Cleanup: spelling in comments
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811606a064
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d82372aee3
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@ -273,7 +273,8 @@ struct TileChangeset {
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const int previous_chunk_len = chunk_dirty_flags_.size();
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chunk_dirty_flags_.resize(chunk_len);
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/* Fast exit. When the changeset was already empty no need to re-init the chunk_validity. */
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/* Fast exit. When the changeset was already empty no need to
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* re-initialize the chunk_validity. */
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if (!has_dirty_chunks()) {
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return;
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}
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@ -1182,8 +1182,8 @@ void BKE_modifier_blend_write(BlendWriter *writer, ListBase *modbase)
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#if 0
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CollisionModifierData *collmd = (CollisionModifierData *)md;
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// TODO: CollisionModifier should use pointcache
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// + have proper reset events before enabling this
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/* TODO: CollisionModifier should use pointcache
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* + have proper reset events before enabling this. */
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writestruct(wd, DATA, MVert, collmd->numverts, collmd->x);
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writestruct(wd, DATA, MVert, collmd->numverts, collmd->xnew);
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writestruct(wd, DATA, MFace, collmd->numfaces, collmd->mfaces);
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@ -227,8 +227,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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GPUTexture *texture = info.texture;
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const float texture_width = GPU_texture_width(texture);
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const float texture_height = GPU_texture_height(texture);
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// TODO
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// early bound check.
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/* TODO: early bound check. */
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ImageTileWrapper tile_accessor(iterator.tile_data.tile);
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float tile_offset_x = static_cast<float>(tile_accessor.get_tile_x_offset());
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float tile_offset_y = static_cast<float>(tile_accessor.get_tile_y_offset());
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@ -253,9 +252,9 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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if (!region_overlap) {
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continue;
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}
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// convert the overlapping region to texel space and to ss_pixel space...
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// TODO: first convert to ss_pixel space as integer based. and from there go back to texel
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// space. But perhaps this isn't needed and we could use an extraction offset somehow.
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/* Convert the overlapping region to texel space and to ss_pixel space...
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* TODO: first convert to ss_pixel space as integer based. and from there go back to texel
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* space. But perhaps this isn't needed and we could use an extraction offset somehow. */
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rcti gpu_texture_region_to_update;
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BLI_rcti_init(&gpu_texture_region_to_update,
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floor((changed_overlapping_region_in_uv_space.xmin - info.uv_bounds.xmin) *
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@ -275,8 +274,8 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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ceil((changed_overlapping_region_in_uv_space.ymin - tile_offset_y) * tile_height),
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ceil((changed_overlapping_region_in_uv_space.ymax - tile_offset_y) * tile_height));
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// Create an image buffer with a size
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// extract and scale into an imbuf
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/* Create an image buffer with a size.
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* Extract and scale into an imbuf. */
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const int texture_region_width = BLI_rcti_size_x(&gpu_texture_region_to_update);
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const int texture_region_height = BLI_rcti_size_y(&gpu_texture_region_to_update);
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@ -437,17 +436,17 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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instance_data->partial_update.ensure_image(image);
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instance_data->clear_dirty_flag();
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// Step: Find out which screen space textures are needed to draw on the screen. Remove the
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// screen space textures that aren't needed.
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/* Step: Find out which screen space textures are needed to draw on the screen. Remove the
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* screen space textures that aren't needed. */
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const ARegion *region = draw_ctx->region;
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method.update_screen_space_bounds(region);
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method.update_uv_bounds(region);
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// Step: Update the GPU textures based on the changes in the image.
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/* Step: Update the GPU textures based on the changes in the image. */
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instance_data->update_gpu_texture_allocations();
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update_textures(*instance_data, image, iuser);
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// Step: Add the GPU textures to the shgroup.
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/* Step: Add the GPU textures to the shgroup. */
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instance_data->update_batches();
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add_depth_shgroups(*instance_data, image, iuser);
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add_shgroups(instance_data);
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@ -999,7 +999,7 @@ static bool draw_subdiv_build_cache(DRWSubdivCache *cache,
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cache->face_ptex_offset = BKE_subdiv_face_ptex_offset_get(subdiv);
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// Build patch coordinates for all the face dots
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/* Build patch coordinates for all the face dots. */
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cache->fdots_patch_coords = gpu_vertbuf_create_from_format(get_blender_patch_coords_format(),
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mesh_eval->totpoly);
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CompressedPatchCoord *blender_fdots_patch_coords = (CompressedPatchCoord *)GPU_vertbuf_get_data(
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@ -1760,7 +1760,7 @@ static void draw_subdiv_cache_ensure_mat_offsets(DRWSubdivCache *cache,
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int *mat_start = static_cast<int *>(MEM_callocN(sizeof(int) * mat_len, "subdiv mat_start"));
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int *subdiv_polygon_offset = cache->subdiv_polygon_offset;
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// TODO: parallel_reduce?
