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2022-09-09Cycles: Remove separate OSL attribute map and instead always use SVM ↵Patrick Mours
attribute map The SVM attribute map is always generated and uses a simple linear search to lookup by an opaque ID, so can reuse that for OSL as well and simply use the attribute name hash as ID instead of generating a unique value separately. This works for both object and geometry attributes since the SVM attribute map already stores both. Simplifies code somewhat and reduces memory usage slightly. This patch was split from D15902. Differential Revision: https://developer.blender.org/D15918
2022-08-05Fix T98769: Cycles crash with multi-device rendering and BVH refitsBrecht Van Lommel
2022-07-15Cycles: refactor to move part of KernelData definition to template headerBrecht Van Lommel
To be used for specialization on Metal in a following commit, turning these members into compile time constants. Ref D14645
2022-06-20Cleanup: renaming and consistency for kernel dataBrecht Van Lommel
* Rename "texture" to "data array". This has not used textures for a long time, there are just global memory arrays now. (On old CUDA GPUs there was a cache for textures but not global memory, so we used to put all data in textures.) * For CUDA and HIP, put globals in KernelParams struct like other devices. * Drop __ prefix for data array names, no possibility for naming conflict now that these are in a struct.
2022-06-17Cleanup: add verbose logging category names instead of numbersBrecht Van Lommel
And use them more consistently than before.
2022-06-17Cleanup: replace uint4 by AttributeMap structBrecht Van Lommel
2022-05-04Fix T95644: Cycles doesn't update modified object attributes on GPULukas Stockner
evice_update_preprocess is supposed to detect modified attributes and flag the device_vector for a copy through device_update_flags. However, since object attributes are only created in device_update_attributes afterwards, they can't be included in that check. Change the function that actually updates the device_vector to tag it as modified as soon as its content gets updated. Differential Revision: https://developer.blender.org/D14815
2022-04-19Cycles: add support for volume motion blurKévin Dietrich
This adds support for rendering motion blur for volumes, using their velocity field. This works for fluid simulations and imported VDB volumes. For the latter, the name of the velocity field can be set per volume object, with automatic detection of velocity fields that are split into 3 scalar grids. A new parameter is also added to scale velocity for more artistic control. Like for Alembic and USD caches, a parameter to set the unit of time in which the velocity vectors are expressed is also added. For Blender gas simulations, the velocity unit should always be in seconds, so this is only exposed for volume objects which may come from external OpenVDB files. These parameters are available under the `Render` panels for the fluid domain and the volume object data properties respectively. Credits: kernel advection code from Tangent Animation's Blackbird based on earlier work by Geraldine Chua Differential Revision: https://developer.blender.org/D14629
2022-04-07Cleanup: clang-formatCampbell Barton
2022-04-05Cycles: Fix a few type casting warningsPatrick Mours
Stumbled over the `integrate_surface_volume_only_bounce` kernel function not returning the right type. The others too showed up as warnings when building Cycles as a standalone which didn't have those warnings disabled. Differential Revision: https://developer.blender.org/D14558
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: Make Embree compact BVH optionalThomas Dinges
Make the Embree RTC_SCENE_FLAG_COMPACT flag optional and enabled per default. Disabling it makes CPU rendering a bit faster in some scenes at the cost of a higher memory usage. Barbershop renders about 3% faster, victor about 4% on CPU with compact BVH disabled. Differential Revision: https://developer.blender.org/D13592
2022-01-05Cleanup: rename mesh -> geom in some places that now handle multiple geom typesBrecht Van Lommel
2021-12-17Fix error in Cycles geometry update tagging after pointcloud additionBrecht Van Lommel
Thanks to Christophe Hery for spotting this.
2021-12-16Cycles: pointcloud renderingBrecht Van Lommel
This add support for rendering of the point cloud object in Blender, as a native geometry type in Cycles that is more memory and time efficient than instancing sphere meshes. This can be useful for rendering sand, water splashes, particles, motion graphics, etc. Points are currently always rendered as spheres, with backface culling. More shapes are likely to be added later, but this is the most important one and can be customized with shaders. For CPU rendering the Embree primitive is used, for GPU there is our own intersection code. Motion blur is suppored. Volumes inside points are not currently supported. Implemented with help from: * Kévin Dietrich: Alembic procedural integration * Patrick Mourse: OptiX integration * Josh Whelchel: update for cycles-x changes Ref T92573 Differential Revision: https://developer.blender.org/D9887
2021-12-14Fix T94022: Both options GPU/CPU checked under preferences cause viewport ↵Michael Jones
render crash. (ARM/Metal) This fixes crash T94022 when selecting live viewport render with both GPU & CPU devices selected. It is caused by incorrect `KernelBVHLayout` assignment. Similar to `BVH_LAYOUT_MULTI_OPTIX` for Optix, this patch adds a `BVH_LAYOUT_MULTI_METAL` to correctly redirect to the correct Metal BVH layout type. Reviewed By: brecht Differential Revision: https://developer.blender.org/D13561
2021-11-29Cycles: MetalRT support (kernel side)Michael Jones
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code: - MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`. - MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers. - Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D13353
2021-11-17Cycles: reduce triangle memory usage with packed_float3Brecht Van Lommel
Depends on D13243 Differential Revision: https://developer.blender.org/D13244
2021-11-02Fix T92462: Cycles crash calculating hair transparencySergey Sharybin
Need to make sure images needed for hair shaders are loaded before running the shader. The naming is a bit misleading, but this is an internal API and we can change it easily. Submitting minimal patch needed to fix logic in the code to make it safer to review for 3.0. Differential Revision: https://developer.blender.org/D13067
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.