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. |
Revision dc1bf83 by Julian Eisel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) June 13, 2021, 21:12 (GMT) |
Fix error in previous commit Wrong argument order. |
Revision f45d091 by Julian Eisel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) 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. |
Revision 2649927 by Julian Eisel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) June 13, 2021, 20:13 (GMT) |
Merge branch 'master' into asset-browser-poselib |
Revision 0d5e4bb by Jeroen Bakker / Sybren A. Stüvel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) 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 |
Revision 145515e by Jacques Lucke / Sybren A. Stüvel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) 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. |
Revision 1ad2ad6 by Germano Cavalcante / Sybren A. Stüvel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) 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 |
Revision 319bd88 by Jeroen Bakker / Sybren A. Stüvel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) 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 |
Revision c3d2a10 by Germano Cavalcante / Sybren A. Stüvel (asset-browser, asset-browser-poselib, temp-pose-flipping-fix-attempt) 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 |
|