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2021-10-26Cycles: remove prefix from source code file namesBrecht Van Lommel
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
2021-10-26Cycles: changes to source code folders structureBrecht Van Lommel
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
2021-10-13Fix Cycles viewport after session resetSergey Sharybin
Happens i.e. when changing compute device. A more proper follow-up to the on-demand display driver creation change.
2021-10-13Fix Cycles assert in viewport after recent changeSergey Sharybin
Create display early on, so that ready_to_reset() passes assert test for use for display actually configured.
2021-10-13Fix: Stops assert when baking in debug mode.William Leeson
When baking in a debug build running gdb it kept asserting because a GL context was being created outside the main thread. To fix this the patch only creates the GL context is only created for rendering (when it is actually used). Reviewed By: sergey Differential Revision: https://developer.blender.org/D12767
2021-10-04Cleanup: Redundant space at the end of commentSergey Sharybin
2021-10-04Fix T91867: Error reading tiles with Persistent Data ONSergey Sharybin
2021-09-30Cycles: refactor API for render outputBrecht Van Lommel
* Add OutputDriver, replacing function callbacks in Session. * Add PathTraceTile, replacing tile access methods in Session. * Add more detailed comments about how this driver should be implemented. * Add OIIOOutputDriver for Cycles standalone to output an image. Differential Revision: https://developer.blender.org/D12627
2021-09-30Cycles: refactor API for GPU displayBrecht Van Lommel
* Split GPUDisplay into two classes. PathTraceDisplay to implement the Cycles side, and DisplayDriver to implement the host application side. The DisplayDriver is now a fully abstract base class, embedded in the PathTraceDisplay. * Move copy_pixels_to_texture implementation out of the host side into the Cycles side, since it can be implemented in terms of the texture buffer mapping. * Move definition of DeviceGraphicsInteropDestination into display driver header, so that we do not need to expose private device headers in the public API. * Add more detailed comments about how the DisplayDriver should be implemented. The "driver" terminology might not be obvious, but is also used in other renderers. Differential Revision: https://developer.blender.org/D12626
2021-09-28Cycles: Improve handling of tile file errorSergey Sharybin
Expose them to the interface, and stop rendering as soon as possible. Differential Revision: https://developer.blender.org/D12617
2021-09-27Cleanup: fix (harmless) uninitialized variable usageBrecht Van Lommel
2021-09-24Fix Cycles memory leak in baking, after recent changesBrecht Van Lommel
2021-09-24Fix T91660: Cycles remaining render time does not take into account time limitBrecht Van Lommel
2021-09-23Fix last Cycles tile highlighted while file from disk is being processedSergey Sharybin
2021-09-22Fix bad image drawing during rendering on certain GPUsSergey Sharybin
Reported by Thomas DInges: the default cube render in Cycles has jagged edges during rendering. Happens on AMD Radeon RX 5500 XT. Force linear interpolation at zoom level 1 and less. Reviewed by @fclem
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-05-31Cycles: optimize 3D viewport rendering with camera passepartoutBrecht Van Lommel
If the area outside the camera is fully opaque, don't render it. Contributed by Kdaf. Differential Revision: https://developer.blender.org/D11182
2021-05-03Fix T88001: persistent data render wrong when changing camera borderBrecht Van Lommel
2021-04-12Fix T87283: crash with persistent data and motion blurBrecht Van Lommel
2021-04-05Render: faster animation and re-rendering with Persistent DataBrecht Van Lommel
For Cycles, when enabling the Persistent Data option, the full render data will be preserved from frame-to-frame in animation renders and between re-renders of the scene. This means that any modifier evaluation, BVH building, OpenGL vertex buffer uploads, etc, can be done only once for unchanged objects. This comes at an increased memory cost. Previously there option was named Persistent Images and had a more limited impact on render time and memory. When using multiple view layers, only data from a single view layer is preserved to keep memory usage somewhat under control. However objects shared between view layers are preserved, and so this can speedup such renders as well, even single frame renders. For Eevee and Workbench this option is not available, however these engines will now always reuse the depsgraph for animation and multiple view layers. This can significantly speed up rendering. These engines do not support sharing the depsgraph between re-renders, due to technical issues regarding OpenGL contexts. Support for this could be added if those are solved, see the code comments for details.
