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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.
2021-10-19Cycles: decouple shadow paths from main path on GPUBrecht Van Lommel
The motivation for this is twofold. It improves performance (5-10% on most benchmark scenes), and will help to bring back transparency support for the ambient occlusion pass. * Duplicate some members from the main path state in the shadow path state. * Add shadow paths incrementally to the array similar to what we do for the shadow catchers. * For the scheduling, allow running shade surface and shade volume kernels as long as there is enough space in the shadow paths array. If not, execute shadow kernels until it is empty. * Add IntegratorShadowState and ConstIntegratorShadowState typedefs that can be different between CPU and GPU. For GPU both main and shadow paths juse have an integer for SoA access. Bt with CPU it's a different pointer type so we get type safety checks in code shared between CPU and GPU. * For CPU, add a separate IntegratorShadowStateCPU struct embedded in IntegratorShadowState. * Update various functions to take the shadow state, and make SVM take either type of state using templates. Differential Revision: https://developer.blender.org/D12889
2021-10-18Cleanup: consistently use uint32_t for path flagBrecht Van Lommel
2021-10-18Cycles: replace integrator state argument macrosBrecht Van Lommel
* Rename struct KernelGlobals to struct KernelGlobalsCPU * Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs that every device can define in its own way. * Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and replace with these new typedefs. * Add explicit state argument to INTEGRATOR_STATE and similar macros In preparation for decoupling main and shadow paths. Differential Revision: https://developer.blender.org/D12888
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
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2020-12-24Cycles: remove surface area computation for meshes with OSLBrecht Van Lommel
This is relatively expensive and as per the OSL spec, this value is not expected to be meaningful for non-light shaders. This makes viewport updates a little faster. As a side effect also fixes T82723, viewport refresh issue with volume density.
2020-03-06Cleanup: tweak Cycles #includes in preparation for clang-format sortingBrecht Van Lommel
2020-02-07Cleanup: simplify Cycles primitive attribute map storageBrecht Van Lommel
2019-05-14Fix T64515, T60434: crash in OSL and preview render after recent changesBrecht Van Lommel
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.
2019-05-03Cleanup: refactor passing of OSL kernel globals for upcoming changesBrecht Van Lommel
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2018-11-09Cycles: Cleanup, space after (void)Sergey Sharybin
It was used in like 95% of places.
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
2018-06-26Revert "Turned off clang warnings in third party includes."Stefan Werner
This reverts commit d53093953f8f3b58600cb19020ecbe0b5f254b52.
2018-06-26Turned off clang warnings in third party includes.Stefan Werner
The latest clang compiler (at least the one in Xcode 9.4.1) warns about the register keyword and macro expansions using defined(). Since these warnings come from third party code, we can't address them directly in Blender. Silencing them via #pramgas will at least keep the warnings during a build down to the ones that are relevant to Blender code.
2018-06-11Cycles: Cleanup, silence strict compiler warningSergey Sharybin
There is one legit place in the code where memcpy was used as an optimization trick. Was needed for older version of GCC, but now it should be re-evaluated and checked if it still helps to have that trick. In other places it's somewhat lazy programming to zero out all object members. That is absolutely unsafe, at the moment when less trivial class is used as a member in that object things will break. Other cases were using memcpy into an object which comes from an external library. We don't control that object, and we can not guarantee it will always be safe for such memory tricks and debugging bugs caused by such low level access is far fun. Ideally we need to use more proper C++, but needs to be done with big care, including benchmarks of each change, For now do annoying but simple cast to void*.
2017-10-05Code refactor: split displace/background into separate kernels, remove luma.Brecht Van Lommel
2017-08-24Code cleanup: remove shader context.Brecht Van Lommel
This was needed when we accessed OSL closure memory after shader evaluation, which could get overwritten by another shader evaluation. But all closures are immediatley converted to ShaderClosure now, so no longer needed.
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
2017-03-08Cycles: Make it possible to access KernelGlobals from split data ↵Sergey Sharybin
initialization function
2017-03-08Cycles: CPU implementation of split kernelMai Lavelle
2016-09-02Cycles: Silence strict compiler warning in release buildSergey Sharybin
2016-09-02Cycles microdisplacement: Improved automatic bump mappingMai Lavelle
Object coordinates can now be used in the displacement shader and will give correct results, where as before bump mapping was calculated from the displace positions and resulted in incorrect shading. This works by evaluating the shader in two parts, first bump then surface, and setting the shader state to match what it would be if the surface was undisplaced for the bump shader evaluation. Currently only `P` is set as if undisplaced, but other shader variables could be set as well, such as `I` or `time`. Since these aren't set to anything meaningful for displacement I left them out of this patch, we can decide what to do with them separately. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2156
2016-08-06Cycles: Add AttributeDescriptorMai Lavelle
Adds a descriptor for attributes that can easily be passed around and extended to contain more data. Will be used for attributes on subdivision meshes. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2110
2016-07-31Cycles: refactor kernel closure storage to use structs per closure type.Brecht Van Lommel
Reviewed By: dingto, sergey Differential Revision: https://developer.blender.org/D2127
2016-06-23Cycles: Add multi-scattering, energy-conserving GGX as an option to the ↵Lukas Stockner
Glossy, Anisotropic and Glass BSDFs This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model". Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until the ray leaves it again, which ensures perfect energy conservation. In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing roughness - is solved in a physically correct and efficient way. The downside of this model is that it has no (known) analytic expression for evalation. However, it can be evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the balance heuristic guarantee an unbiased result at the cost of slightly higher noise. Reviewers: dingto, #cycles, brecht Reviewed By: dingto, #cycles, brecht Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel Differential Revision: https://developer.blender.org/D2002
2016-02-11Cycles: Remove some ifdefs for OSL < 1.7.1.Thomas Dinges
That means that we now only support OSL 1.7.1 or newer. Please update libs or re-run install-depsh.sh.
