Age | Commit message (Collapse) | Author |
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Note: We should test if the armature is the "armature modifier" parent of the
object.
If any good samaritan feels like tackling this, the function to change
is: DRW_pose_mode_armature
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Also only allocate necessary number of bone segments.
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IDProp type.
We unfortunately cannot fix this for previous versions of Blender, but
at least the issue (Blender crashing on unknown IDProp types) should now
be addressed for future.
Simply reset unknown IDProp types to integer one, and reset its value to zero.
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Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
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More generic name, this remains a temp solution anyway, until we have
proper handling of temp data from 'magic DEG'! ;)
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Reported by @campbellbarton over irc, thanks.
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Reduce thread divergence in kernel_shader_eval.
Rays are sorted in blocks of 2048 according to shader->id.
On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster.
No sorting for CUDA split kernel.
Reviewers: sergey, maiself
Reviewed By: maiself
Differential Revision: https://developer.blender.org/D2598
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Also no need to use VP_legacy_ prefix here.
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It is really confusing to have some functions available in some devices
and not on another devices.
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Since offscreen drawing now uses draw engine, this doesn't need to be
considered legacy.
Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c
this is generally not accepted, so its only dont where there are checks
for new/old engine.
Functions exposed to do this use a VP_deprecated prefix.
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We still need to bring pose bone drawing for the pose engine.
Note: In the future, once we get face-widget selection, we will need to
make sure the pose engien only draws then if "weight paint mode" is not
enabled too.
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In the future this will allow us to implement things like face manipulators.
For now however, this is getting on the way of using pose mode
(mesh objects are drawn green).
NOTE: pose engine should also be the one taking care of pose bones
(and for that matter, X-Ray armature option should/could be a property
of the Pose engine even).
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viewport is used
Previously the logic was different for duplis and regular objects: regular objects
were using render visibility when Render Layer option is enabled which duplis were
always using viewport visibility when rendering from the viewport.
This was quite confusing because caused different results in viewport and render
when artists were expecting them to match 1:1.
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Workaround waiting for compatibility bit / or PyNodes.
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Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
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8b2640f08 introduced the error,
caused by external-engine needing depth mask to be disabled,
which happened to be the case before changing state changing logic.
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The alternative would be to do version bump + doversioning every
time a new property is added.
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With this we also do not need IDP_MergeGroupValues anymore.
If this causes problems in the future we can always make recursion an
option (like overwrite is).
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Can not measure any performance difference, so seems the code is identical
and just shorter.
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It will use SSE2 optimized version when is possible.
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Most of this was copying/adapting code from octahedral existing draw
code, tough part was to get BBone matrices to behave as expected, they
are using a fairly specific setup...
Addresses T51365 and T51362.
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Changing states didn't properly reset between shading groups
causing the GL state to be wrong based on draw order.
States are now only set when changed.
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Without this the intent isn't clear.
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For now just do the OpenGL render and don't render using the engine.
This is a slightly odd-use case since it makes more sense to do a regular render.
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These were causing problems with Nvidia OpenCL.
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This implements branched path tracing for the split kernel.
General approach is to store the ray state at a branch point, trace the
branched ray as normal, then restore the state as necessary before iterating
to the next part of the path. A state machine is used to advance the indirect
loop state, which avoids the need to add any new kernels. Each iteration the
state machine recreates as much state as possible from the stored ray to keep
overall storage down.
Its kind of hard to keep all the different integration loops in sync, so this
needs lots of testing to make sure everything is working correctly. We should
probably start trying to deduplicate the integration loops more now.
Nonbranched BMW is ~2% slower, while classroom is ~2% faster, other scenes
could use more testing still.
Reviewers: sergey, nirved
Reviewed By: nirved
Subscribers: Blendify, bliblubli
Differential Revision: https://developer.blender.org/D2611
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Negative scale on camera is a nice trick to invert render image on one
axis at no extra CPU cost. It was implemented in the Decklink branch but
I introduced a typo when porting it to master. It is now fixed.
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Works for clay-engine but doesn't draw objects with eevee.
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Needed for offscreen render
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Spotted by Mai in IRC, thanks!
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The change was initially needed for Blender 2.8 branch but the actual
function was reverted in there. So no reason to keep dead unused
placeholder in the dependency graph.
This reverts commit fd69ba225540cde5e4c1fa651fb02df21ea0a143.
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