Age | Commit message (Collapse) | Author |
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Quite annoying, the same thing we do from the blender side, But as a positive
side we can get rid of some utf8/utf16 conversions.
Hopefully it all work fine now, at leats works on mu russki windoze laptop.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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It works around strange shading bug when building with MSVC.
If such weirdeness continues, we perhaps would need to use
proper inline flags all the time.
Anyway, lets see how things will behave now.
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Basically the title says it all, volume stack initialization now is aware that
camera might be inside of the volume. This gives quite noticeable render time
regressions in cases camera is in the volume (didn't measure them yet) because
this requires quite a few of ray-casting per camera ray in order to check which
objects we're inside. Not quite sure if this might be optimized.
But the good thing is that we can do quite a good job on detecting whether
camera is outside of any of the volumes and in this case there should be no
time penalty at all (apart from some extra checks during the sync state).
For now we're only doing rather simple AABB checks between the viewplane and
volume objects. This could give some false-positives, but this should be good
starting point.
Need to mention panoramic cameras here, for them it's only check for whether
there are volumes in the scene, which would lead to speed regressions even if
the camera is outside of the volumes. Would need to figure out proper check
for such cameras.
There are still quite a few of TODOs in the code, but the patch is good enough
to start playing around with it checking whether there are some obvious mistakes
somewhere.
Currently the feature is only available in the Experimental feature sey, need
to solve some of the TODOs and look into making things faster before considering
the feature is ready for the official feature set. This would still likely
happen in current release cycle.
Reviewers: brecht, juicyfruit, dingto
Differential Revision: https://developer.blender.org/D794
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Nobody will use debug mode for benchmarks anyway and this way it's much easier
to set breakpoints on inlined functions to catch all their usages.
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This commit makes it possible to use Glog library for the debug logging.
For now only possible when using CMake and in order to use the logging
the WITH_CYCLES_LOGGING configuration variable is to be enabled.
When this option is not enabled or when using Scons there's no difference
in Cycles behavior at all, when using logging and no output to the console
impact is gonna to be minimal.
This is done in order to make it possible to have debug logging persistent
in code (without need to add it when troubleshooting some bug and removing
it afterwards).
For now actual logging is not placed yet, only all the functions needed for
the logging are written and so.
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Also some style fixes, we don't do the "put as much as possible in 1 line" contest.
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This is rather legit case which happens i.e. when having persistent images enabled
and session is updating the lookup tables.
Now device_memory keeps track of amount of memory being allocated on the device,
which makes freeing using the proper allocated size, not the CPU side buffer
size.
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Before this Cycles used to try using the cache even so it knew for the
fact that reading it from the disk failed. This change doesn't make it
more stable if someone will try to trick Cycles and give malformed data
but it solves general cases when Blender crashed during the cache write
and will preserve rendering from crashing when trying to use that partial
cache.
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Goodbye VC2008, it has been a pleasure (more or less) :D SCons / CMake cleaenup will follow.
Differential Revision: https://developer.blender.org/D715
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For now it was mainly about OpenCL wrangler being duplicated
between Cycles and Compositor, but with OpenSubdiv work those
wranglers were gonna to be duplicated just once again.
This commit makes it so Cycles and Compositor uses wranglers
from this repositories:
- https://github.com/CudaWrangler/cuew
- https://github.com/OpenCLWrangler/clew
This repositories are based on the wranglers we used before
and they'll be likely continued maintaining by us plus some
more players in the market.
Pretty much straightforward change with some tricks in the
CMake/SCons to make this libs being passed to the linker
after all other libraries in order to make OpenSubdiv linked
against those wranglers in the future.
For those who're worrying about Cycles being less standalone,
it's not truth, it's rather more flexible now and in the future
different wranglers might be used in Cycles. For now it'll
just mean those libs would need to be put into Cycles repository
together with some other libs from Blender such as mikkspace.
This is mainly platform maintenance commit, should not be any
changes to the user space.
Reviewers: juicyfruit, dingto, campbellbarton
Reviewed By: juicyfruit, dingto, campbellbarton
Differential Revision: https://developer.blender.org/D707
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also replace __typeof -> typeof
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Now Cycles behaves in the same way as BI in terms of using
sphere projection of orco coordinates if there's no UV map
when calculating tangent space.
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Baking progress preview is not possible, in parts due to the way the API
was designed. But at least you get to see the progress bar while baking.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D656
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that has no functional changes but makes code a bit more readable.
Differential revision: https://developer.blender.org/D659
Reviewed by: Sergey Sharybin, Thomas Dinges
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* Removed deprecated erros, and added some new ones, which might help to figure out problems in the future.
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This way util_simd.cpp would not require modifications
if/when SSE2 is suddenly supported on 32bit platforms.
This also allowed to unleash some issues with util_simd.h
related on the fact that there size_t and int are actually
the same types.
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* Added support for uchar4 attributes to Cycles' attribute system.
* This is used for Vertex Colors now, which saves some memory (4 unsigned characters, instead of 4 floats).
* GPU Texture Limit on sm_20 and sm_21 decreased from 95 to 94, because we need a new texture for the uchar4 attributes. This is no problem for sm_30 or newer.
Part of my GSoC 2014.
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This kernel is compiled with AVX2, FMA3, and BMI compiler flags. At the moment only Intel Haswell benefits from this, but future AMD CPUs will have these instructions as well.
Makes rendering on Haswell CPUs a few percent faster, only benchmarked with clang on OS X though.
Part of my GSoC 2014.
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This makes the code a bit easier to understand, and might come in handy
if we want to reuse more Embree code.
Differential Revision: https://developer.blender.org/D482
Code by Brecht, with fixes by Lockal, Sergey and myself.
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Add SHADINGSYSTEM_ to enum member names, so it is clear where they
are from.
Revert BVHType enum changes, as there's no need for code dedup here.
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Easier access of BVHType and deduplication for ShadingSystem.
Reviewers: dingto, brecht
Differential Revision: https://developer.blender.org/D534
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I'm not sure this should be needed, but some particular systems don't have
libcuda.so so we do this now.
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I'm not sure this should be needed, but some particular systems don't have
libcuda.so so we do this now.
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Reviewed By: dingto, brecht
Differential Revision: https://developer.blender.org/D507
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Gives overall ~3% speedup in own tests for BMW scene.
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Gives 5-6% speedup for Caterpillar_PatazStudio.blend.
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D419
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This basically records all volumes steps, which can then later be used multiple
time to take scattering samples, without having to step through the volume
again. From the paper:
"Importance Sampling Techniques for Path Tracing in Participating Media"
This works only on the CPU, due to usage of malloc/free.
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attribute.
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Gives ~11% speedup for hair.blend, ~10% for koro_final.blend
Also extract few common subexpressions in hair calculation.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D318
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