The `DefaultMixer` for mixing generic data types has some issues:
1. The full buffer is always zeroed, even if only some is used.
2. Finalizing also works on all values, even if only some are used.
3. "mixing" doesn't allow setting the first value, requiring that
everything is cleared beforehand.
This commit adds the following functionality:
1. Constructor with the specified `IndexMask` for preliminary zeroing.
2. `set` method to overwrite the value.
3. `finalize` with the specified mask to process a subset of values.
This is useful in situations where you want to use the
DefaultMixer without having to overwrite all the values many times.
A performance improvement was observed for NURBS curve evaluation and
attribute interpolation from the point to curve domain of about 15% and
35% respectively (100,000 curves).
Differential Revision: https://developer.blender.org/D15434
The sequencer OpenGL viewport renders would not render the metadata into
the image even if the option was on.
Did minor cleanups in the render function as well.
Happens after recent changes in the area.
The asserts were a bit too strict and were against the way how the
ID_RECALC_ALL is handled. So remove them with explanation why things
needs to be silent.
The Python based exporter was replacing spaces with underscores
in object/group names, mostly to handle cases where names could begin
or end with spaces. The new exporter was not doing that. Note: spaces
in material names were already handled by the new exporter.
Fixes T97769. Updated test coverage expectations; one of the test
files has an object with a space in the name.
Add IMB_gpu_get_texture_format and GPU_texture_format_description to
retrieve and 'stringify' an eGPUTextureFormat. These are then used in the
image info panel used in several areas across blender.
New Information:
{F13330937}
Reviewed By: jbakker
Maniphest Tasks: T99998
Differential Revision: https://developer.blender.org/D15575
Timeline marker names are now correctly clipped instead of messily
overlapping each other and being unreadable. This change affects all
the animation editors (graph editor, NLA, action editor etc.) as well
as the VSE.
This also makes a change to when text is elevated. In the previous
behavior, a marker's text would be elevated if it was selected or if
the current frame was <= 4 frames away from the marker. This seems
like a completely arbitrary thing (probably added in to alleviate text
overlapping for markers that the user would be interested in). This
patch changes the behavior such that the marker's text will be elevated
if it is either selected or it is the last marker encountered relative
to the current frame.
When searching for closest UDIM with integer co-ordinates, several UDIMs
can be equidistant. Previously, of all closest UDIMs, the one which was
earliest in the list would be used. Now, "half-open interval" rules are
used to break the tie.
Motivated by 0fcc04e7bf
Differential Revision: https://developer.blender.org/D15590
The virtual array created by the implicit conversions had a lot of
overhead when converting many values. Implement "materialize"
functions to avoid a virtual function call for every element.
This gave me a 20x improvement when copying the values
from a float attribute as a boolean, though I doubt there are
any real world situations where it's that noticible.
This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
This updates image bind tracking to be the same as texture binds.
Adding a new bind flag to avoid conflict when the texture is used in
both slots.
Fixes a gl error in glBindImageTextures about invalid image binds.
Replaces `DRW_shgroup_call_procedural_triangles_indirect`.
This makes the indirect drawing more flexible.
Not all primitive types are supported but it is just a matter of adding
them.
The specific functions for vertex colors and and sculpt vertex colors
can be replaced by more generic attribute functions internally.
Also remove a paramter from one function.
The "Color Attributes" system from f7bbc7cdbb has replaced
both "Sculpt Vertex Colors" and "Vertex Colors" in the UI. The Operators
for adding and removing them are unused now.
This commit does not break backwards compatibility with the Python
API, it only removes the operators, which generally aren't used by
addons anyway. The mesh RNA properties will be removed in 4.0 (T100153).
Differential Revision: https://developer.blender.org/D15077
Instead of passing pointers to specific mesh data, rely on
retrieving that data from the mesh internally. This makes
it easier to support retrieving additional data from Mesh
(like active attribute names in D15101 or D15169). It also makes
the functions simpler conceptually, because they're drawing
a mesh with an acceleration strcture on top.
The BKE_id_attribute_copy_domains_temp call was unnecessary
because the GPU_pbvh_mesh_buffers_update function was only
called when Mesh/PBVH_FACES is used in the first place.
Differential Revision: https://developer.blender.org/D15197