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/* TODO: parallel_reduce? */
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for (int i = 0; i < mesh_eval->totpoly; i++) {
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const MPoly *mpoly = &mesh_eval->mpoly[i];
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const int next_offset = (i == mesh_eval->totpoly - 1) ? number_of_quads :
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@ -4635,7 +4635,7 @@ static int gpencil_stroke_separate_exec(bContext *C, wmOperator *op)
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}
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}
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/* Separate the entrie stroke. */
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/* Separate the entire stroke. */
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if (all_points_selected) {
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/* deselect old stroke */
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gps->flag &= ~GP_STROKE_SELECT;
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@ -51,7 +51,7 @@ typedef struct GPUSelectResult {
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/**
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* The nearest depth.
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* - Only supported by picking modes (#GPU_SELECT_PICK_ALL and #GPU_SELECT_PICK_NEAREST)
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* since occlusion quiries don't provide a convenient way of accessing the depth-buffer.
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* since occlusion quires don't provide a convenient way of accessing the depth-buffer.
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* - OpenGL's `GL_SELECT` supported both near and far depths,
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* this has not been included as Blender doesn't need this however support could be added.
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*/
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@ -272,7 +272,8 @@ void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat data_format, int miplvl);
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* Fills the whole texture with the same data for all pixels.
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* \warning Only work for 2D texture for now.
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* \warning Only clears the mip 0 of the texture.
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* \param data_format: data format of the pixel data. \note The format is float for unorm textures.
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* \param data_format: data format of the pixel data.
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* \note The format is float for unorm textures.
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* \param data: 1 pixel worth of data to fill the texture with.
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*/
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void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
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@ -125,10 +125,10 @@ constexpr bool is_type_integral = (... && std::is_integral_v<std::decay_t<T>>);
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template<typename... T>
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constexpr bool is_type_string_related = (... && std::is_constructible_v<std::string, T>);
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// gcc (at least 9.3) while compiling the obj_exporter_tests.cc with optimizations on,
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// results in "obj_export_io.hh:205:18: warning: ‘%s’ directive output truncated writing 34 bytes
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// into a region of size 6" and similar warnings. Yes the output is truncated, and that is covered
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// as an edge case by tests on purpose.
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/* GCC (at least 9.3) while compiling the obj_exporter_tests.cc with optimizations on,
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* results in "obj_export_io.hh:205:18: warning: ‘%s’ directive output truncated writing 34 bytes
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* into a region of size 6" and similar warnings. Yes the output is truncated, and that is covered
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* as an edge case by tests on purpose. */
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#if defined __GNUC__
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# pragma GCC diagnostic push
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# pragma GCC diagnostic ignored "-Wformat-truncation"
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@ -237,7 +237,7 @@ static void rna_AssetMetaData_catalog_id_set(PointerRNA *ptr, const char *value)
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}
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if (!BLI_uuid_parse_string(&new_uuid, value)) {
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// TODO(Sybren): raise ValueError exception once that's possible from an RNA setter.
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/* TODO(@sybren): raise ValueError exception once that's possible from an RNA setter. */
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printf("UUID %s not formatted correctly, ignoring new value\n", value);
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return;
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}
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@ -369,9 +369,10 @@ void rna_ViewLayer_active_aov_index_range(
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PointerRNA *ptr, int *min, int *max, int *softmin, int *softmax);
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int rna_ViewLayer_active_aov_index_get(PointerRNA *ptr);
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void rna_ViewLayer_active_aov_index_set(PointerRNA *ptr, int value);
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/** Set `r_rna_path` with the base viewlayer path.
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/**
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* Set `r_rna_path` with the base view-layer path.
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* `rna_path_buffer_size` should be at least `sizeof(ViewLayer.name) * 3`.
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* \return actual length of the generayted RNA path.
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* \return actual length of the generated RNA path.
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*/
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size_t rna_ViewLayer_path_buffer_get(struct ViewLayer *view_layer,
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char *r_rna_path,
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@ -48,16 +48,17 @@
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namespace blender::render::texturemargin {
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/* The map class contains both a pixel map which maps out polygon indices for all UV-polygons and
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/**
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* The map class contains both a pixel map which maps out polygon indices for all UV-polygons and
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* adjacency tables.
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*/
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class TextureMarginMap {
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static const int directions[8][2];
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static const int distances[8];
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/* Maps UV-edges to their corresponding UV-edge. */
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/** Maps UV-edges to their corresponding UV-edge. */
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Vector<int> loop_adjacency_map_;
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/* Maps UV-edges to their corresponding polygon. */
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/** Maps UV-edges to their corresponding polygon. */
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Vector<int> loop_to_poly_map_;
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int w_, h_;
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@ -132,9 +133,7 @@ class TextureMarginMap {
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static void zscan_store_pixel(
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void *map, int x, int y, [[maybe_unused]] float u, [[maybe_unused]] float v)
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{
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/* NOTE: Not thread safe, see comment above.