2021-01-25Cycles: modernize usage of rna iteratorsJacques Lucke
Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}. This patch only updates the places that are easy to update without more changes in surrounding code. Differential Revision: https://developer.blender.org/D10195
2021-01-22Cycles: optimize device updatesKévin Dietrich
This optimizes device updates (during user edits or frame changes in the viewport) by avoiding unnecessary computations. To achieve this, we use a combination of the sockets' update flags as well as some new flags passed to the various managers when tagging for an update to tell exactly what the tagging is for (e.g. shader was modified, object was removed, etc.). Besides avoiding recomputations, we also avoid resending to the devices unmodified data arrays, thus reducing bandwidth usage. For OptiX and Embree, BVH packing was also multithreaded. The performance improvements may vary depending on the used device (CPU or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive subdivision or volumes) rendered using OptiX will benefit from this work the most. On average, for a variety of animated scenes, this gives a 3x speedup. Reviewed By: #cycles, brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D9555
2020-11-12Merge branch 'blender-v2.91-release'Brecht Van Lommel
2020-11-12Fix T82607: crash cancelling Cycles render during adaptive subdivision updateBrecht Van Lommel
Now that the Blender sync mechanism deletes nodes from the scene, we need to ensure scene update is stopped before we do this. Also add some more early out in scene geometry update to ensure we do not continue working on incomplete geometry data, though that was not the cause of this crash.
2020-11-04Cycles API: encapsulate Node socket membersKévin Dietrich
This encapsulates Node socket members behind a set of specific methods; as such it is no longer possible to directly access Node class members from exporters and parts of Cycles. The methods are defined via the NODE_SOCKET_API macros in `graph/ node.h`, and are for getting or setting a specific socket's value, as well as querying or modifying the state of its update flag. The setters will check whether the value has changed and tag the socket as modified appropriately. This will let us know how a Node has changed and what to update, which is the first concrete step toward a more granular scene update system. Since the setters will tag the Node sockets as modified when passed different data, this patch also removes the various modified methods on Nodes in favor of Node::is_modified which checks the sockets' update flags status. Reviewed By: brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D8544
2020-10-29Merge branch 'blender-v2.91-release'Kévin Dietrich
2020-10-29Fix T82129: Cycles "Persistent Images" incorrectly retains scene dataKévin Dietrich
The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created. Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated. To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called. Reviewed By: brecht Maniphest Tasks: T82129 Differential Revision: https://developer.blender.org/D9378
2020-10-29Cycles: abort rendering when --cycles-device not foundBrecht Van Lommel
Rather than just printing a message and falling back to the CPU. For render farms it's better to avoid a potentially slow render on the CPU if the intent was to render on the GPU. Ref T82193, D9086
2020-10-27Revert "Cycles API: encapsulate Node socket members"Brecht Van Lommel
This reverts commit 527f8b32b32187f754e5b176db6377736f9cb8ff. It is causing motion blur test failures and crashes in some renders, reverting until this is fixed.
2020-10-27Cycles API: encapsulate Node socket membersKévin Dietrich
This encapsulates Node socket members behind a set of specific methods; as such it is no longer possible to directly access Node class members from exporters and parts of Cycles. The methods are defined via the NODE_SOCKET_API macros in `graph/ node.h`, and are for getting or setting a specific socket's value, as well as querying or modifying the state of its update flag. The setters will check whether the value has changed and tag the socket as modified appropriately. This will let us know how a Node has changed and what to update, which is the first concrete step toward a more granular scene update system. Since the setters will tag the Node sockets as modified when passed different data, this patch also removes the various `modified` methods on Nodes in favor of `Node::is_modified` which checks the sockets' update flags status. Reviewed By: brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D8544
2020-10-02Cycles: Add command line option for overriding the compute deviceLukas Stockner
The current way of setting the compute device makes sense for local use, but for headless rendering it it a massive pain to get Cycles to use the correct device, usually involving entire Python scripts. Therefore, this patch adds a simple command-line option to Blender for specifying the type of device that should be used. If the option is present, the settings in the user preferences and the scene are ignored, and instead all devices matching the specified type are used. Differential Revision: https://developer.blender.org/D9086
2020-10-02Cycles: add time statistics to scene updateKévin Dietrich
Gathers information for time spent in the various managers or object (Film, Camera, etc.) being updated in Scene::device_update. The stats include the total time spent in the device_update methods as well as time spent in subroutines (e.g. bvh build, displacement, etc.). This does not qualify as a full blown profiler, but is useful to identify potential bottleneck areas. The stats can be enabled and printed by passing `--cycles-print-stats` on the command line to Cycles, or `-- --cycles-print-stats` to Blender. Reviewed By: brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D8596
2020-08-26Merge remote-tracking branch 'origin/blender-v2.90-release'Dalai Felinto
2020-08-25Fix T77298: Cycles multiple object making not working with multiple samplesBrecht Van Lommel
