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2022-09-24Cleanup: simplify accessing mesh looptrisJacques Lucke
2022-09-23Mesh: Move edge crease out of MEdgeHans Goudey
This is very similar to D14077. There are two differences though. First is that vertex creases are already stored in a separate layer, and second is that we can now completely remove use of `Mesh.cd_flag`, since that information is now inherent to whether the layers exist. There are two functional differences here: * Operators are used to add and remove layers instead of a property. * The "crease" attribute can be created and removed by geometry nodes. The second change should make various geometry nodes slightly faster, since the "crease" attribute was always processed before. Creases are now interpolated generically in the CustomData API too, which should help maintain the values across edits better. Meshes get an `edge_creases` RNA property like the existing vertex property, to provide more efficient access to the data in Cycles. One test failure is expected, where different rounding between float the old char storage means that 5 additional points are scattered in a geometry nodes test. Differential Revision: https://developer.blender.org/D15927
2022-09-17Cleanup: spelling, punctuation & repeated words in commentsCampbell Barton
2022-09-09Mesh: Move bevel weight out of MVert and MEdgeHans Goudey
As described in T95966, the goal is to move to a "struct of arrays" approach rather than gathering an arbitrary set of data in hard-coded structs. This has performance benefits, but also code complexity benefits (this patch removes plenty of code, though the boilerplate for the new operators outweighs that here). To mirror the internal change, the options for storing mesh bevel weights are converted into operators that add or remove the layer, like for some other layers. The most complex change is to the solidify modifier, where bevel weights had special handling. Other than that, most changes are removing clearing of the weights, boilerplate for the add/remove operators, and removing the manual transfer of bevel weights in bmesh - mesh conversion. Eventually bevel weights can become a fully generic attribute, but for now this patch aims to avoid most functional changes. Bevel weights are still written and read from the mesh in the old way, so neither forward nor backward compatibility are affected. As described in T95965, writing in the old format will be done until 4.0. Differential Revision: https://developer.blender.org/D14077
2022-09-08Cleanup: Use C++ methods to retrieve attribute accessorsHans Goudey
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point cloud versions with methods on the `Mesh` and `PointCloud` types. This makes them friendlier to use and improves readability. Differential Revision: https://developer.blender.org/D15907
2022-09-07Cleanup: Tweak naming for recently added mesh accessorsHans Goudey
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
2022-09-05Mesh: Remove redundant custom data pointersHans Goudey
For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-08-31Mesh: Move material indices to a generic attributeHans Goudey
This patch moves material indices from the mesh `MPoly` struct to a generic integer attribute. The builtin material index was already exposed in geometry nodes, but this makes it a "proper" attribute accessible with Python and visible in the "Attributes" panel. The goals of the refactor are code simplification and memory and performance improvements, mainly because the attribute doesn't have to be stored and processed if there are no materials. However, until 4.0, material indices will still be read and written in the old format, meaning there may be a temporary increase in memory usage. Further notes: * Completely removing the `MPoly.mat_nr` after 4.0 may require changes to DNA or introducing a new `MPoly` type. * Geometry nodes regression tests didn't look at material indices, so the change reveals a bug in the realize instances node that I fixed. * Access to material indices from the RNA `MeshPolygon` type is slower with this patch. The `material_index` attribute can be used instead. * Cycles is changed to read from the attribute instead. * BMesh isn't changed in this patch. Theoretically it could be though, to save 2 bytes per face when less than two materials are used. * Eventually we could use a 16 bit integer attribute type instead. Ref T95967 Differential Revision: https://developer.blender.org/D15675
2022-08-16Cleanup: some refactoring in mapped mesh extractionBrecht Van Lommel
* Flip the logic to first detect if we are dealing with an unmodified mesh in editmode. And then if not, detect if we need a mapping or not. * runtime.is_original is only valid for the bmesh wrapper. Rename it to clarify that and only check it when the mesh is a bmesh wrapper. * Remove MR_EXTRACT_MAPPED and instead check only for the existence of the origindex arrays. Previously it would sometimes access those arrays without MR_EXTRACT_MAPPED set, which according to a comment means they are invalid. Differential Revision: https://developer.blender.org/D15676
2022-06-14Fix T98813: crash with GPU subdiv in edit mode and instanced geometryBrecht Van Lommel
Instancing with geometry nodes uses just the evaluated Mesh, and ignores the Object that it came from. That meant that it would try to look up the subsurf modifier on the instancer object which does not have the subsurf modifier. Instead of storing a session UUID and looking up the modifier data, store a point to the subsurf modifier runtime data. Unlike the modifier data, this runtime data is preserved across depsgraph CoW. It must be for the subdiv descriptor contained in it to stay valid along with the draw cache. As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime data, reducing memory usage for meshes not using subdivision surfaces. Also fixes T98693, issues with subdivision level >= 8 due to integer overflow. Differential Revision: https://developer.blender.org/D15184
2022-06-05Cleanup: Move remaining mesh draw code to C++Hans Goudey
After this commit, all mesh data extraction and drawing code is in C++, including headers, making it possible to use improved types for future performance improvements and simplifications. The only non-trivial changes are in `draw_cache_impl_mesh.cc`, where use of certain features and macros in C necessitated larger changes. Differential Revision: https://developer.blender.org/D15088
