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2022-02-11Cycles: use SPDX license headersBrecht Van Lommel
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2021-12-14Nodes: Add vector support to Map Range nodeCharlie Jolly
This replaces lost functionality from the old GN Attribute Map Range node. This also adds vector support to the shader version of the node. Notes: This breaks forward compatibility as this node now uses data storage. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D12760
2021-11-18Cycles: several small fixes and additions for MSLMichael Jones
This patch contains many small leftover fixes and additions that are required for Metal-enablement: - Address space fixes and a few other small compile fixes - Addition of missing functionality to the Metal adapter headers - Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for atomic support & maths functions) Ref T92212 Differential Revision: https://developer.blender.org/D13263
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.
2021-10-19Cycles: 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
2021-10-14Cycles: Kernel address space changes for MSLMichael Jones
This is the first of a sequence of changes to support compiling Cycles kernels as MSL (Metal Shading Language) in preparation for a Metal GPU device implementation. MSL requires that all pointer types be declared with explicit address space attributes (device, thread, etc...). There is already precedent for this with Cycles' address space macros (ccl_global, ccl_private, etc...), therefore the first step of MSL-enablement is to apply these consistently. Line-for-line this represents the largest change required to enable MSL. Applying this change first will simplify future patches as well as offering the emergent benefit of enhanced descriptiveness. The vast majority of deltas in this patch fall into one of two cases: - Ensuring ccl_private is specified for thread-local pointer types - Ensuring ccl_global is specified for device-wide pointer types Additionally, the ccl_addr_space qualifier can be removed. Prior to Cycles X, ccl_addr_space was used as a context-dependent address space qualifier, but now it is either redundant (e.g. in struct typedefs), or can be replaced by ccl_global in the case of pointer types. Associated function variants (e.g. lcg_step_float_addrspace) are also redundant. In cases where address space qualifiers are chained with "const", this patch places the address space qualifier first. The rationale for this is that the choice of address space is likely to have the greater impact on runtime performance and overall architecture. The final part of this patch is the addition of a metal/compat.h header. This is partially complete and will be extended in future patches, paving the way for the full Metal implementation. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D12864
2021-09-30Nodes: Add Float Curve for GN and Shader nodes.Charlie Jolly
Replacement for float curve in legacy Attribute Curve Map node. Float Curve defaults to [0.0-1.0] range. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D12683
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
2020-12-04Cycles: Add support for shader raytracing in OptiXPatrick Mours
Support for the AO and bevel shader nodes requires calling "optixTrace" from within the shading VM, which is only allowed from inlined functions to the raygen program or callables. This patch therefore converts the shading VM to use direct callables to make it work. To prevent performance regressions a separate kernel module is compiled and used for this purpose. Reviewed By: brecht Differential Revision: https://developer.blender.org/D9733
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-03-24Cycles: slightly improve OpenCL performance by reordering SVM enum valuesBrecht Van Lommel
Ref T71479
2020-03-24Cycles: work around OpenCL performance regression after AOVs and vector rotateBrecht Van Lommel
We appear to be hitting some limit where adding any amount of code causes a significant performance regression, no matter what it does. To work around that a new node level was added. Ref T71479
2020-03-24Cleanup: remove unused Cycles kernel feature flags, replace by node levelsBrecht Van Lommel
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-02-17Cycles: Vector Rotate Node using Axis and Angle methodCharlie Jolly
This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods. Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D3789
2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-10Cycles: support for custom shader AOVsLukas Stockner
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
2019-11-13Cycles: OpenCL PerformanceJeroen Bakker
When using OpenCL with Cycles the rendering time increased substantial. After doing some tests the bottleneck was found in 4d voronoi and 2d and 3d smooth voronoi. This change will hide these behind a specific compile directive so the speed will improve. AMD RX480 + BMW scene 2.80 (3:10) 2.81 (5:48) 2.81 excluding 4d voronoi+2d/3d smooth (3:50) Reviewed By: sergey Differential Revision: https://developer.blender.org/D6231
2019-09-12Shading: Add Vertex Color node.OmarSquircleArt
This patch adds a new Vertex Color node. The node also returns the alpha of the vertex color layer as an output. Reviewers: brecht Differential Revision: https://developer.blender.org/D5767
2019-09-12Shading: Add More Features To The Voronoi Node.OmarSquircleArt
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space. It also adds a Randomness input to control the randomness of the texture. Additionally, it adds three new modes of operation: - Smooth F1: A smooth version of F1 Voronoi with no discontinuities. - Distance To Edge: Returns the distance to the edges of the cells. - N-Sphere Radius: Returns the radius of the n-sphere inscribed in the cells. In other words, it is half the distance between the closest feature point and the feature point closest to it. And it removes the following three modes of operation: - F3. - F4. - Cracks. The Distance metric is now called Euclidean, and it computes the actual euclidean distance as opposed to the old method of computing the squared euclidean distance. This breaks backward compatibility in many ways, including the base case. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5743
