Revision 9a13815 by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) May 3, 2019, 16:38 (GMT) |
Merge branch 'master' into greasepencil-object |
May 3, 2019, 16:33 (GMT) |
May 3, 2019, 16:04 (GMT) |
Fix Cycles assert on exit after recent changes |
May 3, 2019, 15:50 (GMT) |
Sound: Fix for being unable to jump to a frame during playback with A/V sync |
May 3, 2019, 15:42 (GMT) |
UI: Fix crash when region becomes too thin |
Revision 3595919 by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) May 3, 2019, 15:38 (GMT) |
GPencil: Use default Brush material in Popover For pinned materials, the stroke color must be the brush color, not selected slot. |
May 3, 2019, 15:27 (GMT) |
Sound: More fixes for access of original scene Same as previous commit, just few lines to the bottom. |
May 3, 2019, 15:19 (GMT) |
Sound: Fix access original scene during playback Was required to have AV-sync enabled. and then simply play playback would have triggered an assert. In release builds the sync would have happened to a wrong frame. |
May 3, 2019, 13:53 (GMT) |
fix image_changed() doing unneccessary texture updates when texture wasnt using an image Reviewers: brecht Differential Revision: https://developer.blender.org/D4789 |
May 3, 2019, 13:50 (GMT) |
Cleanup: Selling in comment |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Make comment about evaluation more obvious |
May 3, 2019, 13:50 (GMT) |
Sound: Make sound handles only be in evaluated datablocks Quite straightforward change, which makes it so audio handles are only created inside of evaluated datablocks. Exception is adding sound strip to the sequencer, which needs an audio handle to query length and number of channels. This is done by temporarily loading sound file into an original datablock, and then tossing it away. There is an assert in sound.c which verifies that audio system is used from an evaluated domain, which should help porting all the cases which are likely missed by this commit. Some annoying parts: - `BKE_sound_update_scene()` is iterating over all bases, and does special ID tags to see whether sound has been handled or not already. This can not be done the old fashion now. Ideally, this will be done as a speaker datablock evaluation, but seems that would require a lock since audio API is not safe for threading. So this is not a desired way i'd say. Possible solution here would be to iterate over ID datablocks using dependency graph query API. - Frame jump needs to call `BKE_sound_seek_scene()` directly because there might be some flags assigned to the scene which could be clear after operator execution is over. Need to verify if that's the case though. This is a bit hairy code, so sticking to a safest and known to work approach for now. - Removed check for format when opening new sound file. Maybe we can have some utility function which queries channel and duration information, leaving the caller's code clean and tidy. Tested following cases: - Adding/removing/moving sequencer's sound strips. - Adding/moving speakers in viewport. - Rendering audio. Reviewers: brecht Differential Revision: https://developer.blender.org/D4779 |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Preserve sound and audio pointers through copy-on-write This allows to have scene and speaker copy-on-write executed without interrupting the playing sound. |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Store original sequencer strip pointer Allows to identify where the strip came from. |
May 3, 2019, 13:50 (GMT) |
Sound: Move evaluation to dependency graph The sound handles are still in the original datablocks, so it's easier to test since there should be no functional changes. |
May 3, 2019, 13:50 (GMT) |
Sound: Delay opening handlers for until really needed Needs to be done in order to localize sound handlers to the evaluated IDs only. This commit might not be fully optimal, since it does more things on every scene update request, but that will be solved by the upcoming change which will put those updates to a dependency graph. |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Add scene audio component The idea is to make that responsible for dealing with things like audio update on frame jump and such. |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Tag sequencer for update on changes Currently only adding, removing and transforming strips. Most likely more tags is needed. |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Initial work to cover sequencer Just adds sequencer operation and links possible sound ID to it. No functional changes, just moving towards sound system integration into the dependency graph. |
May 3, 2019, 13:50 (GMT) |
Depsgraph: Make sound ID part of the graph Currently those IDs are not covered by copy-on-write mechanism since that ruins the current design of BKE_sound, But this change allows to move towards system where sound handlers are only valid for an evaluated ID datablocks. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021