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authorGermano Cavalcante <germano.costa@ig.com.br>2021-05-04 02:07:03 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-05-04 02:07:03 +0300
commite6bf272abd92e0b524ac35e81599075f21537c97 (patch)
tree8851aa37bf8b7f9d35552f59183d4598798161e0 /intern/cycles
parent042df5fd6ad75868a93fbeff100c9d4eb7382e4d (diff)
parentb874c152a81c6c52a17a7157ce7be57f2ee28cf4 (diff)
Merge branch 'blender-v2.93-release'
Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/blender/blender_python.cpp12
-rw-r--r--intern/cycles/blender/blender_session.cpp3
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h8
-rw-r--r--intern/cycles/render/light.cpp2
4 files changed, 16 insertions, 9 deletions
diff --git a/intern/cycles/blender/blender_python.cpp b/intern/cycles/blender/blender_python.cpp
index 0daad310543..785ca6b4e01 100644
--- a/intern/cycles/blender/blender_python.cpp
+++ b/intern/cycles/blender/blender_python.cpp
@@ -35,6 +35,7 @@
#include "util/util_path.h"
#include "util/util_string.h"
#include "util/util_task.h"
+#include "util/util_tbb.h"
#include "util/util_types.h"
#ifdef WITH_OSL
@@ -288,9 +289,11 @@ static PyObject *render_func(PyObject * /*self*/, PyObject *args)
RNA_pointer_create(NULL, &RNA_Depsgraph, (ID *)PyLong_AsVoidPtr(pydepsgraph), &depsgraphptr);
BL::Depsgraph b_depsgraph(depsgraphptr);
+ /* Allow Blender to execute other Python scripts, and isolate TBB tasks so we
+ * don't get deadlocks with Blender threads accessing shared data like images. */
python_thread_state_save(&session->python_thread_state);
- session->render(b_depsgraph);
+ tbb::this_task_arena::isolate([&] { session->render(b_depsgraph); });
python_thread_state_restore(&session->python_thread_state);
@@ -327,7 +330,8 @@ static PyObject *bake_func(PyObject * /*self*/, PyObject *args)
python_thread_state_save(&session->python_thread_state);
- session->bake(b_depsgraph, b_object, pass_type, pass_filter, width, height);
+ tbb::this_task_arena::isolate(
+ [&] { session->bake(b_depsgraph, b_object, pass_type, pass_filter, width, height); });
python_thread_state_restore(&session->python_thread_state);
@@ -373,7 +377,7 @@ static PyObject *reset_func(PyObject * /*self*/, PyObject *args)
python_thread_state_save(&session->python_thread_state);
- session->reset_session(b_data, b_depsgraph);
+ tbb::this_task_arena::isolate([&] { session->reset_session(b_data, b_depsgraph); });
python_thread_state_restore(&session->python_thread_state);
@@ -395,7 +399,7 @@ static PyObject *sync_func(PyObject * /*self*/, PyObject *args)
python_thread_state_save(&session->python_thread_state);
- session->synchronize(b_depsgraph);
+ tbb::this_task_arena::isolate([&] { session->synchronize(b_depsgraph); });
python_thread_state_restore(&session->python_thread_state);
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index ab081ada3dc..89854f6a0e5 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -237,6 +237,9 @@ void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsg
sync->sync_recalc(b_depsgraph, b_v3d);
}
+ BL::Object b_camera_override(b_engine.camera_override());
+ sync->sync_camera(b_render, b_camera_override, width, height, "");
+
BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render,
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index 0a56f867158..b70df747a73 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -606,10 +606,10 @@ ccl_device_noinline
t = ray->t;
}
else if (bounce == 0) {
- /* Restore original position if nothing was hit after the first bounce.
- * Otherwise if the ray_offset() to avoid self-intersection is relatively
- * large compared to the scattering radius, we go never backup high enough
- * to exit the surface. */
+ /* Restore original position if nothing was hit after the first bounce,
+ * without the ray_offset() that was added to avoid self-intersection.
+ * Otherwise if that offset is relatively large compared to the scattering
+ * radius, we never go back up high enough to exit the surface. */
ray->P = sd->P;
}
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 9b975daff0b..5290d68e75a 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -865,7 +865,7 @@ void LightManager::device_update_points(Device *, DeviceScene *dscene, Scene *sc
const float min_spread_angle = 1.0f * M_PI_F / 180.0f;
const float spread_angle = 0.5f * (M_PI_F - max(light->spread, min_spread_angle));
/* Normalization computed using:
- * integrate cos(x) (1 - tan(x) * tan(a)) * sin(x) from x = a to pi/2. */
+ * integrate cos(x) * (1 - tan(x) * tan(a)) * sin(x) from x = 0 to pi/2 - a. */
const float tan_spread = tanf(spread_angle);
const float normalize_spread = 2.0f / (2.0f + (2.0f * spread_angle - M_PI_F) * tan_spread);