Age | Commit message (Collapse) | Author |
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Accidentally got semicolon removed just before commit.
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Each manipulator was doing this slightly differently,
use shared function which can optionally override each matrix.
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This is a bit confusing, especially when one mixes OpenCL code where ulong equals
to uint64_t with CPU side code where ulong is expected to be something else from
the naming.
This commit makes it so we use explicit name, common on all platforms.
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When a mesh changes its number of vertices during the animation,
Blender rebuilds the DerivedMesh, after which the materials weren't
applied any more (causing the default to the first material slot).
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The variable is a pointer to a Material, not to a name/string.
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Commit b6d7cdd3cee9312156e20783248a3b12420b7a53 changed how the mesh data
is deformed, which wasn't taken into account yet in this unit test.
Instead of directly reading the mesh vertices (which aren't animated any
more), we convert the modified mesh to a new one, and inspect those
vertices instead.
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Regression from rBa7b3047cefcbf, to be backported to 2.79.
Like... seriously... :|
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Problem was that some code checks to see if device_pointer is null or
not and the new allocator wasn't even setting the pointer to anything
as it tracks memory location separately. Setting the pointer to non
null keeps all users of device_pointer happy.
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This reverts commit f2809ae0a671057caa1005e2b9cc91648c33dd1f.
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Also internal changes so arrow3d matches grab3d's behavior.
Needed to add WM_MANIPULATOR_DRAW_OFFSET_SCALE flag so
we can optionally apply offset in worldspace or screen scaled values.
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Also disable lamp-target for cameras (might enable later).
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This could make output really polluted, where it'll be hard to see actual
issues.
It is still possible to have all backtraces printed using BLENDER_VERBOSE
environment variable.
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As part of the fix for T51587, I removed the Depth output for non-Multilayer
images since it seemed weird that PNGs etc. that don't have a Z pass still get
a socket for it.
However, I forgot about non-multilayer EXRs, which are a special case that can
actually have a Z pass.
Therefore, this commit brings back the Depth output for non-multilayer images
just like it was in 2.78.
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- Apparently MSVC does not support compound literals
in C++ (at least by the looks of it).
- Not sure how opencl_device_assert was managing to
set protected property of the Device class.
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We don't enable global SSE optimizations in regular kernel, and we
keep those disabled on Linux 32bit.
One possible workaround would be to pass arguments by ccl_ref, but
that is quite a few of code which better be done accurately.
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Conflicts:
source/blender/modifiers/intern/MOD_meshsequencecache.c
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Use same trick as in DataTransfer modifier e.g. to avoid modifying
existing mesh's data.
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Steps to reproduce:
- Create shader Image texture -> Diffuse BSDF -> Output. Do NOT select image yet!
- Start viewport render.
- Select image from the ID browser of Image Texture node.
Thing is: with the memory manager we always need to inform device that memory
was freed.
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Common folks, nobody considered master a C++11 only branch. Such decision is to
be done officially and will involve changes in quite a few infrastructure related
areas.
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Conflicts:
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/object/object_add.c
source/blender/python/intern/bpy_app_handlers.c
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Regression, to be backported in 2.79.
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proxy.
New code was handling correctly ID's internal references to self, but
not references between 'made real' different objects...
Regression, to be backported in 2.79.
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the driver references itself
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Was only needed to sue const reference on CPU. Now it is done using ccl_ref.
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It is defined to & for CPU side compilation, and defined to an empty for any GPU
platform. The idea here is to use this macro instead of #ifdef block with bunch
of duplicated lines just to make it so CPU code is efficient.
Eventually we might switch to references on CUDA as well, but that would require
some intensive testing.
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The documentation for the bpy.app.handlers.scene_update_{pre,post}
handlers states that they're called "on updating the scenes data".
However, they're called even when the data hasn't changed. Of course
such handlers are useful, but the documentation should reflect the
current behaviour.
Reviewers: mont29, sergey
Subscribers: Blendify
Maniphest Tasks: T46329
Differential Revision: https://developer.blender.org/D1535
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Previous update pulled too much of system-wide typedefs.
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Not a regression, but safe enough to be included in 2.79.
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Brings new declarations from toolkit version 8.0, also fixes some
pointers used in function declarations.
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Image textures were being packed into a single buffer for OpenCL, which
limited the amount of memory available for images to the size of one
buffer (usually 4gb on AMD hardware). By packing textures into multiple
buffers that limit is removed, while simultaneously reducing the number
of buffers that need to be passed to each kernel.
Benchmarks were within 2%.
Fixes T51554.
Differential Revision: https://developer.blender.org/D2745
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Simply disabled python tests, they can't be run anyway (since blender target is
not enabled) and we don't have any player-related tests in that folder.
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enum values aren't saved in files.
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Stupid git handles merges terribly when there are conflicts and branch
is modified buring merge process... :((((
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This way curve file becomes much shorter and it's also easier to write a
benchmark application to check performance before/after future changes.
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Those are nothing to do with BVH, and can be used separately.
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Still need to verify this is proper thing to do for AMD OpenCL. At least now
i can compile OpenCL kernel on my laptop with sm21 card.
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