Age | Commit message (Collapse) | Author |
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Mesh corners are called "loops" in the code currently. Avoid diverging
naming and just use that convention in some newly added code.
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Also remove unnecessary struct keywords in C++ files.
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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This was not properly respected, and in general with multiple passes and layers
it's unclear what this should do exactly without breaking some render passes.
Better to keep this image format for raw unmodified render results.
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does not exist.
Fixes regression introduced by rBe8bcca4bdc94 (D15900)
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16085
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Because they are friendlier to use in C++ code than the existing mesh
mapping API, these mappings from one domain to another were often
reimplemented in separate files. This commit moves some basic
implementations to a `mesh_topology` namespace in the existing
mesh mapping header file. These is plenty of room for performance
improvement here, particularly by not using an array of Vectors, but
that can come later.
Split from D16029
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This also simplifies using function style casts when moving to C++.
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To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
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This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15900
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MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.
This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.
The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.
Authored by Apple: Michael Parkin-White
Ref T96261
(The diff is based on 043f59cb3b5835ba1a0bbf6f1cbad080b527f7f6)
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15953
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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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We don't need to be on the main thread to destroy the context.
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This function did multiple things making it difficult to know
what was intended by the caller:
- Directory & file join.
- Expand relative '//' prefix to an optional directory.
- Expand drive letters on windows (guessing with fall-backs).
- Switch slashes to native direction.
This functionality wasn't needed as the full directory was always passed
in, so guessing the drive letter wasn't needed.
If functionality to add drive letters onto paths is needed in the future
a function that only does this can be added.
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This patch implements the blur node for the realtime compositor. The patch is
still missing the Variable Size option because it depends on the Erode/Dilate
node, which is yet to be implemented. Furthermore, there are a number of
optimizations that can be implemented, the most important of which is the IIR
implementation of the Fast Gaussian filter, as well as the use of hardware
filtering and thread local memory. The latter of which was attempted but was
not robust enough, so it will be submitted as separate patch.
Differential Revision: https://developer.blender.org/D15663
Reviewed By: Clement Foucault
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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.
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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
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[readability-inconsistent-declaration-parameter-name]
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Leading to excessive memory usage compared to Blender 2.93. There's still
some avoidable memory usage remaining, due to the full float buffer in the
new image editor drawing and not loading the cached EXR from disk in tiles.
Main difficulty was handling multi-image baking and disk caches, which is
solved by associating a unique layer name with each image so it can be
matched when reading back the image from the disk.
Also some minor header changes to be able to use RE_MAXNAME in RE_bake.h.
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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
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While harmless it wasn't clear if other bits might be set but ignored,
assign the value instead.
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This is highly coupled to Blender logic so doesn't belong in Cycles.
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Ensure render passes are allocated in the result prior to writing them.
Alternative could be to not write empty passes, but that is kind of
different from perspective of s one who reads the file.
Differential Revision: https://developer.blender.org/D15692
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Evaluating a compositor node tree in background mode causes the stats callback
to be called from multiple threads, leading to garbled output. This was causing
major problems with render-farm scripts.
Differential Revision: https://developer.blender.org/D15633
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For Eevee the light baking can initialize OpenGL earlier, but for workbench we
can't assume the backend exists here already.
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When rendering with headless builds, show an error instead of crashing.
Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.
This also disables the `bgl` Python module when building WITH_HEADLESS.
Reviewed By: fclem
Ref D15463
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Instead of duplicating logic many times.
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The TexResult.nor output does not appear to be used anywhere.
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Mostly duplicate includes, also use nullptr, and using default
member initializers.
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Headers should only include other headers when absolutely necessary,
to avoid unnecessary dependencies and increasing compile times.
To make this change simpler, three DerivedMesh functions with a single
use were removed.
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