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Since rB329b4c3363e4 a texture preview is not rendered through the
preview.blend and a renderengine anymore [unlike materials etc.]
Alpha wasnt handled in that commit, take that into account now.
sidenote: not sure if we should be looking into drawing alpha with a
checkerboard in the background for texture previews (see texture
previews elsewhere)?
sidenote 2: might also be good to document where the "calculate" and
"invert" alpha options are still used? [looks a bit inconsistent:
compositor uses it, Image Editor as well as Render Engines dont?]
Maniphest Tasks: T77356
Differential Revision: https://developer.blender.org/D7929
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Previously this would be enabled when threads were used, but threads are now
basically always in use so there is no point. Further, this is only needed for
guarded allocation with --debug-memory which is not performance critical.
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This helped to go beyond the 4GB limit, but is no longer relevant for 64 bit.
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Adding recursive scenes has been disabled, but old files still can be opened.
Add check if scene will render itself.
Opening such file will produce warning on open and error on running render.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7562
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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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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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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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Part of T74432.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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Modify the view layer add operator (and underlying `BKE_view_layer_add`)
to allow for copying the current view layer, as well as adding a new one
but with all LayerCollections disabled by default (this is important for
heavy scenes where currently adding view layers can take a long time due
to enabling every collection by default).
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6862
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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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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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While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.
There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).
For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.
Differential Revision: https://developer.blender.org/D7051
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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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- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix
for functions that operate on Object and ID types.
- Use '_len' suffix for length (matching BLI naming).
- Use '_p' suffix for functions that return a pointer to values
where the value would typically be returned.
Functions renamed:
- BKE_object_material_resize was BKE_material_resize_object
- BKE_object_material_remap was BKE_material_remap_object
- BKE_object_material_remap_calc was BKE_material_remap_object_calc
- BKE_object_material_array_p was BKE_object_material_array
- BKE_object_material_len_p was BKE_object_material_num
- BKE_id_material_array_p was BKE_id_material_array
- BKE_id_material_len_p was BKE_id_material_num
- BKE_id_material_resize was BKE_material_resize_id
- BKE_id_material_append was BKE_material_append_id
- BKE_id_material_pop was BKE_material_pop_id
- BKE_id_material_clear was BKE_material_clear_id
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editmode
This was already supported in "Select" & "Deselect" but not in "Assign".
So similar to rB6b39dc7672eb, we now check if the material corresponding
to the currently selected material slot is found in other objects
materials and assign this (instead of always assigning their 'own'
actcol).
Maniphest Tasks: T73871
Differential Revision: https://developer.blender.org/D6869
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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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Dear developers remember to set your coding environment to use clang-format.
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Old Name New Name
========= =========
init_def_material BKE_materials_init
BKE_material_gpencil_default_free BKE_materials_exit
test_object_materials BKE_object_materials_test
test_all_objects_materials BKE_objects_materials_test_all
give_matarar BKE_object_material_array
give_totcolp BKE_object_material_num
give_current_material_p BKE_object_material_get_p
give_current_material BKE_object_material_get
assign_material BKE_object_material_assign
assign_matarar BKE_object_material_array_assign
give_matarar_id BKE_id_material_array
give_totcolp_id BKE_id_material_num
assign_material_id BKE_id_material_assign
clear_matcopybuf BKE_material_copybuf_clear
free_matcopybuf BKE_material_copybuf_free
copy_matcopybuf BKE_material_copybuf_copy
paste_matcopybuf BKE_material_copybuf_paste
BKE_material_init_gpencil_settings BKE_gpencil_material_attr_init
BKE_material_add_gpencil BKE_gpencil_material_add
BKE_material_gpencil_get BKE_gpencil_material
BKE_material_gpencil_default_get BKE_gpencil_material_default
BKE_material_gpencil_settings_get BKE_gpencil_material_settings
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- Remove the only_render arg from ED_editors_flush_edits
was only used in one place, the '_ex' version can be used instead.
- Split out the single object version of this function as currently
flushing is being done in-line, often only accounting for edit-mode,
ignoring sculpt mode for e.g.
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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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This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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Remove direct links to Blender binary,
only link to the window manager and rely on indirect links
for everything else.
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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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BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5860
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Extend options are currently stored per curve. This was not clearly
communicated to the user and they expected this to be a setting per
CurveMapping.
This change will move the option from `Curve` to `CurveMapping`. In
order to support this the API had to be changed.
BPY: CurveMap.evaluate is also moved to CurveMapping.evaluate what
breaks Python API. Cycles has been updated but other add-ons have
not. After release of 2.81 we can merge this to master and adapt
the add-ons.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6169
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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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The render view window was never closed actually, just moved behind the
main window. It's properly closed now.
It should also behave more like expected when there already is a
temporary window open (e.g. Preferences).
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