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2017-03-29Cycles: Fix compilation error of app after the include directories changeSergey Sharybin
2017-03-29Cycles: Attempt to work around compilation errors of CUDA on sm_2xSergey Sharybin
2017-03-29Cycles: Cleanup, indentationSergey Sharybin
2017-03-29Cycles: Remove toolkit-specific workaround from kernelSergey Sharybin
2017-03-29Cycles: Only use CUDA 8.0 as officially supported oneSergey Sharybin
This deprecates CUDA 7.5.
2017-03-29Cycles: Cleanup, don't use m_ prefix for public propertiesSergey Sharybin
2017-03-29Cycles: Fix compilation error with visibility flag disabledSergey Sharybin
2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
2017-03-29Cycles: Attempt to workaround compilation error on new CUDA toolkit and sm_2xSergey Sharybin
2017-03-29Remove non-bmesh case from testCampbell Barton
2017-03-29Fix skin mark operatorCampbell Barton
Accessed custom-data layer offset before creating.
2017-03-29Fix crash closing window in background modeCampbell Barton
2017-03-29Fix missing NULL check in gpencil pollCampbell Barton
Also de-duplicate poll functions
2017-03-29Use 'empty' option for clearing factory settingsCampbell Barton
2017-03-29Option to load startup file with empty-dataCampbell Barton
Useful for batch conversion and tests.
2017-03-29Buildbot: Revert previous change, older toolkit has same exact behaviorSergey Sharybin
2017-03-29Buildbot: Use older NVCC on 32bit linuxSergey Sharybin
Newer toolkit has some weird issue with cross0-compiling 32bit kernels from 64bit environment.
2017-03-29Buildbot: Remove global hardcoded NVCC pathSergey Sharybin
This was initially needed for heterogeneous setup of two toolkits which we no longer need.
2017-03-29Cycles: Bring back preview AA samples when using BPTSergey Sharybin
This was removed in 93426cb. Please be more accurate when changing interface.
2017-03-29PyAPI: minor path init simplificationCampbell Barton
2017-03-29Fix 'bl_app_override' wrapping multiple times.Campbell Barton
Calling `SomeClass.draw(self, context)` instead of `self.draw()` would try to wrap the argument `self` multiple times, causing an error.
2017-03-29Fix memory leak re-registering operatorsCampbell Barton
Re-registering an operator used by the keymap would lead memory. Reload scripts for eg leaked over ~1600 blocks.
2017-03-29PyAPI: check modules are registered before unregisterCampbell Barton
Needed since templates may unregister classes. Also replace old modules on reloading.
2017-03-28Fix T51068: Place props in their own rowAaron Carlisle
This allows the props to extend into the blank space that is to the right.
2017-03-28Cycles: Switch to reformulated Pluecker ray/triangle intersectionSergey Sharybin
The intention of this commit it to address issues mentioned in the reports T43865,T50164 and T50452. The code is based on Embree code with some extra vectorization to speed up single ray to single triangle intersection. Unfortunately, such a fix is not coming for free. There is some slowdown for AVX2 processors, mainly due to different vectorization code, which caused different number of instructions to be executed and different instructions-per-cycle counters. But on another hand this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit faster. The prerformance goes as following: 2.78c AVX2 2.78c AVX Patch AVX2 Patch AVX BMW 05:21.09 06:05.34 05:32.97 (+3.5%) 05:34.97 (-8.5%) Classroom 16:55.36 18:24.51 17:10.41 (+1.4%) 17:15.87 (-6.3%) Fishy Cat 08:08.49 08:36.26 08:09.19 (+0.2%) 08:12.25 (-4.7% Koro 11:22.54 11:45.24 11:13.25 (-1.5%) 11:43.81 (-0.3%) Barcelone 14:18.32 16:09.46 14:15.20 (-0.4%) 14:25.15 (-10.8%) On GPU the performance is about 1.5-2% slower in my tests on GTX1080 but afraid we can't do much as a part of this chaneg here and consider it a price to pay for more proper intersection check. Made in collaboration with Maxym Dmytrychenko, big thanks to him! Reviewers: brecht, juicyfruit, lukasstockner97, dingto Differential Revision: https://developer.blender.org/D1574
2017-03-28Forgot those IDP_LibLinkProperty call on node sockets IDProps in previous ↵Bastien Montagne
commit...