2016-02-06Cleanup: Remove support for OSL versions < 1.6.Thomas Dinges
We can get rid of more ifdefs once all platforms are on OSL 1.7 soon.
2016-02-04Cycles: Implement approximate reflectance profilesSergey Sharybin
Using this paper: http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf This model gives less blurry results than the Cubic and Gaussian we had implemented: - Cubic: https://developer.blender.org/F279670 - Burley: https://developer.blender.org/F279671 The model is called "Christensen-Burley" in the interface, which actually should be read as "Physically based" or "Realistic". Reviewers: juicyfruit, dingto, lukasstockner97, brecht Reviewed By: brecht, dingto Subscribers: robocyte Differential Revision: https://developer.blender.org/D1759
2016-01-07Cycles: Update some API to be ready for OSL 1.6Sergey Sharybin
While previous code was already compiling with OSL 1.6 it was using some symbols which were considered deprecated in upstream. This commit adds some ifdefs, but soon we'll get rid of all them rather soon with the upcoming OIIO/OSL update.
2016-01-07Cycles: Refactor how we pass bounce info to light path node.Thomas Dinges
This commit changes the way how we pass bounce information to the Light Path node. Instead of manualy copying the bounces into ShaderData, we now directly pass PathState. This reduces the arguments that we need to pass around and also makes it easier to extend the feature. This commit also exposes the Transmission Bounce Depth to the Light Path node. It works similar to the Transparent Depth Output: Replace a Transmission lightpath after X bounces with another shader, e.g a Diffuse one. This can be used to avoid black surfaces, due to low amount of max bounces. Reviewed by Sergey and Brecht, thanks for some hlp with this. I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split and Mega kernel. Hopefully this covers all devices. :)
2015-09-23Cycles: Support building with latest OSL-1.7devSergey Sharybin
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
2015-03-27Cycles: Code cleanup, spaces around keywordsSergey Sharybin
This inconsistency drove me totally crazy, it's really confusing when it's inconsistent especially when you work on both Cycles and Blender sides. Shouldn;t cause merge PITA, it's whitespace changes only, Git should be able to merge it nicely.
2015-03-25Fix T44123: Cycles SSS renders black in recent buildsSergey Sharybin
Issue was introduced in 01ee21f where i didn't notice *_setup() function only doing partial initialization, and some of parameters are expected to be initialized by callee function. This was hitting only some setups, so tests with benchmark scenes didn't unleash issues. Now it should all be fine. This is to go to the 2.74 branch and we actually might re-AHOY.
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-10-06Cycles: Move system headers include to the top of the filesSergey Sharybin
This is a good practice to do anyway, plus it'll help with the upcoming change.
2014-09-05Cycles: Split caustics option, to allow separate control for Reflection and ↵Thomas Dinges
Refraction caustics. This way artists can only disable/enable refraction or reflection caustics. See Cycles logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles Differential revision: https://developer.blender.org/D766
2014-06-14Cycles: internal code support for anisotropic Beckmann and GGX reflectionBrecht Van Lommel
Based on: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs E. Heitz, Research Report 2014
2014-05-04Style cleanup: indentation, bracesCampbell Barton
2014-03-29Cycles code refactor: replace magic ~0 values in the code with defines.Brecht Van Lommel
2014-03-29Cycles code refactor: changes to make adding new primitive types easier.Brecht Van Lommel
2014-03-29Cycles code refactor: move geometry related kernel files into own directory.Brecht Van Lommel
2013-12-31Cycles Volume Render: generated texture coordinates for volume render.Brecht Van Lommel
This does not support staying fixed while the surface deforms, but for static meshes it should match up with the surface texture coordinates. Implemented as a matrix transform from objects space to mesh texture space. Making this work for deforming surfaces would be quite complicated, you might need something like harmonic coordinates as used in the mesh deform modifier, probably will not be possible anytime soon.
2013-12-30Fix cycles volume emission not working with OSL.Brecht Van Lommel
2013-12-28Cycles Volume Render: add support for overlapping volume objects.Brecht Van Lommel
This works pretty much as you would expect, overlapping volume objects gives a more dense volume. What did change is that world volume shaders are now active everywhere, they are no longer excluded inside objects. This may not be desirable and we need to think of better control over this. In some cases you clearly want it to happen, for example if you are rendering a fire in a foggy environment. In other cases like the inside of a house you may not want any fog, but it doesn't seem possible in general for the renderer to automatically determine what is inside or outside of the house. This is implemented using a simple fixed size array of shader/object ID pairs, limited to max 15 overlapping objects. The closures from all shaders are put into a single closure array, exactly the same as if an add shader was used to combine them.
2013-12-28Cycles Volume Render: work on nodes and closures.Brecht Van Lommel
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-18Fix T37790: OSL not rendering subsurface scattering color correct since ↵Brecht Van Lommel
upgrade to 1.4.