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with degenerated topology
Now we replace O(N^2) computational complexity with O(N) extra memory penalty.
Memory is much cheaper than CPU time. Keep in mind, memory penalty is like
4 megabytes per 1M vertices.
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Differential Revision: https://developer.blender.org/D2847
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The issue here was that removing datablock from main database will poke editors
update, which includes buttons context to free users of texture. Since Cycles
will free datablocks from job thread, it might crash Blender since main thread
might be in the middle of drawing.
Solved by exposing extra arguments to bpy.data.foo.remove() which indicates
whether we want to perform ID user count and interface updates. While scripts
shouldn't be using those normally, this is the only way to allow Cycles to skip
interface update when removing datablock.
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2840
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Benchmarks peformance on GTX 1080 and RX 480 on Linux is the same for
bmw27, classroom, pabellon, and about 2% faster on fishy_cat and koro.
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Rather than treating all ray types equally, we now always render 1 glossy
bounce and unlimited transmission bounces. This makes it possible to get
good looking results with low AO bounces settings, making it useful to
speed up interior renders for example.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2818
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Previously we used a 1D sequence to select a light, and another 2D sequence
to sample a point on the light. For multiple lights this meant each light
would get a random subset of a 2D stratified sequence, which is not
guaranteed to be stratified anymore.
Now we use only a 2D sequence, split into segments along the X axis, one for
each light. The samples that fall within a segment then each are a stratified
sequence, at least in the limit. So for example for two lights, we split up
the unit square into two segments [0,0.5[ x [0,1[ and [0.5,1[ x [0,1[.
This doesn't make much difference in most scenes, mainly helps if you have a
few large area lights or some types of HDR backgrounds.
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This causes render differences in some scenes, for example fishy_cat
and pabellon scenes render brighter in a few spots. This is an old
bug, not due to recent RR changes.
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Also moved code out of deep-inside ifdef block, otherwise it was quite confusing.
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Disabled forceinline for those architectures, which seems to be compiling
successfully more often.
There might be ~3% slowdown based on quick tests, but better be rendering
something rather than failing to compile kernels again and again.
Those architectures will be doomed for abandon once we'll switch to toolkit 9.
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Empty BVH nodes are set to NaN which must be preserved all the way to the
tnear <= tfar test which can then give false for empty nodes. This needs
strict semantices and careful argument ordering for min() and max(), so
the second argument is used if either of the arguments is NaN.
Fixes T52635: crash in BVH traversal with SSE4.1.
Differential Revision: https://developer.blender.org/D2828
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This breaks backwards compatibility some in that 3 sides will be mapped
differently now, but difficult to avoid and can be considered a bugfix.
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Need to exit the volume stack when shadow ray laves the medium.
Thanks Brecht for review and help in troubleshooting!
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Audio mixing is done with volume interpolation. A new handle started at
volume 1, now starting at volume 0 for a smooth fade in.
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one from util_intersection.h. This fixes the bug and makes the code more readable and maintainable.
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One problem is that it was always using __mm_blendv_ps emulation even if the
instruction was supported. The other that the emulation function was wrong.
Thanks a lot to Ray Molenkamp for tracking this one down.
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This will make it easier to re-use library as-is in other projects,
such as Cycles standalone repo for example.
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Always use b_ prefix for C++ RNA data.
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If a pixel has negative components, something already went wrong, so the best option is to just ignore it.
Should be good for 2.79.
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Don't use quick sort for small arrays, bubble sort works way faster for small
arrays due to cache coherency. This is what qsort() from libc is doing actually.
We can also experiment unrolling some extra small arrays, for example 3 and 4
element arrays.
This reduces tangent space calculation for dragon from 3.1sec to 2.9sec.
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Brings tangent space calculation from 4.6sec to 3.1sec for dragon model in BI.
Cycles is also somewhat faster, but it has other bottlenecks.
Funny thing, using simple `static inline` already gives a lot of speedup here.
That's just answering question whether it's OK to leave decision on what to
inline up to a compiler..
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Would be nice to be able to catch this with assert as well, will see what would
be the best way to do this/.\
Need to verify with Mai that this solves crash for her and maybe consider
porting this to 2.79.
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Fishy cat benchmark was rendering with wrong shadows. Cause is unclear,
adding printf or rearranging code seems to avoid this issue, possibly a
compiler bug. This reverts the fix and solves the OSL bug elsewhere.
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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.
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While unlikely to have had any serious effects because of limited use, the
previous implementation was not actually atomic due to a data race and
incorrectly coded CAS loop. We also had duplicates of this code in a few
places, it's now been moved to a single location with all other atomic
operations.
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We need to make sure we can store all volume closures for all objects in volume
stack. This is a bit tricky to detect what would be the "nestness" level of
volumes so for now use maximum possible stack depth. Might cause some slowdown,
but better to give reliable render output than to fail quickly.
Should be safe for 2.79 after extra eyes.
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Also some refactoring to clarify variable usage scope.
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