-write executed without
interrupting the playing sound.
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Allows to identify where the strip came from.
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Currently those IDs are not covered by copy-on-write mechanism since
that ruins the current design of BKE_sound, But this change allows to
move towards system where sound handlers are only valid for an evaluated
ID datablocks.
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Similar to modifier data and particle systems.
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