Age | Commit message (Collapse) | Author |
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When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
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Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
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Also replace strncpy+strcat with BLI_string_join
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Rename, add comments, and use flag in the depsgraph to ensure the logic
matches.
Differential Revision: https://developer.blender.org/D15883
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This patch is a cleanup required before refactoring the view layer syncing
process {T73411}.
* Remove FIRSTBASE.
* Remove LASTBASE.
* Remove BASACT.
* Remove OBEDIT_FROM_WORKSPACE.
* Replace OBACT with BKE_view_layer_active_object.
* Replace OBEDIT_FROM_VIEW_LAYER with BKE_view_layer_edit_object.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15799
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This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
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Followup to the previous commit, to display a pin icon in the scene switcher.
This is a good indicator to have and such workspace-wide functionality should
be available in the topbar, close to what it belongs to (scene switching).
Downside is that it makes this already crowded region even more crowded. But
thanks to the use of superimposed icons, it's not too noisy visually.
Differential Revision: https://developer.blender.org/D11890
Reviewed by: Campbell Barton
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8f79fa9c6780 was an attempt to fix this already, but it didn't quite
work. Problem was that the tooltip was messing with the drop-box and
operator properties, setting the name property for its own internal
logic. This name property would then be used rather than the session
UUID to query the material, which gave the wrong material (linking can
result in multiple IDs of the same type with the same name). A followup
commit will further sanitize this.
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917c096be6b9 applied to objects only, this also applies the same fix for
the general 3D View drop operations, e.g. used for dragging materials,
images, worlds, etc.
This is needed to fix T95706, but apparently something else is still
going on. Needs further investigation.
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The operators to handle object drag and drop (from the asset browser,
outliner, etc.) used the object name to find the object to add and
place. This is problematic with linking and/or library overrides, since
this may lead to multiple objects with the same name. So the wrong
object would be used by the drop operators.
Partially fixes T97320. T95706 probably needs the same fix but for
materials.
As a side-effect, the "Name" button won't show up in the Adjust Last
Operation panel anymore. This isn't really useful, and I doubt this was
ever intentionally exposed in the UI.
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Recent cleanups 9a8669ac81b99b2 and 1c790555a02bfc3
incorrectly interpereted the bitfield width syntax as a default
value. Also resolve two other compilation warnings.
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Split 'ED_view3d_cursor_snap_data_get' into 'update' and 'get' functions
Sometimes we just want to update and sometimes we just get the result.
Make it clear.
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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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Ref T97444.
Differential Revision: https://developer.blender.org/D14700
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This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.
Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.
In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.
A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.
{F12953989}
In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).
Reviewed By: brecht
Maniphest Tasks: T96709
Differential Revision: https://developer.blender.org/D14455
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Makes it possible to toggle instancing via the "Adjust Last Operation"
panel after dropping a collection asset into the viewport.
A design task that puts this into more context is pending still, but
this is a useful option to have either way.
Differential Revision: https://developer.blender.org/D14507
Reviewed by: Bastien Montagne
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Activating a gizmo used the windows eventstate which may have values
newer than the event used to activate the gizmo.
This meant transforms check for the key that activated transform
could be incorrect.
Support passing an event when calling operators to avoid this problem.
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This adds initial support for edit mode for the experimental new curves
object. For now we can only toggle in and out of the mode, no real
interraction is possible.
This patch also adds empty menus in edit mode. Those were added mainly
to quiet warnings as the menus are programmatically added to the edit
mode based on the object type and context.
Ref T95769
Reviewed By: JacquesLucke, HooglyBoogly
Maniphest Tasks: T95769
Differential Revision: https://developer.blender.org/D14136
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This adds the boilerplate code that is necessary to use the tool/brush/paint
systems in the new sculpt curves mode.
Two temporary dummy tools are part of this patch. They do nothing and
only serve to test the boilerplate. When the first actual tool is added,
those dummy tools will be removed.
Differential Revision: https://developer.blender.org/D14117
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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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Only one of the four renders was being stopped.
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The view3d_edit.c file is already getting big (5436 lines) and mixes
operators of different uses.
Splitting the code makes it easier to read and simplifies the
implementation of new features.
Differential Revision: https://developer.blender.org/D13976
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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 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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bda9e4238a07a72c26598ea9025e00f6ca896750 changed smooth-view
not to redraw when there were no changes made.
Redrawing is needed for repositioning the cursor.
Subscribe to changes to the 3d cursor to ensure all view ports
are updated (not just the current one).
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Ref T92709
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The old code did not work when there were multiple ids with
the same name (which can happen when ids are linked in).
The solution is to use the session ids instead. Those are different
even when two ids have the same name.
Differential Revision: https://developer.blender.org/D11116
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Drop-boxes should act on the context determined through the exact cursor
location. There should be no need to override that, basically by the
nature of how drop-boxes work.
So Campbell and I agreed on removing this.
If we wanted to support it, we'd have to restore the operator context
when drawing drop-boxes, see
https://developer.blender.org/T92501#1247581.
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`CTX_data_selected_objects()` returns a `ListBase` of
`CollectionPointerLink`, not `PointerRNA`. This caused an alignment
issue, resulting in `owner_id == NULL` reported in T92507. Correcting
the pointer type fixed this.
In the end, the same pointer is used as before this commit, but the way
it is obtained is actually correct.
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The location of a linked object isn't editable, or at least it will be reset
when reloading the file. So the drag & drop shouldn't even pretend like this
would work, so disable the snapping of the object and the bounding-box to show
the snapped object location while dragging.
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When the Asset Browser import type was set to "Link", after dragging in an
object asset the object wouldn't actually appear in the viewport. Do the same
depsgraph tagging (and TODO comment) as the `OBJECT_OT_add_named` operator,
which does similar things.
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When dragging in an object from an external asset library from the Asset
Browser, the Outliner wouldn't update.
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When dropping asset objects, place them under the mouse-cursor
along with any other objects they link in.
Ref D12935
Reviewed By: Severin
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Make it possible to run `ASSET_OT_mark` and `ASSET_OT_clear` operators from
the 3D Viewport. There is no menu entry, just compatibility with pressing
F3 and executing the operators from the operator search.
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Refactor `view3d_context()` to use early `return`s instead of a bundle of
`if`/`else if`/`else`, some of which had `return`s and some not.
No functional changes.
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Use explicit enum values instead of returning 0/1 from `view3d_context()`.
No functional changes.
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`view3d_context()` would return `-1` ("found but not available") when
fetching the context dir. This is incorrect; it should return 1 ("ok").
This is a semantic change in preparation of further cleanup of the code.
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The matrix and location were not being calculated in this case.
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The benefit of a flat array in this case is small and limiting, so use a linklist.
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3 is a small amount as each viewport creates a gizmo that creates its own state
Now if the state is not created, the gizmos use the last state.
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The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.
Maniphest Tasks: T90198
Differential Revision: https://developer.blender.org/D12912
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