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In most cases the undo system was loading undo steps twice.
This was needed since some undo systems (sculpt, paint, text)
require stepping out of the current undo step.
Use a flag to limit this to the undo systems that need it.
This improves performance for other undo systems.
This gives around 1.96x speedup in edit-mesh for high-poly objects.
Reviewed by: mont29
Ref D11893
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Move `eUndoStepDir` to `BKE_undo_system.h` and use its values
everywhere.
Note that this also introduce the `STEP_INVALID` value in that enum.
Finally, kept the matching struct members in some lower-level readfile
code as an `int` to avoid having to include `BKE_undo_system.h` in a lot
of unrelated files.
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We will soon need more options here, sinmpler and cleaner to use a
bitflag then.
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Note that this is fairly fragile still, especially in cases like paint
cureve undo, which actually does not use context in most cases (and can
be called with a NULL context), but do need it in one case. This will
need a proper rework at some point.
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`use_context_for_encode` was not properly set regarding actual `encode` code for a few types.
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Rename it to mark it is only for `encode` callbacks, fix `encode`
callback of text undo to early fail in case it gets a NULL context, add
an assert to `BKE_undosys_step_push_with_type` that context is not NULL
when undotype requires a valid one.
Note that in practice this should not change anything, currently it
seems that we always get a valid context in
`BKE_undosys_step_push_with_type`?
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Unmatched ED_image_undo_push_{begin/end},
add doc-strings noting why this is needed.
Thanks to @Baardaap for the initial fix.
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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Functionality here has become confusing over time,
this removes duplicate, similar functions, preferring to set the mode
instead of toggle, enter, exit.
Mode switching utility function behaved differently regarding undo,
'ED_object_mode_toggle' for example didn't skip the undo push
where 'ED_object_mode_set' did.
Some callers chose these functions based on the intended undo behavior,
even when toggling didn't make sense.
There was also ED_object_mode_generic_enter which was similar to
ED_object_mode_set, instead of the reverse of ED_object_mode_generic_exit.
Simplify object mode switching internals:
- Replace ED_object_mode_generic_enter with ED_object_mode_set.
- Remove ED_object_mode_toggle as nearly all callers needed to check
the current mode so toggling would set the mode argument correctly.
- Use ED_object_mode_set for the object mode switching operator
to simplify logic.
- Add ED_object_mode_set_ex which has an argument to disable undo,
needed when loading undo data needs to set the mode.
- Remove unused ED_object_mode_exit.
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This helped to go beyond the 4GB limit, but is no longer relevant for 64 bit.
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Caused by rB2bf4c74130ff.
For undo, the ImageUser's scene should be NULL (see D7022 for
discussion).
PaintTiles were already doing it beforehand in ED_image_paint_tile_push,
but Image ops [scale/invert] are calling
ED_image_undo_push_begin_with_image directly.
Now actually set the UndoImageHandle iuser.scene to NULL (rather than
asserting)
ref T75675
Maniphest Tasks: T75675
Differential Revision: https://developer.blender.org/D7435
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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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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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Caused by the introduction of UDIM (rBc30d6571bb47).
We need to make sure the tiles ImageUser is set up correctly [especially
the framenr], otherwise BKE_image_acquire_ibuf() and friends will fail
to find the correct ImBuf.
Also instead of initializing a minimal BKE_imageuser_default, now use
an appropriate ImageUser if avaliable and pass this around (instead of
just the tile_number). 2D painting can reuse the Image Editor ImageUser,
for 3D painting we still rely on a default ImageUser in most places, but
at least set the framenr correctly].
This also fixes crashes when doing image operations such as inverting or
resizing on images in a sequence in the Image Editor.
This also fixes color sampling (S) from the 3DView going wrong for image
sequences (would fallback to OpenGL sampling because an ImBuf could not
be found).
Maniphest Tasks: T74425
Differential Revision: https://developer.blender.org/D7022
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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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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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Avoid mixing up pixel/tile location.
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Error from 151cc02b6f823
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This also resolves the (unlikely) issue of undo having uninitialized
zbuf data, now it's cleared instead.
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Masks are now temporary, not part of the persistent undo tiles.
Now they're always freed after the stroke.
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Clearer because they're no longer the same as undo tiles.
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This isn't just used for painting.
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