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2022-04-04Cleanup: ensure space after file named in headersCampbell Barton
Add blank lines after file references to avoid them being interpreted as doc-strings the following declarations.
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-04Compositor: Backdrop mode changes node grid.Jeroen Bakker
When viewing backdrop on top of the node grid, the grid would be rendered black when the mode wasn't set to RGBA. This fix fixes this by reverting the previous fix of drawing the backdrop and implement a different one that recomputes the UV coordinates on the screen edges.
2022-02-01Partial Fix: Showing Compositor Backdrop in node editor.Jeroen Bakker
Since splitting the depth and the color shader in the image engine the backdrop wasn't visible anymore. The reson is that the min max uv coordinates were never working for the node editor backdrop that uses its own coordinate space. This partial fix will ignore the depth test when drawing the color part of the backdrop. This will still have artifacts that are visible when showing other options as RGBA. Proper fix would be to calculate the the uv vbo in uv space and not in image space.
2022-01-31Image Editor: Fix background drawing of empty tiles.Jeroen Bakker
Empty (UDIM) tiles where drawn with a transparency checkerboard. They should be rendered with a border background. The cause is that the image engine would select a single area that contained all tiles and draw them as being part of an image. The fix is to separate the color and depth part of the image engine shader and only draw the depths of tiles that are enabled.
2022-01-28Image Engine: Fix issue show alpha flag not reset.Jeroen Bakker
After showing the alpha in the image editor the setting was not reset so all images in the editor showed as being transparent. This commit fixes this by resetting the flag before updating.
2022-01-28Draw: Remove unused shader.Jeroen Bakker
tile images aren't a special case anymore for the image engine.
2022-01-28DrawManager: Image engine support huge images.Jeroen Bakker
Adding better support for drawing huge images in the image/uv editor. Also solved tearing artifacts. The approach is that for each image/uv editor a screen space gpu texture is created that only contains the visible pixels. When zooming or panning the gpu texture is rebuild. Although the solution isn't memory intensive other parts of blender memory usage scales together with the image size. * Due to complexity we didn't implement partial updates when drawing images tiled (wrap repeat). This could be added, but is complicated as a change in the source could mean many different changes on the GPU texture. The work around for now is to tag all gpu textures to be dirty when changes are detected. Original plan was to have 4 screen space images to support panning without gpu texture creation. For now we don't see the need to implement it as the solution is already fast. Especially when GPU memory is shared with CPU ram. Reviewed By: fclem Maniphest Tasks: T92525, T92903 Differential Revision: https://developer.blender.org/D13424
2022-01-06Cleanup: Clang-tidy: modernize-redundant-void-argAaron Carlisle
2021-11-09Cleanup: clang-formatCampbell Barton
2021-11-08Fix ASAN issue in image editor.Jeroen Bakker
Adding virtual constructors to base classes.
2021-11-05Cleanup: Split image engine into ImageEngine, SpaceAccessor and DrawingMode.Jeroen Bakker
Image engine is used to draw an image into a space. The current structure wasn't clear and couldn't be easilly extended. This refactor spliced the image draw engine into 3 main components. - Space accessors: contains an interface to communicate with space data (Image editor, UV Editor, Node Editor) in a common way. This reduced the branching in the code base. - DrawingMode: contains an interface to the used tactic to draw an image inside the space framebuffer. Currently only one mode is implemented; in the future there could be a separate drawing mode for huge images. - ImageEngine: the core that connects the draw manager with the space data and drawing mode.
2021-11-02Cleanup: Change image engine to CPP.Jeroen Bakker
Added namespace blender::draw::image_engine. Code is still C-a-like. Only changed the obvious code style to CPP (structs, nullptr, casts).