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This patch adds the drag and drop strip previews in the VSE.
It also adds two new functions to the drag and drop API.
1. "draw_in_view" for callbacks that wants to draw elements in local viewport coordinates
2. "on_drag_start" that can be used for prefetching data only once at the start of the drag.
Reviewed By: Julian, Campbell
Differential Revision: http://developer.blender.org/D14560
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Add blank lines after file references to avoid them being interpreted as
doc-strings the following declarations.
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Now the mouse cursor will exactly follow the tilt/scale sliding area.
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Was a mistake in coordinate handling: need to take possible offset
from the sliding area.
Mouse us still not fully perfectly follows changes of the tilt slide
area, but that is a separate issue.
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Mainly -Wset-but-unused-variable.
Makes default compilation on macOS way less noisy.
Differential Revision: https://developer.blender.org/D14357
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The performance issue was noticeable when tracking a lot of tracks
which are using keyframe pattern matching. What was happening is that
at some cache gets filled in and the furthest away frame gets removed
from the cache: the frame at marker's keyframe gets removed and needs
to be re-read from disk on the next tracking step.
This change makes it so frames at markers' keyframes are not removed
from cache during tracking.
Steps to easily reproduce:
- Set cache size to 512 Mb.
- Open image sequence in clip editor
- Detect features
- Track all markers
Originally was reported by Rik, thanks!
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So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
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This is needed since 4d0f846b936c9101ecb76a6db962aac2d74a460a
however change in the operator instead of the event handler is correct,
as accepting a press event should suppress drag events unless
the pass-through flag is set.
This is how select & tweak already works.
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Some collections needed to be iterated over to count their length.
Provide a function to check if the collection is empty to avoid this.
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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
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Use the ID.recalc flag to detect when updates after frame-change is
needed. Since comparing the last calculated frame doesn't take undo into
account (see code-comment for details).
`ID_RECALC_AUDIO_SEEK` has been renamed to `ID_RECALC_FRAME_CHANGE`
since this is not only related to audio however internally this flag is
still categorized in `NodeType::AUDIO`.
Reviewed By: sergey
Ref D13942
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Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL`
However, the is unnecessary as withen the functions themselves have checks for building without internationalization.
This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary.
Reviewed By: mont29, LazyDodo
Differential Revision: https://developer.blender.org/D13929
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During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
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This change applies only for automatic proxy building, when strip
is added to timeline. Manual building process is not affected.
Don't build proxy file if movie is already fast enough to seek.
To determine seek performance, check if whole GOP can be decoded
in 100 milliseconds.
To consider some variation in GOP size, large number of packets are
read, assuming that each packet will produce 1 frame. While this is not
technically correct, it does give quite accurate estimate of maximum GOP
size.
This test will ensure consistent performance on wide array of machines.
Check should be done in order of few milliseconds.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11671
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This reverts commit 948211679f2a0681421160be0d3b90f507bc0be7.
This commit introduced some regressions in the test suite.
As this change is a core part of blender Bastien and I decided to revert
it as the solution isn't clear and needs more investigation.
The following tests FAILED:
62 - blendfile_liblink (SEGFAULT)
63 - blendfile_library_overrides (SEGFAULT)
It fails in (id_us_ensure_real)
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During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
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Space clip depends on DNA now so that it can access offsets.
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This is my attempt of adding defaults for the space clip editor struct
(in line with https://developer.blender.org/T80164).
It adds the default allocation for `SpaceClip` and
`node_composite_movieclip.cc`. This also solves the error below (for
C++ files using the DNA_default_alloc), which was put forward by
Sergey Sharybin.
Differential Revision: https://developer.blender.org/D13367
Reviewed by: Julian Eisel
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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The frame indicator/controller is not displayed when in the Graph or Dopesheet view of the Movie Clip Editor
To solve this we could call the function ED_time_scrub_draw_current_frame in clip_draw_dopesheet_main and graph_region_draw in space_clip.c
Reviewed By: jbakker
Maniphest Tasks: T91160
Differential Revision: https://developer.blender.org/D12659
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Also add groups in some files.
