Blender Git Loki

Blender Git "temp-pose-flipping-fix-attempt" branch commits.

Page: 2 / 16

June 15, 2021, 08:03 (GMT)
Cleanup: assets, remove unused code

No functional changes.
June 14, 2021, 18:25 (GMT)
Merge remote-tracking branch 'origin/master' into asset-browser-poselib
June 14, 2021, 18:24 (GMT)
Cleanup: Move temporary ID consumer class for assets into own file

Doesn't really make sense to keep this in `asset_edit.cc`.
June 14, 2021, 18:21 (GMT)
Cleanup: Minor code-style cleanup
June 14, 2021, 17:22 (GMT)
Cleanup: Remove unnecessary includes
June 14, 2021, 17:06 (GMT)
Cleanup: Move version patch to correct file

Should be in `versioning_300.c` by now.
June 14, 2021, 16:14 (GMT)
Cleanup: pose library, remove out-of-place code

Remove code that made sense for the old pose library, but not for the
new one.

The new pose library doesn't live in the properties editor, so it doesn't
have to check for pinned objects there either.
June 14, 2021, 15:59 (GMT)
Cleanup: pose library, remove `BLEND_FACTOR_BY_WAVING_MOUSE_AROUND`

Remove the `BLEND_FACTOR_BY_WAVING_MOUSE_AROUND` define from the pose lib.
This was there to allow experimenting with different interaction models.

No functional changes.
June 14, 2021, 15:17 (GMT)
Revert "Fix T86026: Crash Opening Cryptomatte File."

This reverts commit 7f3649874070de38131263317d02906d50279f93.

It was already reverted in rB89757f918cfa, but for some reason that never
made it to the asset-browser-poselib branch.
June 14, 2021, 14:31 (GMT)
Merge remote-tracking branch 'origin/master' into asset-browser-poselib
June 14, 2021, 14:28 (GMT)
Merge remote-tracking branch 'origin/master' into asset-browser-poselib
June 14, 2021, 14:27 (GMT)
Cleanup: Assets, slight simplification of panel drawing code

Slight simplification of panel drawing code in the asset browser.

No functional changes.
June 13, 2021, 21:12 (GMT)
Fix error in previous commit

Wrong argument order.
June 13, 2021, 20:32 (GMT)
Fix compile error after recent changes in master

Master now has to option to choose between linking and appending. For now the
asset view will just append by default for now.
June 13, 2021, 20:13 (GMT)
Merge branch 'master' into asset-browser-poselib
June 11, 2021, 14:31 (GMT)
Performance: Use parallel range for ImBuf scanline processor.

Scanline processor did its own heurestic what didn't scale well when
having a multiple cores. In stead of using our own code this patch will
leave it to TBB to determine how to split the scanlines over the
available threads.

Performance of the IMB_transform before this change was 0.002123s, with
this change 0.001601s. This change increases performance in other areas
as well including color management conversions.

Reviewed By: zeddb

Differential Revision: https://developer.blender.org/D11578
June 11, 2021, 14:31 (GMT)
Nodes: cache socket identifier to index mapping

While this preprocessing does take some time upfront,
it avoids longer lookup later on, especially as nodes get
more sockets.

It's probably possible to make this more efficient in some cases
but this is good enough for now.
June 11, 2021, 14:31 (GMT)
Refactor: use 'BLI_task_parallel_range' in Draw Cache

One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.

Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.

The benefit is most evident on hardware with fewer cores.

This is the result on an 4-core laptop:
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Differential Revision: https://developer.blender.org/D11558
June 11, 2021, 14:31 (GMT)
Sequencer: Do not redraw during playback.

When using large sequences including audio the drawing of the audio on
top of the strip takes a lot of time. This effects the playback
performance heavily.

During the animation playback performance there was a solution for this
by only drawing the playhead overlay. This was reverted for the sequence
editor as it didn't update the color strips when they were animated.

This patch checks if there are animated color strips if so the full
screen is redrawn, otherwise only the playhead is redrawn.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D11580
June 11, 2021, 14:31 (GMT)
Refactor: Draw Cache: use 'BLI_task_parallel_range'

This is an adaptation of {D11488}.

A disadvantage of manually setting the iter ranges per thread is that
we don't know how many threads are running in the background and so we
don't know how to best distribute the ranges.

To solve this limitation we can use `parallel_reduce` and thus let the
driver choose the best distribution of ranges among the threads.

This proved to be especially beneficial for computers with few cores.

**Benchmarking:**
Here's the result on an 4-core laptop:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Here's the result on an 8-core PC:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS
||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms)
|large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS
||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms)
|looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS
||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms)
|subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS
||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms)
||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms)
|subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS
||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms)
|subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS
||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms)

**Notes:**
- The improvement can only be noticed if all extracts are multithreaded.
- This patch touches different areas of the code, so it can be split into another patch if the idea is accepted.

These screenshots show how threads behave in a quadcore:
Master:
{F10164664}
Patch:
{F10164666}

Differential Revision: https://developer.blender.org/D11558
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021