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Replace BKE_sequencer wirh SEQ_render or SEQ_proxy prefixes.
In cases where function is very generic, only SEQ prefix is used.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9439
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9349
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- BKE_bezt_subdivide_handles -> BKE_fcurve_bezt_subdivide_handles
- binarysearch_bezt_index -> BKE_fcurve_bezt_binarysearch_index
These functions are specific to F-Curves and don't make sense for other
uses of BezTriple (curve-object data for e.g.)
Also:
- Move detailed doxygen comment above code, following code-style.
- Mark bezt_add_to_cfra_elem unused.
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Follow our code style guide by using C-comments for text descriptions.
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render animation'
During viewport render animation the gpu textures weren't tagged as
invalid. As the image uv editor now draws the gpu texture only the first
was shown as it wasn't refreshed with the actual image data.
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This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D8613
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Also order sizeof(..) first to promote other values to size_t.
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The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
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Remove use of GL* constants and types inside the codebase. There is still
a few occurence to get rid of.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors` module.
No functional changes.
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This is because the DRW module is no longer compatible with drawing using
MSAA.
This also change the Python API.
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This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
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In preparation for {D7475}
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This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
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Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636}
Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0}
Differential Revision: https://developer.blender.org/D7385
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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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Both the MS headers and blender headers define the HKEY
which gives all kind of inclusion order issues.
This diff renames all *KEY constants to EVT_*KEY to resolve
this conflict.
Reviewed By: brecht , dfelinto
Differential Revision: http://developer.blender.org/D7164
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Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes
Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6945
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Motivation the functions get 3 different kind of flag parameters (ImBuf,
DrawType, OffscreenRendering) the naming of the flags were not clear,
leading to mistakes and unnecessary time spend debugging.
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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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The Viewport Render Keyframes operator didn't include keyframes from
grease pencil animation or from mesh shape key animation (see T72861).
To find all related datablocks that could be considered as part of the
selected object, `BKE_library_foreach_ID_link(..., IDWALK_RECURSE)` is
used. To prevent relations like constraint targets from being visited,
the recursion is stopped when it finds a different object.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6558
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This feature makes it possible to do a viewport render (a.k.a.
playblast) by only rendering those frames on which the selected objects
have a keyframe.
The frames to render are stored in a `BLI_bitmap`, which has a bit for
each frame set to 0 (skip) or 1 (render). An alternative approach would
be to construct a set of all keyframes to render, but that would make
both constructing the list and looking up frames in the list more
complex.
The only thing this feature does is skip OpenGL rendering of a frame. As
a result, 'skipped' frames are still included in the output, but just
use the render result of the last-rendered frame. This is exactly what's
described in T72229.
Differential Revision: https://developer.blender.org/D6443
Reviewed By: zeddb
Design task: T72229
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The tooltip was static, so it was the same for viewport-rendering the
current frame and for the entire animation. It is now different for
those two.
The structure of `screen_opengl_render_description()` is such that it
allows for adding a new description for a soon-to-come feature (T72229).
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Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
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When using Render Viewport Animation the meta data
was only stamped when a float buffer was used. In recent changes it was
possible to use a char buffer for the result.
This commit will also support stamping of metadata using a char buffer.
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When doing viewport rendering the color management happens on the CPU.
This has overhead in downloading a float texture from the gpu and
performing color management on the CPU.
Based on the scene fileformat bit depth the result will be rendered to
a byte texture where the colormanagement happens on the GPU or a float
texture where the colormanagement happens on the CPU.
This is only done during `Viewport Render Animation` in other
cases a float texture is being used.
Baseline (HD render of wanderer.blend workbench engine no samples) 15.688038 s
After changes: 9.412880s
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6195
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This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343
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When exporting annotations using `bpy.ops.render.opengl` the annotations
where only correct in the first frame. In the second frame the
annotations was shifted by half the resolution.
This change will reset the GPU matrices when the annotations are
rendered.
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Was very easy to reproduce by rendering sequencer with sound strip.
Need to use evaluated scene to open movie handle, since that is the only
scene which has proper sound handle with everything else attached to it.
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When rendering the Sequencer using viewport rendering the annotations
were not scaled to respect the scene render size. This was because the
matrices were calculated based on the output size and not the actual
rendersize.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5032
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When rendering viewport to an offscreen buffer the buffer was
constructed for non anti aliasing (0 samples). This made the objects
that are drawn by the `object_mode` including `wireframe` draw type
non-anti-aliased.
The offscreen buffers will be constructed based on the user setting for
viewport multisampling (`U.ogl_multisamples`). The same setting will
also be used when previewing scene strips in the sequencer. For now
this only improves wireframe drawing in the scene strips. To improve the
Anti aliasing in the scene strips we need to get finer control in the
draw manager. This will be part of a different patch I am preparing.
Please note that this patch also cleansup some unused code in the offscreen rendering (FSAA code was still existing, but never called)
Reviewed By: brecht
Maniphest Tasks: T64849
Differential Revision: https://developer.blender.org/D4907
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- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
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- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
DNA_view3d_types: Due to this FSAA always kicked in making the
rendering slow.
- Removed `Texture Solid` and `DOF`.
- Now when chosing Solid rendering the settings
of the original scene is used.
- Added a global override to use scene specific shading. In the
Future we will need to enhanced this so user can change the
settings.
- Added support for LookDev. LookDev crashed as it needed the
`evil_C` what was not set
- LookDev mode will always show the scene + world lights.
Reviewed By: brecht, fclem
Maniphest Tasks: T62517
Differential Revision: https://developer.blender.org/D4738
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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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Patch by Shinsuke Irie.
* * *
Note from reviewer/committer (dfelinto):
OpenGL render from the VSE preview window is working, while the VSE
preview window itself does not show stereo.
That said the patch is ok, and I was able to test that the VSE preview
OpenGL still works. I will tackle VSE preview itself separately myself.
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This code was used only in annotations.
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The render was using the old grease pencil code and not the new annotation code for render.
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Mostly functions wrapping args, not confirming to our style guide.
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