The previous fix loaded the pixels so existing tiles were not overwritten. However the Cycles render buffer is expected to be scaled by the number of sample, which was not taken into account. This is not ideal in that previews could have a mismatched number of samples between multiple objects, though the result will be correct. The better solution would be to bake all objects together per tile, rather than one after the other. But that is a bigger change than we can do in 2.90. Differential Revision: https://developer.blender.org/D8704
2020-08-18Cycles: add a Pass NodeKévin Dietrich
The Pass struct is now a Node and the passes are moved from the Film class to the Scene class. The Pass Node only has `type` and `name` as sockets as those seem to be the only properties settable by exporters (other properties are implicit and depend on the pass type). This is part of T79131. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8591
2020-08-06Fix T79586: "rendering paused" not shown when viewport render starts pausedBrecht Van Lommel
2020-07-28Fix T79219: Cycles NLM denoiser clean passes broken after recent changesBrecht Van Lommel
2020-06-24Cleanup: compiler warningsBrecht Van Lommel
2020-06-24Cycles: add denoising settings to the render propertiesBrecht Van Lommel
Enabling render and viewport denoising is now both done from the render properties. View layers still can individually be enabled/disabled for denoising and have their own denoising parameters. Note that the denoising engine also affects how denoising data passes are output even if no denoising happens on the render itself, to make the passes compatible with the engine. This includes internal refactoring for how denoising parameters are passed along, trying to avoid code duplication and unclear naming. Ref T76259
2020-05-28Merge branch 'blender-v2.83-release'Clément Foucault
2020-05-27Fix T77109: Cycles viewport render crash after object add and undoBrecht Van Lommel
2020-05-15Cycles: code refactor to bake using regular render session and tilesBrecht Van Lommel
There should be no user visible change from this, except that tile size now affects performance. The goal here is to simplify bake denoising in D3099, letting it reuse more denoising tiles and pass code. A lot of code is now shared with regular rendering, with the two main differences being that we read some render result passes from the bake API when starting to render a tile, and call the bake kernel instead of the path trace kernel. With this kind of design where Cycles asks for tiles from the bake API, it should eventually be easier to reduce memory usage, show tiles as they are baked, or bake multiple passes at once, though there's still quite some work needed for that. Reviewers: #cycles Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben Differential Revision: https://developer.blender.org/D3108
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-11Cleanup: refactor image loading to use abstract ImageLoader base classBrecht Van Lommel
Rather than passing around void pointers, various Blender image sources now subclass this. OIIO is also just another type of image loader. Also fixes T67718: Cycles viewport render crash editing point density settings
2020-03-05Adaptive Sampling for Cycles.Stefan Werner
This feature takes some inspiration from "RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and "A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination" The basic principle is as follows: While samples are being added to a pixel, the adaptive sampler writes half of the samples to a separate buffer. This gives it two separate estimates of the same pixel, and by comparing their difference it estimates convergence. Once convergence drops below a given threshold, the pixel is considered done. When a pixel has not converged yet and needs more samples than the minimum, its immediate neighbors are also set to take more samples. This is done in order to more reliably detect sharp features such as caustics. A 3x3 box filter that is run periodically over the tile buffer is used for that purpose. After a tile has finished rendering, the values of all passes are scaled as if they were rendered with the full number of samples. This way, any code operating on these buffers, for example the denoiser, does not need to be changed for per-pixel sample counts. Reviewed By: brecht, #cycles Differential Revision: https://developer.blender.org/D4686
2020-02-25Cycles: Add option to change which sample to start viewport denoising atPatrick Mours
This patch adds a new user-configurable option to change at which sample viewport denoising should kick in. Setting it to zero retains previous behavior (start immediately), while other values will defer denoising until the particular sample has been reached. Default is now at one, to avoid the weirdness that is AI denoising at small resolutions. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6906
2020-02-25Cycles: move sss and diffuse transmission into diffuse passBrecht Van Lommel
This simplifies compositors setups and will be consistent with Eevee render passes from D6331. There's a continuum between these passes and it's not clear there is much advantage to having them available separately. Differential Revision: https://developer.blender.org/D6848
2020-02-11Cycles: Add support for denoising in the viewportPatrick Mours
The OptiX denoiser can be a great help when rendering in the viewport, since it is really fast and needs few samples to produce convincing results. This patch therefore adds support for using any Cycles denoiser in the viewport also (but only the OptiX one is selectable because the NLM one is too slow to be usable currently). It also adds support for denoising on a different device than rendering (so one can e.g. render with the CPU but denoise with OptiX). Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D6554
2020-02-07Cleanup: split Cycles Hair and Mesh classes, with Geometry base classBrecht Van Lommel
2020-02-07Cleanup: split Cycles export into smaller filesBrecht Van Lommel