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*
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*/
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/* NOTE: Not thread safe, see comment above. */
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TextureMarginMap *m = static_cast<TextureMarginMap *>(map);
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m->set_pixel(x, y, m->value_to_store_);
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if (m->mask_) {
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@ -153,7 +152,8 @@ class TextureMarginMap {
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#define IsDijkstraPixel(dp) ((dp)&0x80000000)
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#define DijkstraPixelIsUnset(dp) ((dp) == 0xFFFFFFFF)
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/* Use dijkstra's algorithm to 'grow' a border around the polygons marked in the map.
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/**
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* Use dijkstra's algorithm to 'grow' a border around the polygons marked in the map.
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* For each pixel mark which direction is the shortest way to a polygon.
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*/
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void grow_dijkstra(int margin)
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@ -188,8 +188,10 @@ class TextureMarginMap {
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}
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}
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// std::make_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun);
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// Not strictly needed because at this point it already is a heap.
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/* Not strictly needed because at this point it already is a heap. */
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#if 0
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std::make_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun);
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#endif
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while (active_pixels.size()) {
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std::pop_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun);
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@ -215,7 +217,8 @@ class TextureMarginMap {
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}
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}
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/* Walk over the map and for margin pixels follow the direction stored in the bottom 3
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/**
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* Walk over the map and for margin pixels follow the direction stored in the bottom 3
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* bits back to the polygon.
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* Then look up the pixel from the next polygon.
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*/
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@ -324,10 +327,12 @@ class TextureMarginMap {
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}
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}
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/* Call lookup_pixel for the start_poly. If that fails, try the adjacent polygons as well.
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* Because the Dijkstra is not vey exact in determining which polygon is the closest, the
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/**
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* Call lookup_pixel for the start_poly. If that fails, try the adjacent polygons as well.
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* Because the Dijkstra is not very exact in determining which polygon is the closest, the
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* polygon we need can be the one next to the one the Dijkstra map provides. To prevent missing
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* pixels also check the neighbouring polygons. */
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* pixels also check the neighboring polygons.
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*/
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bool lookup_pixel_polygon_neighbourhood(
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float x, float y, uint32_t *r_start_poly, float *r_destx, float *r_desty, int *r_other_poly)
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{
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@ -344,8 +349,8 @@ class TextureMarginMap {
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float mindist = -1.f;
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/* Loop over all adjacent polyons and determine which edge is closest.
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* This could be optimized by only inspecting neigbours which are on the edge of an island.
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/* Loop over all adjacent polygons and determine which edge is closest.
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* This could be optimized by only inspecting neighbors which are on the edge of an island.
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* But it seems fast enough for now and that would add a lot of complexity. */
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for (int i = 0; i < totloop; i++) {
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int otherloop = loop_adjacency_map_[i + loopstart];
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return mindist >= 0.f;
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}
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/* Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon.
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/**
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* Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon.
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* Then return the location of the equivalent pixel in the other polygon.
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* Returns true if a new pixel location was found, false if it wasn't, which can happen if the
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* margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon. */
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* margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon.
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*/
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bool lookup_pixel(float x,
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float y,
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int src_poly,
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@ -568,7 +575,9 @@ static void generate_margin(ImBuf *ibuf,
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vec[a][1] = uv[1] * (float)ibuf->y - (0.5f + 0.002f);
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}
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BLI_assert(lt->poly < 0x80000000); // NOTE: we need the top bit for the dijkstra distance map
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/* NOTE: we need the top bit for the dijkstra distance map. */
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BLI_assert(lt->poly < 0x80000000);
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map.rasterize_tri(vec[0], vec[1], vec[2], lt->poly, draw_new_mask ? mask : nullptr);
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}
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@ -297,7 +297,7 @@ static void seq_add_sound_av_sync(Main *bmain, Scene *scene, Sequence *seq, SeqL
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const double av_stream_offset = sound_stream.start - load_data->r_video_stream_start;
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const int frame_offset = av_stream_offset * FPS;
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/* Set subframe offset. */
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/* Set sub-frame offset. */
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seq->sound->offset_time = ((double)frame_offset / FPS) - av_stream_offset;
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SEQ_transform_translate_sequence(scene, seq, frame_offset);
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}
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@ -162,7 +162,7 @@ def keymap_data_clean(keyconfig_data: typing.List, *, relaxed: bool) -> None:
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item_prop.pop("properties")
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# Needed so: `{"properties": ()}` matches `None` as there is no meaningful difference.
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# Wruting `None` makes the most sense when explicitly written, however generated properties
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# Writing `None` makes the most sense when explicitly written, however generated properties
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# might be empty and it's not worth adding checks in the generation logic to use `None`
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# just to satisfy this check.
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if not item_prop:
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