2017-03-28Fix: Icon offset for pie buttonsraa
2017-03-28Cycles: Pass m128 vectors by const referenceSergey Sharybin
2017-03-28Fix lib_link_cachefile.Bastien Montagne
That one was: * Resetting non-ID pointers (lib_link_xxx funcs should only affect ID pointers, everything else shall be done in direct_link_xxx func). * Even worse, always calling lib_link_animdata, even when LIB_TAG_NEED_LINK tag was unset...
2017-03-28Bring back `lib_link_mesh()` in 'order' with other libdata liblink functions.Bastien Montagne
We do not need any special handling anymore for usercount of images used by faces/polygons (tpage stuff), since we have the 'real_user' handling, which will gracefully cope with all possible situations. So better not keep that ugly confusing useless special case.
2017-03-28readfile.c: Cleanup lib_link code a bit.Bastien Montagne
Mainly: * Add missing `IDP_LibLinkProperty()` calls for many ID types (harmless currently, but better be consistent here!). * Bring lib_link_xxx functions more in line with each other. * Replace some long if/else by switch.
2017-03-28Correct splash size checkCampbell Barton
2017-03-28Fix columns with fixed widthraa
2017-03-27Cleanup: Use upper case consistently in adaptive feature compile logging.Thomas Dinges
2017-03-27Cleanup: Resolve todo in CUDA voxel image code.Thomas Dinges
2017-03-27Cycles UI: Avoid abreviation for Hair Extension.Thomas Dinges
Since 2.5x we should try to avoid such abreviations in the UI, except for common terms like Min / Max as much as possible.
2017-03-27Cycles: Move Shadow Catcher UI option next to Ray Visibility.Thomas Dinges
Previously it was beneath the Performance UI label, which was incorrect. It's better suited next to Ray Visibility.
2017-03-27Cycles: Correct ifdef around float3 intrinsicsSergey Sharybin
2017-03-27Correct for Py3.5Campbell Barton
2017-03-27Cycles: Make shadow catcher an optional feature for OpenCLSergey Sharybin
Solves majority of speed regression on AMD OpenCL.
2017-03-27Cycles: Add OpenCL support for shadow catcher featureHristo Gueorguiev
The title says it all actually.
2017-03-27Cycles: Remove ccl_addr_space from RNG passed to functionsHristo Gueorguiev
Simplifies code quite a bit, making it shorter and easier to extend. Currently no functional changes for users, but is required for the upcoming work of shadow catcher support with OpenCL.
2017-03-27Cycles: First implementation of shadow catcherSergey Sharybin
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
2017-03-27Cycles: Optimize shaders earlier to skip unneccessary attributes for ↵Lukas Stockner
noninteractive rendering Before, Cycles would first sync the shader exactly as shown in the UI, then determine and sync the used attributes and later optimize the shader. Therefore, even completely unconnected nodes would cause unneccessary attributes to be synced. The reason for this is to avoid frequent resyncs when editing shaders interactively, but it can still be avoided for noninteractive renders - which is what this commit does. Reviewed by: sergey Differential Revision: https://developer.blender.org/D2285
2017-03-27CMake: WITH_PYTHON_SECURITY=OFF was ignoredCampbell Barton
Allow auto-execution to be enabled, also move this to user-prefs versioning code.
2017-03-27Add back missing includeCampbell Barton
2017-03-26Fix padding and align calculation for box layoutsraa
2017-03-26Cleanup: line length, assignmentCampbell Barton
2017-03-26Fix: Ignore min flag for rows that require all available widthraa
2017-03-26Fix: Use "round" instead of "floor" in snapping UI to pixelsraa