Age | Commit message (Collapse) | Author |
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error handling
This patch adds a network_error() function more alike how other devices handle error's
- it adds a check for errors on load_kernels to make sure we do not crash if rendering without a server.
- it uses the non throwing variation of boost::asio::read.
Reviewers: brecht
Reviewed By: brecht
CC: brecht
Differential Revision: https://developer.blender.org/D86
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Crash only happened when the number of openmp threads were greater than the resolution.
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Gives 5% speedup for koro_final.blend, 10-15% for hair.blend
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D225
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The AVX kernel functions for reading image textures could be get used from non-AVX
kernels. These are C++ class methods and need to be marked for inlining, all other
functions are static so they don't leak into other kernels.
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Gives 0.7% - 1.3% speedup for BMW1M-MikePan scene.
Reviewers: juicyfruit
Differential Revision: https://developer.blender.org/D280
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The same can be achieved by flipping normals on the mesh, but it can be
convenient to do this in the shader.
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On earlier versions there is no proper multi-monitor support, so we leave the
choice still. But for 10.9 this just interacts better with other elements like
spaces and the dock.
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This enables VEX-encoding in AVX kernel for windows msvc builds and gives 5-10% speedup for different scenes.
Reviewers: juicyfruit, dingto, brecht
Reviewed By: brecht
CC: brecht
Differential Revision: https://developer.blender.org/D284
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Was a regression since avg_frame_rate changes.
Didn't find reliable way to get stream duration which will
work with both FFmpeg and Libav so added some freaking black
magic to distinguish one from another.
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class, was never used.
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coded, so define it in the kernel only.
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Also move shuffle() in bvh traversal back (was accidentally lost in SSE hair revert)
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nor vc2008 x64.
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compilers that don't support it.
CMake still needs to updated to work the same for consistency, but this should
fix the OS X buildbot at least.
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This is a known bug in Windows, now work around it.
https://bugreports.qt-project.org/browse/QTBUG-36192
http://connect.microsoft.com/VisualStudio/feedback/details/753224/regression-getsystemmetrics-delivers-different-values
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This is my first stab at this and is based on this IRC converstation:
<mib2berlin> brecht: this is meaning as reminder only, I know you have other things to do > http://openvidia.sourceforge.net/index.php/Optimization_Notes#avoiding_busy_waits
<brecht> mib2berlin: thanks, bookmarked
only tested on Ubuntu 14.04 / cuda 5.0 but ill do some more testing tomorrow.
Also unsure about the placement and the lifetime of the stream and the event. But creating / deleting these seems to incur a non trivial cost.
Reviewers: brecht
Reviewed By: brecht
CC: mib2berlin, dingto
Differential Revision: https://developer.blender.org/D262
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av_close_input_file()
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avcodec_encode_video() has been replaced with avcodec_encode_video2()
in new libavcodec versions.
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CODEC_ID_* have been replaced with AV_CODEC_ID_* in new libavcodec
versions.
Update the code to use those new identifiers.
Added a compatibility code to ffmpeg_compat.h
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and CCVERSION env vars
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Both need a better solution and break working builds.
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Default installation path of cuda nvcc.exe contain spaces
Reviewers: juicyfruit
Differential Revision: https://developer.blender.org/D239
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* Very simple implementation, only allows for 1 output socket. As we haven't decided yet whether we keep the XML API, rather not spend more time on this now.
* To use an external osl shader, put the .osl file next to the xml file.
* Parameters: "output" is the output socket name, "output_type" the variable type (float, color and closure color are supported).
Example:
<osl_shader name="tex" src="ramp_closure.osl" output="Phong" output_type="closure color" />
<connect from="tex Phong" to="output surface" />
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already used elsewhere.
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* Change Info in header, put more important info to the left
* API: Move Camera width/height to camera, add some film properties
* Add ESC key to help menu
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This is very basic for now, but can be extended with more info (available devices for example) later.
Thanks to Bastien and Sergey for some help with the glRect coordinates stuff.
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On Windows we can only do mmap memory allocation up to 4 GB, which causes a
crash when doing very large renders on 64 bit systems with a lot of memory.
As far as I can tell the reason to use mmap is to get around address space
limitation on some 32 bit operating systems, and I can't see a reason to use
it on 64 bit. For the original explanation see here:
http://orange.blender.org/blog/stupid-memory-problems
Fixes T37841.
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not complete, but better.
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mistake when I added the GUI build option.
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