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This fixes missing selection updates in UV editor, both with GPU subdivision
and with the Modified Edges display option for modifiers in general.
It also fixes the UV editor incorrectly showing the cage mesh with deformed
coordinates. These are not yet supported by the UV selection system.
Changes:
* Always read selection state from the editmesh when building batches. The
flags in the evaluated mesh can be outdated as selection bypasses depsgraph
evaluation for performance, and instead may just clear the batches.
* runtime.is_original is only valid for the bmesh wrapper. The check for
building the UV cage should only use that if the mesh is a bmesh wrapper.
* Don't create cage batches for objects whose mesh is in edit mode, but that
are not themselves in edit mode, there is no need.
Differential Revision: https://developer.blender.org/D15658
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NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
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This loosens the current implementation a bit to only force optimal
display when editing on cage. It used to be any editing mode.
Brings GPU based subdivision closer to the CPU version.
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There were 2 errors.
1. hair code was used to draw curves
2. vertex shader wasn't aware of curves and failed to compile.
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Although eevee-next is disabled in Blender 3.3 there is an error that is
visible when compiling shaders using the shader builder.
This is because of an error in a preprocessing directive (defined should
be define).
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This reverts commit e2c02655c78b2c669468ae568ddf4b17953cc98d. It was already
reverted in the 3.2 branch, as it caused more serious issues than it solved.
Fixes T99805, T99323, T99296.
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Previously there was a special extraction process for "vertex colors"
that copied the color data to the GPU with a special format. Instead,
this patch replaces this with use of the generic attribute extraction.
This reduces the number of code paths, allowing easier optimization
in the future.
To make it possible to use the generic extraction system for attributes
but also assign aliases for use by shaders, some changes are necessary.
First, the GPU material attribute can now store whether it actually refers
to the default color attribute, rather than a specific name. This replaces
the hack to use `CD_MCOL` in the color attribute shader node. Second,
the extraction code checks the names against the default and active
names and assigns aliases if the request corresponds to a special active
attribute. Finally, support for byte color attributes was added to the
generic attribute extraction.
Differential Revision: https://developer.blender.org/D15205
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This avoids correlation artifacts with the jitter pattern itself.
Also try to reduce the visible spiral pattern.
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The display depth is used to composite Gpencil and Overlays. For it to
be stable we bias it using the dFdx gradient functions. This makes
overlays like edit mode not flicker.
The previous approach to save the 1st center sample does not work anymore
since we jitter the projection matrix in a looping pattern when scene
is updated. So the center depth is only (almost) valid 1/8th of the times.
The biasing technique, even if not perfect, does the job of being stable.
This has a few cons:
- it makes the geometry below the ground plane unlike workbench engine.
- it makes overlays render over geometry at larger depth discontinuities.
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This might make the image a bit blurier but it reduces the flickering of
shiny surfaces during animation.
This uses the technique described in "High Quality Temporal Supersampling"
by Brian Karis at Siggraph 2014 (Slide 45): Reduce the exponential factor
when the history is close the bounding box border.
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A few offsets were missing.
Reminder that this does not change the actual render resolution but it
reduces the VRAM consumption of accumulation buffers.
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... as a debug option.
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There was a confusion about what space the offset was in.
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This uses the exposure to get a better approximation of the perceptual
brighness of a sample before accumulating it.
Note that we do not modify exposure of the image. Only the samples weights
are computed differently.
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The swaps during accumulation were ignored because of the way the
`SwapChain<>` implementation works.
Using external references and updating them fixes the issue.
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This was caused by the world volume shader needing placeholder textures
that were not available until cache populate begins.
Adding a check and creating on the fly fixes the issue.
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The improvements over the old implementation are:
- Improved history reprojection filter (catmull-rom)
- Use proper velocity for history reprojection.
- History clipping is now done in YCoCg color space using better algorithm.
- Velocity is dilated to keep correct edge anti-aliasing on moving objects.
As a result, the 3x3 blocks that made the image smoother in the previous
implementation are no longer visible is replaced by correct antialiasing.
This removes the velocity resolve pass in order to reduce the bandwidth
usage. The velocities are just resolved as they are loadded in the film
pass.
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- The custom space target never needs B-Bone data (used by depsgraph).
- When drawing the relationship lines use the space matrix directly.
- Don't use the custom target to control the target space type dropdown.
Differential Revision: https://developer.blender.org/D9732
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Add calls to a few locations that look like they may need to
initialize the Custom Space matrix, i.e. generally any place
that computes target matrices.
Differential Revision: https://developer.blender.org/D9732
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Similar to e9f82d3dc7eebadcc52, but for point clouds instead.
Differential Revision: https://developer.blender.org/D15487
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openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
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null-check for grp.
Reviewed By: fclem
Maniphest Tasks: T99646
Differential Revision: https://developer.blender.org/D15436
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Same root cause as T99128. The fix also needed to be done in another place.
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Using geometry nodes with attributes on a curve object and changing the
output is crashing. This is because the `render_mutex` in the curve
drawing cache is cleared after changes in `curves_batch_cache_init` and
set to null. The cache isn't actually needed currently because all draw
updates are single-threaded, but the new `drw_attributes_merge` function
still tries to access it (this seems to be tolerated on Linux platforms
but crashes on Windows).
Make sure the render_mutex is always initialized after (re-)initializing
the cache.
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On some hardware/systems, blender may crash when adding, rendering or displaying Grease Pencil objects.
In `/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl`, line 35:
```
gpMaterialFlag gp_flag = floatBitsToInt(gp_mat._flag);
```
`gpMaterialFlag` is of type `uint`. This is a mismatched-type assignment that can cause crashes on some hardware/systems with GLSL that do not support implicit type casting.
So use `floatBitsToUint` for type conversion.
Differential Revision: https://developer.blender.org/D15433
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In some cases it is mandatory to be able to hide parts of the mesh
in order to paint certain areas. The Mask modifier doesn't work in
weight paint, and edit mode hiding requires using selection, which
is not always convenient.
This makes the weight and vertex paint modes always respect edit mode
hiding like sculpt mode. The change in behavior affects drawing and
building paint PBVH. Thus it affects brushes, but not menu operators
like Smooth or Normalize.
In addition, this makes the Alt-H shortcut available even without
any selection enabled, and implements Hide for vertex selection.
Differential Revision: https://developer.blender.org/D14163
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Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
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This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
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It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396
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This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.
In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.
To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.
Differential Revision: https://developer.blender.org/D15219
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Regression in [0] which didn't account for the bounds of empty objects.
Add support support calculating bounds from empty draw-type to use in
pose-bone culling.
[0]: 3267c91b4d5caab7da8aef071a446dd2e86f86a9
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`curve_segment_num` -> `segments_num`.
The "curve" prefix is reduntant for a function in the curve namespace.
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allocation of MTLBuffer resources.
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations.
These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use.
Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15277
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