Age | Commit message (Collapse) | Author |
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The refactoring of texture handles did not take into account that render
services are shared between multiple render session. Now the texture
to handle map is also shared between render sessions.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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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
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Reviewed By: dingto, sergey
Differential Revision: https://developer.blender.org/D2127
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Not sure why it was mixed tabs and spaces, it's all just
confusing in different editors.
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So now the following OSL versions are supported (at least for compilation):
- 1.5 with closure alignment patch applied
- 1.6.8 release
- 1.7 development version from latest git
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This header was already included into some of the implementation files already,
and this change is needed for some upcoming changes in the way how kernel_types.h
works.
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setup.
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These were removed in new OSL versions. We only used these as base classes,
not using them at all simplifies the code a bit.
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allocations for trace data, avoid some virtual function calls. Only helps
a few percentages.
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a specular ramp shader. Note this is OSL only still, for experimenting.
Patch by Thomas.
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