2022-05-11Cleanup: fix compiler warnings on macOSLoren Osborn
Differential Revision: https://developer.blender.org/D14917
2022-04-27Fix T96434: bad performance with viewport statistics and GPU subdivisionKévin Dietrich
The subdivision is always recomputed on the CPU when displaying stats if the mesh is animated which leads to bad performance. This caches the subdivision topology counters from the draw code in the mesh runtime and uses them for the viewport statistics. Differential Revision: https://developer.blender.org/D14774
2022-04-27Fix T96327: data transfer crash with GPU subdivisionKévin Dietrich
The crash is caused as the subdivision wrapper does not have loop normals, which are generally computed at the end of the modifier stack evaluation via `mesh_calc_modifier_final_normals`. (Note that they are initially computed, but deleted by the subdivision wrapper creation.) This records in the mesh runtime whether loop normals should have been computed and computes them alongside the subdivision wrapper. Differential Revision: https://developer.blender.org/D14489
2022-04-27Fix T96283: last disabled subsurf is used for GPU subdivisionKévin Dietrich
When more than one, consecutive, subdivision modifier is used on a Mesh, the last subsurf modifier is used for GPU subdivision even though it might be disabled. This is because retrieving the last subsurf modifier in the draw code did not check whether the modifier was disabled or not. To fix this, the session UUID of the modifier which delegated evaluation to the GPU code is cached and used in the draw to select the right subsurf modifier. Differential Revision: https://developer.blender.org/D14488
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
The "PROP" in the name reflects its generic status, and removing "LOOP" makes sense because it is no longer associated with just mesh face corners. In general the goal is to remove extra semantic meaning from the custom data types.
2022-04-19Refactor: Move mesh face dot tag out of MVertHans Goudey
Continuing the refactors described in T93602, this commit moves the face dot tag set by the subdivision surface modifier out of `MVert` to `MeshRuntime`. This clarifies its status as runtime data and allows further refactoring of mesh positions in the future. Before, `BKE_modifiers_uses_subsurf_facedots` was used to check whether subsurf face dots should be drawn, but now we can just check if the tags exist on the mesh. Modifiers that create new new geometry or modify topology will already remove the array by clearing mesh runtime data. Differential Revision: https://developer.blender.org/D14680
2022-04-13Cover some DNA files with C++ utility macrosSergey Sharybin
Solves compilation warning with Clang, and moves manipulation with DNA structures to the designed way for C++. The tests and few other places are update to the new code by Jacques. Ref T96847 Maniphest Tasks: T96847 Differential Revision: https://developer.blender.org/D14625
2022-02-22Cleanup: Remove unused mesh dirty flagsHans Goudey
These were only set in two places. One was related to "tessellated loop normal", and the other derived corner normals. The values were never checked though, after 59343ee1627f4c369. The handling of dirty face corner normals is clearly problematic, but in the future it should be handled like the normal layers on the other domains instead. Ref D14154, T95839
2022-02-22Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-22Fix T95839: Data race when lazily creating mesh normal layersHans Goudey
Currently, when normals are calculated for a const mesh, a custom data layer might be added if it doesn't already exist. Adding a custom data layer to a mesh is not thread-safe, so this can be a problem in some situations. This commit moves derived mesh normals for polygons and vertices out of `CustomData` to `Mesh_Runtime`. Most of the hard work for this was already done by rBcfa53e0fbeed7178. Some changes to logic elsewhere are necessary/helpful: - No need to call both `BKE_mesh_runtime_clear_cache` and `BKE_mesh_normals_tag_dirty`, since the former also does the latter. - Cleanup/simplify mesh conversion and copying since normals are handled with other runtime data. Storing these normals like other runtime data clarifies their status as derived data, meaning custom data moves more towards storing original/editable data. This means normals won't automatically benefit from the planned copy-on-write refactor (T95845), so it will have to be added manually like for the other runtime data. Differential Revision: https://developer.blender.org/D14154
2022-02-11File headers: SPDX License migrationCampbell Barton
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
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-20Docs: use doxygen formatting for DNACampbell Barton
Differentiate doc-strings from title/section text. Also use explicit doxygen references to struct members so it's not ambiguous which member is being referenced. Note that these changes aren't complete (some files weren't touched).
2021-12-10Cleanup/Docs: Add comments to Mesh header, rearrange fieldsHans Goudey
Most of the fields in Mesh had no comments, or outdated misleading comments. For example, "BMESH ONLY" referred to the BMesh project, not the data structure. Given how much these structs are used, it should save a lot of time to have proper comments. I also rearranged the fields in mesh to have a more logical order. Now the most important fields come first. In the process I was able to remove 19 bytes of unnecessary padding (31->12). I just had to change a `short` flag to `char`. Differential Revision: https://developer.blender.org/D13454
2021-10-27Revert "Revert "Eevee: support accessing custom mesh attributes""Germano Cavalcante
This reverts commit e7fedf6dba5fe2ec39260943361915a6b2b8270a. And also fix a compilation issue on windows. Differential Revision: https://developer.blender.org/D12969
2021-10-26Revert "Eevee: support accessing custom mesh attributes"Ray Molenkamp
This reverts commit 03013d19d16704672f9db93bc62547651b6a5cb8. This commit broke the windows build pretty badly and I don't feel confident landing the fix for this without review. Will post a possible fix in D12969 and we'll take it from there.
