Age | Commit message (Collapse) | Author |
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Followup commit to 18e5e2fa1ac26ccbbd0cc8b486a5d92be6888021. Needs the same
treatment in the second pass when ID tags are reset again.
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In nearly all cases this isn't needed.
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Thanks to Daniel Rivera (Dr2d4) for the headup!
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Only set line width in pose-mode
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From user perspective, last selected face is the same as the active face,
use this as a fallback.
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Until now, single channel textures were packed into a float4, wasting 3 floats per pixel. Memory usage of such textures is now reduced by 3/4.
Voxel Attributes such as density, flame and heat benefit from this, but also Bumpmaps with one channel.
This commit also includes some cleanup and code deduplication for image loading.
Example Smoke render from Cosmos Laundromat: http://www.pasteall.org/pic/show.php?id=102972
Memory here went down from ~600MB to ~300MB.
Reviewers: #cycles, brecht
Differential Revision: https://developer.blender.org/D1981
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Was showing an error message,
now dissolve the faces that and delimit at non-manifold boundaries.
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An island walker that only walks over manifold edges.
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Callers need to check for NULL, if we need to know exact cause it could be a return arg.
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Instead of setting an exception, treat non-manifold edges as boundaries.
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Used ** arguments unnecessarily,
also replace BLI_linklist_apply with while loop.
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Almost in all cases we want such constructors to be explicit, there are
exceptions but only in few places.
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Take advantage of the efficiency provided by the snap_context.
Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
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Was missing id macro variable.
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Nested node trees are not handled in BKE_main_id_tag_all.
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Those cases requires not only geometry component, but also a transform one
to be ready before evaluation can start.
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Pass distance argument so its possible to limit the range we get all hits from.
Other changes:
- Use boundbox test before calling callback, avoids redundant calls.
- Remove meaningless return value.
- Add doc string, explaining purpose of this function.
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Swapping the weights kept zero weight verts assigned.
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Joining faces could remove faces that happened to share an edge that would normally be removed.
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This commit makes use of new taskpool feature (instead of allocating own tasks),
and removes the spinlock used to generate chunks (using atomic ops instead).
In best cases (dynamic scheduled loop with light processing func callback), we
get a few percents of speedup, in most cases there is no sensible enhancement.
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taged as done
This is what old dependency graph was doing and apparently this avoids some updates,
however it's not really clear why those nodes are considering done. Maybe just because
of the way how relations are working. But needs a closer investigation.
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It's enough to do one single comparison to see if the string is empty or not.
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Appears mutex was guarateeing number of tasks is not modified at moments
when it's not expected. Removing those mutexes resulted in some hard-to-catch
locks where worker thread were waiting for work by all the tasks were already
done.
This reverts commit a1d8fe052ccd8945f14be5a50bd5af581b89c643.
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Also don't reset values there which were re-set on the next evaluation anyway.
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It seems using atomic operations here we can avoid having mute without
breaking anything.
Thanks Bastien for double-checking the changes!
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letters in path
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Brain melt here, intention was to reduce number of tasks in case we have not much chunks of data to loop over,
not to increase it!
Note that this only affected dynamic scheduling.
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Gives additional speedup from ~88 to ~91 fps with a test rig.
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It uses some additional compute power and the evaluation priority is
not even used.
This brings fps 88.2 with blenrig_for_debugging.blend on this desktop.
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Simple thing, and apparently fps goes up to 80 with the demo file from jpbouza.
Not sure why at this point fps is so much higher than the old dependency graph
here now. And it's definitely something what others should verify as well.
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This reduces stress on the task scheduler and avoids some unwanted overhead
caused by all the threading business in the cases when there's only one
children node. We try to immediately switch to it's evaluation now, keeping
active thread up and running.
This bumps FPS from 58 to 64 on the blenrig test file from jpbouza.
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This commit implements new function BLI_task_pool_push_from_thread()
who's main goal is to have less parasitic load on the CPU bu avoiding
memory allocations as much as possible, making taks pushing cheaper.
This function expects thread ID, which must be 0 for the thread from
which pool is created from (and from which wait_work() is called) and
for other threads it mush be the ID which was sent to the thread working
function.
This reduces allocations quite a bit in the new dependency graph,
hopefully gaining some visible speedup on a fewzillion core machines
(on my own machine can only see benefit in profiler, which shows
significant reduce of time wasted in the memory allocation).
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Use scene snap mode.
Also allow passing NULL ray-depth which falls back to BVH_RAYCAST_DIST_MAX.
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Many keyboard layouts (italian, spanish, german...) have direct access to '+' key on main
keyboard area (not the numpad one), ans x11 has own define for this key, so use it instead
of generating an unkown key event.
Note that we most likely have much more missing 'specific' keycodes for non-US keyboard layout,
but think since we already had a 'minus' keyevent, supporting 'plus' one is totally consistent.
And we had a spare space in our defined values just for it even!
This keyevent is only supported/generated by x11 and cocoa Ghost backends for now,
neither SDL nor win32 seem to have matching key events...
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Title says it all, this adds OpenCL float4 texture support.
There is a bug in the code still, I get a "Out of ressources error" on nvidia hardware here, not sure whats wrong yet.
Will investigate further, but maybe someone else has an idea. :)
Reviewers: #cycles, brecht
Subscribers: brecht, candreacchio
Differential Revision: https://developer.blender.org/D1983
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