Age | Commit message (Collapse) | Author |
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Added IOKit and Accerelate as linked frameworks where necessary.
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This precomputes vertex normals in the procedural and caches them in case none
are found in the archive. This only applies to polygon meshes, as subdivision
meshes are yet to be subdivided, so it is useless to do this computation.
The goal here is to speed up data updates between frames, as computing normals
shows up in profiles even for large objects. This saves around 16% of update time
for a production file.
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This splits the data reading logic from the AlembicObject class and moves it to
separate files to better enforce a separation of concern. The goal was to simplify
and improve the logic to read data from an Alembic archive.
Since the procedural loads data for the entire animation, this requires looping
over the frame range and looking up data for each frame. Previously those loops
would be duplicated over the entire code causing divergences in how we might
skip or deduplicate data across frames (if only some data change over time and
not other on the same object, e.g. vertices and triangles might not have the
same animation times), and therefore, bugs.
Now, we only use a single function with callback to loop over the geometry data
for each requested frame, and another one to loop over attributes. Given how
attributes are accessed it is a bit tricky to simplify further and only use a
ingle function, however, this is left as a further improvement as it is not
impossible.
To read the data, we now use a set of structures to hold which data to read.
Those structures might seem redundant with the Alembic schemas as they are
somewhat a copy of the schemas' structures, however they will allow us in the
long run to treat the data of one object type as the data of another object
type (e.g. to ignore subdivision, or only loading the vertices as point clouds).
For attributes, this new system allows us to read arbitrary attributes, although
with some limitations still:
* only subdivision and polygon meshes are supported due to lack of examples for
curve data;
* some data types might be missing: we support float, float2, float3, booleans,
normals, uvs, rgb, and rbga at the moment, other types can be trivially added
* some attribute scopes (or domains) are not handled, again, due to lack of example
files
* color types are always interpreted as vertex colors
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Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.
To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.
This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10965
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This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.
This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.
This is not currently used, but will be in the next commit.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10965
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Keep track of clog_refs so we can null the pointers when calling
CLG_exit. Otherwise we will run into issues where the code will try to
access freed data.
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Differential Revision: https://developer.blender.org/D11061
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Differential Revision: https://developer.blender.org/D11114
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The AO distance was already there, but I forgot the factor also has an impact
on this.
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These were leftovers from an earlier way of indexing textures.
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Differential Revision: https://developer.blender.org/D10958
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For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.
Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.
Differential Revision: https://developer.blender.org/D10985
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Compilation fails when our OCIO wrapper creates a shader that
transfer first to scene ref and directly after that to display.
This cause is that the GPU resources of both transfers had the same
name. This is fixed by prefixing the resources.
This can be reproduced by loading a movie file (mkv) in the VSE editor.
Reported by Sergey Sharybin.
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This is done to ensure building with newer OptiX SDK releases that add new struct fields gives
deterministic results (no uninitialized fields and therefore random data is passed to OptiX).
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Changing window state using taskbar system menu could result in a titleless window.
Differential Revision: https://developer.blender.org/D10812
Reviewed by Ray Molenkamp
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The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.
Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.
The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.
Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.
Differential Revision: https://developer.blender.org/D10916
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The versioning code was not taking into account the old default for AO
bounces.
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For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
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