2021-10-26Eevee: support accessing custom mesh attributesKévin Dietrich
This adds generic attribute rendering support for meshes for Eevee and Workbench. Each attribute is stored inside of the `MeshBufferList` as a separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with the GPU shader compilation code. Since `DRW_MeshCDMask` is not general enough, attribute requests are stored in new `DRW_AttributeRequest` structures inside of a convenient `DRW_MeshAttributes` structure. The latter is used in a similar manner as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed, used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in `DRW_MeshAttributes` to prevent too many attributes being used. To ensure thread-safety when updating the used attributes list, a mutex is added to the Mesh runtime. This mutex will also be used in the future for other things when other part of the rendre pre-processing are multi-threaded. `GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for this design. Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors are now handled using this system to avoid to complicate things. In the future regular vertex colors will also use this. From this change, bit operations for DRW_MeshCDMask are now using uint32_t (to match the representation now used by the compiler). Due to the difference in behavior for implicit type conversion for scalar types between OpenGL and what users expect (a scalar `s` is converted to `vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) , all scalar types are using a float3 internally for now, which increases memory usage. This will be resolved during or after the EEVEE rewrite as properly handling this involves much deeper changes. Ref T85075 Reviewed By: fclem Maniphest Tasks: T85075 Differential Revision: https://developer.blender.org/D12969
2021-08-12Fix: DNA struct alignment on 32 bitRay Molenkamp
Some of the dna structs were not properly aligned for 32 bit builds causing issues for some of the 32 platforms Debian builds for. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D9389
2021-07-30Cleanup: clang-format (re-run after v12 version bump)Campbell Barton
2021-07-27Cleanup: comment spelling & punctuationYimingWu
2021-07-15Cleanup: clang-formatCampbell Barton
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-05Cleanup: spelling in commentsCampbell Barton
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-23Voxel Remesher: Make smooth shading output automaticPablo Dobarro
Previously the smooth shading of the voxel remesher was controlled by a mesh property. With this change, the output will try to match the current shading of the object. This only takes into consideration the shading mode of the first polygon of the model, but it is probably what most users expect as it works as intended with the shade smooth/flat object mode options. Reviewed By: JulienKaspar, JacquesLucke Differential Revision: https://developer.blender.org/D11626
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-04-11Cleanup: clang-formatCampbell Barton
2021-04-02Fix T84520: Make the different weight paint code paths exclusive to each otherSebastian Parborg
Before this change, you could have the new sculpt symmetry code and the older weight paint symmetry code active at the same time. This would lead to users easily trashing their weigh paint data if they were not careful when switching between modes. Now the specific weight paint symmetry code is an exclusive toggle so the user can't accidentally mirror strokes and vertex groups at the same time. This also paves the way of supporting Y and Z symmetry in the future for weight groups mirroring if we decide to add it in the future. Reviewed By: Sybren Differential Revision: http://developer.blender.org/D10426
2021-03-18Cleanup: spellingCampbell Barton
2020-12-16Cleanup: remove redundant struct declarationsCampbell Barton
2020-12-07Add comment to clarify the use of mesh::symmetryPablo Dobarro
Reviewed By: sybren Differential Revision: https://developer.blender.org/D9776
2020-10-22Multires: Remove legacy compatibility codeSergey Sharybin
It was rather a huge chunk of code, which started to become more harder to maintain with the transition to OpenSubdiv based implementation. Because of this transition, the compatibility was also rather on a poor side. Remove compatibility support for pre-2.50.9 multires. Ref T77107 Reviewed By: brecht, mont29 Differential Revision: https://developer.blender.org/D9238
2020-09-30Cleanup: sort struct declarationsCampbell Barton
2020-09-18Unify all XYZ symmetry options using Mesh SymmetryPablo Dobarro
This adds XYZ symmetry as a property of meshes and updates all modes to use the mesh symmetry by default to have a consistent tool behavior between all modes and when switching objects. Reviewed By: brecht, mano-wii, campbellbarton Maniphest Tasks: T79785 Differential Revision: https://developer.blender.org/D8587
2020-09-09Geometry: add .attributes in the Python API for Mesh, Hair and Point CloudBrecht Van Lommel
This puts all generic float/int/vector/color/string geometry attributes in a new .attributes property. For meshes it provides a more general API for existing attributes, for point clouds attributes will be used as an essential part of particle nodes. This patch was implemented by @lichtwerk, with further changes by me. It's still a work in progress, but posting here to show what is going on and for early feedback. Ref T76659 Differential Revision: https://developer.blender.org/D8200
2020-08-11Fix T79517: Data Transfer modifier fails in edit-modeCampbell Barton
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466