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2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
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
2022-09-01Cleanup: Remove/replace View Layer macros.Monique Dewanchand
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
2022-08-28Cleanup: replace NULL with nullptr for C++ filesCampbell Barton
2022-07-29Cleanup: Nodes: Store node group idname in tree typeHans Goudey
There was already a utility to retrieve the correct node group idname from the context, `node_group_idname`, but often it's clearer to use lower-level arguments, or the context isn't accessible. Storing the group idname in the tree type makes it accessible without rewriting it elsewhere.
2022-06-29Fix T99104: EEVEE: Regression: Crash when using Light Output in MaterialsClément Foucault
Using Light output is supported in Cycles. This patch adds support for it and remove the crash in `ntree_shader_weight_tree_invert()` by treating it as any other outputs. Candidate for 3.2.1 corrective release.
2022-06-21Fix T98919: Eevee unlinked aov output nodes don't render.Jeroen Bakker
Eevee rendered an empty image for aov nodes that weren't linked to any other nodes. When connected the result was OK. The root cause was that the AOV nodes were not marked as output node and pruned when not connected to any other nodes. The pruning process is there to reduce the complexity of the GLSL and improve compilation time and execution time.
2022-05-25Cleanup: spelling, unbalanced doxy sectionsCampbell Barton
2022-05-24Fix T98247 EEVEE: Regression: Shader To RGB not displaying texturesClément Foucault
This was caused by the nodetree branch duplication not handling incoming links to the copied node, making all bsdfs nodes use their default values.
2022-04-22Cleanup: spelling in commentsCampbell Barton
2022-04-20Cleanup: spelling in commentsCampbell Barton
2022-04-17Cleanup: Use C++ Array typeHans Goudey
2022-04-14GPU: Make nodetree GLSL Codegen render engine agnosticClément Foucault
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
2022-03-14Auto-generate RNA-structs declarations in `RNA_prototypes.h`Julian Eisel
So far it was needed to declare a new RNA struct to `RNA_access.h` manually. Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property declarations. Now this also includes the RNA struct declarations, so they don't have to be added manually anymore. Differential Revision: https://developer.blender.org/D13862 Reviewed by: brecht, campbellbarton
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
2022-01-18Fix T94977: muted link is not ignored in eeveeJacques Lucke
Add a preprocessing step that removes all muted links from the localized node tree. Differential Revision: https://developer.blender.org/D13864
2022-01-08Cleanup: Remove unused code from BKE_node.hHans Goudey
Remove a variety of unused functions, declarations without definitions, incorrect comments, and defines that have been commented for years
2022-01-06Cleanup: spelling in commentsCampbell Barton
2022-01-05Cleanup: Make shade node util header CPP onlyAaron Carlisle
Now that all shader nodes are converted to CPP this header can now be made into a CPP header.
2022-01-04Cleanup: Nodes: Convert generic shader node files to c++Aaron Carlisle
Along with the general changes to CPP this commit does the following - Use static casts where possible - Use new CPP MEM library functions instead of cast - Use listbase macros where possible - Declare variables where initialized Reviewed By: HooglyBoogly, JacquesLucke Differential Revision: https://developer.blender.org/D13718
2021-12-07Revert moving all shader nodes to c++Jacques Lucke
This reverts to following commits: * rB5cad004d716da02f511bd34983ac7da820308676 * rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd * rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c * rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740 * rBf72cc47d8edf849af98e196f721022bacf86a5e7 * rB3f7014ecc9d523997062eadd62888af5fc70a2b6 * rB0578921063fbb081239439062215f2538a31af4b * rBc20098e6ec6adee874a12e510aa4a56d89f92838 * rBd5efda72f501ad95679d7ac554086a1fb18c1ac0 The original move to c++ that the other commits depended upon had some issues that should be fixed before committing it again. The issues were reported in T93797, T93809 and T93798. We should also find a better rule for not using c-style casts going forward, although that wouldn't have been reason enough to revert the commits. Introducing something like a `MEM_new<T>` and `MEM_delete<T>` function might help with the the most common case of casting the return type of `MEM_malloc`. Going forward, I recommend first committing the changes that don't require converting files to c++. Then convert the shading node files in smaller chunks. Especially don't mix fairly low risk changes like moving some simple nodes, with higher risk changes.
2021-12-07Fix T93797, T93809: Crash/undefined-behavior when opening demo fileJulian Eisel
Error in d5efda72f501. Was changing an iteration that would free items to an iterator that is not safe for use in such cases. There still seem to be significant issues with the rendering, but that's a separate issue to be fixed.
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-12-06Cleanup: clang-tidy: modernize-redundant-void-argAaron Carlisle
This change follows up on recent c --> c++ conversions
2021-12-05Cleanup: Migrate all shader nodes to c++Aaron Carlisle
This will be useful in the future to use the new socket builder API Aditional changes: - Declare variables where initialized - Do not use relative includes Differential Revision: https://developer.blender.org/D13465