Age | Commit message (Collapse) | Author |
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The parameter name was inconsistent between declaratation
and implementation.
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This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.
By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.
However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.
Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.
Reviewed By: Julian Eisel, Clément Foucault
Differential Revision: http://developer.blender.org/D9842
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While trying to get Blender 2.93.x LTS to build fine on all release architectures in Debian, I noticed that the misleading use of "mips" as integer variable caused problems when compiling on mips64el. The patch should fix the issue.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12194
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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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To solve this, the unproject code was redone in order to simplify and optimize.
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rBfb87d236edb7 made the values returned by `projmat_dimensions` more
standardized following the documentations. But the functions in Blender
that called `projmat_dimensions` followed a proposal that these values
corresponded to a distance of 1m of clip.
Adjust these functions to follow the new algorithm.
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This patch fixes an issue with missing faces when assigning a material slot other than the first to faces on AMD TAHITI cards. Refer to T78390 and T74024 for a description of this issue.
This patch also incorporates fix from T78390 for KAVERI.
{F9029258}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9305
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limit
The crash happens because `GPU_offscreen_create` is called with `err_out` `NULL`.
This patch proposes a solution within the `GPU_offscreen_create` itself
and raises an error report in the interface if a menu is called with
dimensions beyond what is supported.
Ref T89782
Maniphest Tasks: T89782
Differential Revision: https://developer.blender.org/D11927
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This makes node trees with long links that cross other nodes easier to work with.
Dimmed links will be ignored by various modal operators like cut and reroute insertion.
Differential Revision: https://developer.blender.org/D11813
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This shows the text as part of the assertion message.
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During initialization of the platform a debug message is generated and
interpreted by de callback. Here the platform is checked what requires
an initialized platform.
Fixed by giving the platform check less priority in the check.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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- Added functions to check if the cursor is at a number.
- Added function to parse a number.
- Joined skip_separator functions.
- Added function to check if cursor is at any given set of characters.
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During development a test was disabled. Enabling it again.
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AMD Drivers didn't report an additional space in the rendered. This made
testing for the HQ workaround fail and the issue appeared back on
certain cards.
This fix will test with surrounding spaces or if the renderer name
endswith the given string. If any of these are the case the hq normals
workaround will be enabled.
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Old implementation has a single parser of many different
formats. With the introduction of Vulkan this would lead
to another parser in the same function. This patch
separates the log parsing using a visitor pattern so the
log parsing can be configured per GPU backend or even
per driver.
With Vulkan we manage the compiler our self so the parsing
will become more straight forward. The OpenGL part depends
on many factors (OS, Driver) and perhaps even GPU.
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Current compiler log parser is to complex to follow. Moving it to its
own compile unit before refactoring.
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Shader doesn't have any shader code. Requesting the shader
would crash blender. Solved by removing the enum_value.
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Adding compiler test (does it compile?) test for all builtin shaders.
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In preparation of supporting vulkan. Draw/GPU tests should use
GPU_TEST or DRAW_TEST macros. These macros will run the test
on available drawing context backends like OpenGL or Vulkan.
As in master there is only an OpenGL backend nothing changed.
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* Mark either all or no class methods with override
* Don't use zero sized array since it has a different size in C and C++.
Using a little more memory here is not significant.
* Don't use deprecated mechanism to mark private GSet members in clang
just like we don't for MSVC, it warns even for simple zero initialization.
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Currently the emboss is only fading on left side of the widget,
resulting in the emboss extending vertically on the right side
and ending abruptly. This patch fixes this by also fading the
emboss on the right side and making it symmetric.
Differential Revision: https://developer.blender.org/D10810
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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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One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.
Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.
The benefit is most evident on hardware with fewer cores.
This is the result on an 4-core laptop:
||before:|after:
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|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Differential Revision: https://developer.blender.org/D11558
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This is an adaptation of {D11488}.
A disadvantage of manually setting the iter ranges per thread is that
we don't know how many threads are running in the background and so we
don't know how to best distribute the ranges.
To solve this limitation we can use `parallel_reduce` and thus let the
driver choose the best distribution of ranges among the threads.
This proved to be especially beneficial for computers with few cores.
**Benchmarking:**
Here's the result on an 4-core laptop:
||master:|PATCH:
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|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Here's the result on an 8-core PC:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS
||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms)
|large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS
||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms)
|looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS
||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms)
|subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS
||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms)
||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms)
|subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS
||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms)
|subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS
||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms)
**Notes:**
- The improvement can only be noticed if all extracts are multithreaded.
- This patch touches different areas of the code, so it can be split into another patch if the idea is accepted.
These screenshots show how threads behave in a quadcore:
Master:
{F10164664}
Patch:
{F10164666}
Differential Revision: https://developer.blender.org/D11558
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Current index builder is designed to be used in a single thread.
This makes all index buffer extractions single threaded.
This patch adds a thread safe solution enabling multithreaded
building of index buffers.
To reduce locking the solution would provide a task/thread local
index buffer builder (called sub builder).
When a thread is finished this thread local index buffer builder
can be joined with the initial index buffer builder.
`GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The
index list is shared between the parent and sub buffer, but the
counters are localized. Ensuring that updating counters would
not need any locking.
`GPU_indexbuf_subbuilder_finish`: merge the information of the
sub builder back to the parent builder. Needs to be invoked outside
the worker thread, or when sure that all worker threads have been
finished. Internal the function is not thread safe.
For testing purposes the extract_points extractor has been migrated to
the new API. Herefore changes to the mesh extractor were needed.
* When creating tasks, the task number of current task is stored in
ExtractTaskData including the total number of tasks.
* Adding two functions in `MeshExtract`.
** `task_init` will initialize the task specific userdata.
** `task_finish` should merge back the task specific userdata back.
* adding task_id parameter to the iteration functions so they can
access the correct task data without any need for locking.
There is no noticeable change in end user performance.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11499
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This reverts commit 43464c94f4def8689dd99a9e459f5ff77420d27b.
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