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Use "filepath" which is the current convention for naming full paths.
- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
used for the name component of a path (without the directory).
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Ref T92709
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All `ARegion` variables should be called `region` unless there is
a good reason not to, since that is the convention.
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Issue introduced in {7e66616b7e15} where the shader was replaced with a
2d image shader. This patch reverts several commits that removed the 3d
image shader.
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Use arrays for wmEvent coordinates, this quiets warnings with GCC11.
- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.
There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.
Reviewed By: campbellbarton, Severin
Ref D12901
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No functional change.
The shader is complicated by itself, having hardcoded values makes it
even more cryptic.
I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.
Differential Revision: https://developer.blender.org/D12615
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- Bend (Transform).
- Extrude to Cursor.
- Lasso Select (related operators such as node-cut links, mask.. etc).
- Rip Mesh / UV's.
- Vertex/Edge Slide.
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Having settings such as "extend" saved between executions causes
keymaps that don't include this setting to remember the value
between execution.
No longer store this setting for selection operations & remove
redundant values from the key-maps, see: T90275.
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ID data-blocks that could be accessed from Python and weren't freed
using BKE_id_free_ex did not release the Python reference count.
Add BKE_libblock_free_data_py function to clear the Python reference
in this case.
Add asserts to ensure no Python reference is held in situations
when ID's are copied for internal use (not exposed through the RNA API),
to ensure these kinds of leaks don't go by unnoticed again.
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This makes the internal naming consistent with the public API. And also gives
us a visibility_flag rather than restrictflag that can be extended with more
flags.
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Originally the operator name was drawn next to the dragging content.
After that there was an option to add custom, static text with the
dragging content. This patch allows dynamic text to be drawn.
The custom text was implemented as out parameter of the poll function
what made the code unclear. This patch introduces a tooltip function
that separates tooltip generation from the poll function.
NOTE: the text should always be returned in its own memory block. This
block will be freed after it is copied in the drag struct.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12104
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Add overlay option to disable grid drawing.
Reuse drawing code from other editors (timeline editor)
Add argument `display_minor_lines` to function
`UI_view2d_draw_lines_x__discrete_frames_or_seconds`
This way minor line drawing can be disabled and so it doesn't cause
too much visual noise. Also spacing seems to be too fine, so VSE uses 3x
what is defined in preferences.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D11790
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This shows the text as part of the assertion message.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
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These were limited to obvious cases. Some less obvious cases
were kept as refactoring might make them necessary in future.
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Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
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Event though in practice this wasn't causing problems as the fixed size
buffers are generally large enough not to truncate text.
Using the result from `snprint` or `BLI_snprintf` to step over a fixed
size buffer allows for buffer overruns as the returned value is the size
needed to copy the entire string, not the number of bytes copied.
Building strings using this convention with multiple calls:
ofs += BLI_snprintf(str + ofs, str_len_max - ofs);
.. caused the size argument to become negative,
wrapping it to a large value when cast to the unsigned argument.
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The tooltips for the tracker buttons were all equal (because they all
use the same operator).
This adds the `get_description` operator callback to the
`CLIP_OT_track_markers` operator and returns a more descriptive
tooltip for the different buttons.
Reviewed By: mont29
Maniphest Tasks: T87983
Differential Revision: https://developer.blender.org/D11145
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The issue was caused by the prefetch code having LOCK_MOVIECLIP lock
acquired while reading frames from the movie files. The need of the
lock was coming from the fact that `clip->anim` can not be accessed
from multiple threads, so that was guarded by a lock. The side effect
of this lock was that the main thread (from which drawing is happening)
did not have any chance passing through it in the cache code because
the prefetch happens so quickly.
The solution is to create a local copy of the clip with its own
anim handler, so that read can happen without such lock.
The prefetch is slower by an absolute number in seconds (within 10%
in tests here), but it is interactive now.
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In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
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