Age | Commit message (Collapse) | Author |
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- deduplicate timecode_simple_string from image.c
- replace V2D_UNIT_SECONDSSEQ with V2D_UNIT_SECONDS
- avoid possible buffer overflow bugs (sprintf -> BLI_snprintf)
- remove option not to use timecode and split into 2 functions
Patch D227 by Andrew Buttery with own refactoring.
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No functional changes just creepy to send rather huge structure by value.
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Made it so scopes image buffer is displayed without any additional scale
applied on them,
Further tweaks are possible here, but that i'd consider a TODO.
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Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
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Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.
TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
using before.
- Currently CPU and GPU dithering used different
implementation. Ideally we need to use the same
dither in CPU.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D58
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Currently supports only two modes:
- Show alpha channel of the mask
- Multiply footage by the mask, which will give
you final-looking combined image.
TODO: Currently rasterization happens on every
redraw, need to cache rasterized mask
somewhere to make redraw more realtime.
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cancelled before the job, causing invalid access to op->reports in the job thread.
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BLI_testextensie_glob every time in the file selector with a blank string.
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of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
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they are equal.
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sequencer now draw such that a strip that spans this time is contained just
between these lines.
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It's now default to 2D textures, and no AUTO mode at this
moment, since detecting which method is the best not so
simple.
Image drawing could manually be switched to GLSL for tests
and feedback, but for default GLSL is not so much great.
Reason of this is huge images, where operations like panning
becomes dead slow comparing GLSL vs. 2D texture.
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Sequencer was always trying to do GLSL color space
conversion, not respecting user settings at all.
This failed a lot when RGB curves a used in color
management settings.
Now sequencer will fallback if GLSL can not be used
and will also respect user settings (however, draw
pixels are not supported, sequencer always uses 2D
textures).
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- Sequencer preview was clamping float buffers
- ACES color space wasn't correct, was noticeable when
applying display processor from linear space to display.
- Extended sRGB LUT to sRGBf from nuke-default config.
Makes sequencer behave much better in sRGB space.
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for more editors: timeline, graph, action, NLA, sequencer, image, clip.
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Now only background images remained to be ported. Plus implement
GLSL for dithering and RGB curves.
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Sequencer histogram was calculating still badly, now it uses a per-color
component counter to calculate the levels (instead of counter for all)
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The Scopes and Histogram (Image editor, Sequencer) were not updating on
changes in color or display settings.
- Missing notifiers for refreshing
- Missing code to draw correct for managed byte buffers.
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- Scopes in Sequencer were not drawing OK (drawing code assumed alpha)
- Histogram in Sequencer now uses same formula to quantify R G B as the
other histogram in Blender (per channel).
I seriously thought of dropping this, and add the same sidebar here as we
have for Image window. However, what stops me is that current code is
very optimized, and has OMP hints.
Will check instead on cleaner drawing here now.
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Main purpose of this is to be more compatible with older
versions of blender (before alpha cleanup) where sequencer
used to display premultiplied image on an straight opengl
viewport.
Now sequencer preview would behave closer to image editor
However adding Alpha and R|G|B displays is not so simple
because sequencer is using 2D textures. Would be nice to
implement this options as well, but this is not so much
important IMO.
This hall fix
- #34453: VSE: Subtract function does not work properly
TODO: Make RGBA display default for our startup.blend
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Issue was caused by a fix for rendered sequencer preview mode, which
will likely conflict with compositor job. Made it so compositor job
will be killed when sequencer uses rendered preview.
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This is actually a bit arbitrary decision and mainly it preserves
compatibility with how images were displaying in previous releases.
In fact, we actually would need to think about configurable backdrop
color and blending mode to be used for display in RGB mode.
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Issue was caused by preview job starting just moment before
sequencer starts rendering. This lead to threading conflicts
since renderer itself is not thread-safe.
Now all preview jobs would be killed before sequencer starts
rendering stack when final render for preview is enabled.
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also don't draw grease pencil over scopes.
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With the view3d 'Render Only' option, grease pencil wouldn't draw, but for OpenGL render it did.
Since grease pencil can be very useful in opengl renders, enable grease pencil drawing with 'Render Only' option in the viewport,
and add a checkbox in the grease pencil header not to draw (unchecking each layer is annoying and applies to all spaces).
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Was own regression when was solving conflict between sequencer preview
and compositor jobs. Made it so now only compositor jobs are being
killed from sequencer preview.
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There were two issues in scene strip rendering:
- It will skip rendering if scene doesn't have camera but uses compositor
- G.is_break will cancel preview rendering
Also removed Use Sequencer from scene's strip settings, it's not supported.
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Sequencer recursion was never actually supported and only gives lots of
issues. Disabled it now, so users are not getting confused by semi-working
stuff.
Also made a correction to rendered sequencer preview, so now using scene
strip in it's own sequencer will work properly (it produced black frames
before).
This required killing compositor jobs since they could be using the same
render result as renderer called from sequencer uses.
Small improvements could be:
- Add slight delay before compositor job starts handling nodes so killing
this job would be fast
- Tag compositor to be updated after preview was fully rendered.
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also fix minor error in MOD decimate when the modifier did nothing the reported face count would be wrong.
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- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
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mouse (grab tool)
The issue was caused by SEQ_BEGIN macro modifying sequence's depth
which ruined transformation routines. Used own DFS instead which
doesn't modify sequences.
Also corrected some typos in api and comments.
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Color management would be applied on both of float and byte buffers on image
save in cases if file format doesn't require linear float buffer and if image
is saving as render result.
This solves both initial report issue and TODO marked in previous fix.
Also de-duplicated image buffer color managing code and gave some more
meaningful names for few functions. Also wrote documentation around this
function, so current assumptions about spaces should be clear enough.
Made regression tests by saving EXR/PNG images to all supported format and
rendering OpenGL/Normal animation, in all cases seems everything is fine,
but more tests for sure would be welcome.
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Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
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support.
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- running undo with metastrips would crash immediately.
- freeing a strip without a scene would crash (clipboard does this).
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Behaves in exactly the same way as image editor's color sampling.
Would be nice to display color managed color too, but that's for tomato branch.
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