2019-09-09Shading: Extend Musgrave node to other dimensions.OmarSquircleArt
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D space. The Color output was also removed because it was identical to the Fac output. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5566
2019-09-05Shading: Rewrite Mapping node with dynamic inputs.OmarSquircleArt
This patch rewrites the Mapping node to support dynamic inputs. The Max and Min options have been removed. They can be added as Min and Max Vector Math nodes manually. Texture nodes still use the old matrix-based mapping. A new SVM node `NODE_TEXTURE_MAPPING` has been added to preserve this functionality. Similarly, in GLSL, a `mapping_mat4` function has been added. Reviewers: brecht, JacquesLucke
2019-09-04Shading: Extend Noise node to other dimenstions.OmarSquircleArt
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
2019-08-26Cycles: change svm node decoding for more efficient code generation on GPUPatrick Mours
These functions no longer accept NULL. They were renamed for clarity and to avoid hidden merge issues. Ref D5363
2019-08-21Shading: Add White Noise node.OmarSquircleArt
The White Noise node hashes the input and returns a random number in the range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5550
2019-08-13Shading: Add Clamp node to Cycles and EEVEE.OmarSquircleArt
This patch adds a new node that clamps a value between a maximum and a minimum values. Reviewers: brecht Differential Revision: https://developer.blender.org/D5476
2019-08-13Shading: Add Map Range node to Cycles and EEVEE.OmarSquircleArt
This patch adds a new Map Range node that linearly remaps an input value from a range to another. This node is similar to the compositor's Map Range node. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5471
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, spacing after preprocessorSergey Sharybin
It is supposed to be two spaces before comment stating which if else/endif statements corresponds to. Was mainly violated in the header guards.
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
2018-06-21Fix T55564: Cycles OpenCL build error on some scenes.Brecht Van Lommel
2018-06-15Cycles: change Ambient Occlusion shader to output colors.Lukas Stockner
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
2018-06-14Cycles: Query XYZ to/from Scene Linear conversion from OCIO instead of ↵Lukas Stockner
assuming sRGB I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D3478
2018-05-27Cycles: Add Support for IES files as textures for light strengthLukas Stockner
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-02-23Cycles: add Principled Volume shader.Brecht Van Lommel
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
2018-02-18Code cleanup: remove some more unused code after recent CUDA changes.Brecht Van Lommel
2018-02-03Cycles: add Vector Displacement node and extend Displacement node.Brecht Van Lommel
This adds midlevel and object/world space for displacement, and a vector displacement node with tangent/object/world space, midlevel and scale. Note that tangent space vector displacement still is not exactly compatible with maps created by other software, this will require changes to the tangent computation. Differential Revision: https://developer.blender.org/D1734
2018-01-23Cycles: add Displacement node.Brecht Van Lommel
This converts object space height to world space displacement, to be linked to the new vector displacement material output. Differential Revision: https://developer.blender.org/D3015
2017-12-26Fix T53600: Cycles shader mixing issue with principled BSDF and zero weights.Brecht Van Lommel
SVM nodes need to read all data to get the right offset for the following node. This is quite weak, a more generic solution would be good in the future.
2017-11-08Cycles: add bevel shader, for raytrace based rounded edges.Brecht Van Lommel
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
2017-11-05Code refactor: sum transparent and absorption weights outside closures.Brecht Van Lommel
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: Remove ccl_fetch and SOAMai Lavelle
2016-09-11Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIEDMai Lavelle
Using ones complement for detecting if transform has been applied was confusing and led to several bugs. With this proper checks are made. Also added a few transforms where they were missing, mostly affecting baking and displacement when `P` is used in the shader (previously `P` was in the wrong space for these shaders) Also removed `TIME_INVALID` as this may have resulted in incorrect transforms in some cases. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2192
2016-09-08Cycles: Fix OpenCL speed regression introduced with the improved bump mappingLukas Stockner
The two SVM nodes added with e7ea1ae78c caused a slowdown on AMD cards when rendering with OpenCL, whether displacement was used or not. In the Barcelona Pavillon scene on a RX480, this would cause a 12% slowdown. Therefore, this commit adds a additional flag for feature-adaptive compilation so that the new SVM nodes are only enabled when they are needed (Node tree connected to the Displacement output and Displacement type set to Both). Also, the nodes were also added to shaders when the Displacement Type was set to Bump (the default), which was unneccessary and is fixed now. Thanks to linda2 on IRC for reporting and testing and to maiself for help with the displacement shader code. This fix might be relevant for 2.78, but it should be tested further before including it.
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
2016-07-31Cycles: constant folding for RGB/Vector Curves and Color Ramp.Alexander Gavrilov
These are complex nodes, and it's conceivable they may end up constant in some circumstances within node groups, so folding support is useful. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2084