Most of our pointers will share the top 32 or more bits of their pointer
addresses, making cache collisions highly likely. This uses a hash
combiner to mix the bits more effectively
Fixes https://gitlab.com/kicad/code/kicad/-/issues/16304
Add dedicated UI rendering layers
Switch to screen-space rendering to avoid blurriness
Fix a bug in OpenGL GAL that causes layer
ordering to be broken when using Scale
Fix some issues with VIEW_GROUP layer ordering
Some items only used within algorithms were never cached
Because they are hard to manually clean up
But caching them does help the algorithms a lot
So this solution is the best I can think of
(cherry picked from commit d29c07a663)
While ERROR_INSIDE was good for plotting, 3D generation, etc., it's
not good for generating router hulls.
Also reverts part of the change to always use polygons for PNS::SOLIDs. A single shape in a SHAPE_COMPOUND will be faster (and
more accurate).
Fixes https://gitlab.com/kicad/code/kicad/-/issues/14898
Also give them more info that might be queried by custom DRC rules.
This currently just includes positioning info (it already included
nets and principal layer). We *could* also try to figure out all
layers for dummy vias, and/or widths for dummy tracks / arcs....
Graphic shapes (excluding text) can now have nets when on
copper layers. Shapes behave like tracks in that they will
pick up nets from connected pads, and follow track opacity
settings.
We were calculating the same thing in three locations and we missed
adding the clearance from the footprints in, resulting in bad fills and
missed drc errors (see QA addition)
This was causing intermittent shove hiccups/freezes as RULE_RESOLVER::GetClearance() could return a bogus clearance value, taking
a cached value for an item that does not exist anymore. If the allocator/stack accidentally reclaimed such item's address - we were getting
very nasty and difficult to reproduce misbehaviours of the shove algorithm. Hopefully this patch fixes this. More info in the comments.
Note to self - I'm still not fully convinced I want PNS::ITEM pointers as the cache key, probably a unique counter would be better here.
Don't open-code knockout text shape generation in several different
places.
Make sure triangulated knockout text gets clearance added when
specified.
Collapse duplicated footprint text item plot routine (they're no
longer any different from plotting pcb text items).
Change teardrop generation to rely more heavily on BOARD_CONNECTIVITY
for improved performance.
Add updating of teardrops on BOARD_COMMIT::Push().
Also converts m_CopperItemRTreeCache to std::shared_ptr.
We don't copy it around anyway, and having to create a new set
of std::unique_ptr's for each operation is likely to be more
expensive than std::shared_ptr's overhead.