Age | Commit message (Collapse) | Author |
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this range due to sampling noise.
Side note: I looked into the mist pass because it was apparently not calculating
mist correctly on characters with transparent hair. Turns out this is just
sampling noise that goes away with more samples.
This noise is because the ray will randomly go to the next transparency layer or
get reflected, the path tracing integrator will not branch the path and only pick
one of the two directions each time.
Branched path tracing however will shade all transparent layers for each AA
sample, which means this source of noise is eliminated.
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and graphics card that does not support CUDA OpenGL interop.
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export was not implemented yet for this primitive.
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* More compact and better looking Vertex Groups panel (Particle System).
* Smaller uiLists for Cycles as well.
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This was old code, Blender now supports multiple screens.
The assert was breaking my builds with -DWITH_ASSERT_ABORT=ON
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support for non-power-of-two textures.
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table.
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Patch by Sergey, thanks. :)
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report by email and patch by Benoit Bolsee
"It is a basic compilation bug (variable defined in a c file and declared
in the c++ file: name decoration will change the name in the c++ file
and the linker will not find it)"
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Release builds will now use lock-free allocator by
default without any internal locks happening.
MemHead is also reduces to as minimum as it's possible.
It still need to be size_t stored in a MemHead in order
to make us keep track on memory we're requesting from
the system, not memory which system is allocating. This
is probably also faster than using a malloc's usable
size function.
Lock-free guarded allocator will say you whether all
the blocks were freed, but wouldn't give you a list
of unfreed blocks list. To have such a list use a
--debug or --debug-memory command line arguments.
Debug builds does have the same behavior as release
builds. This is so tools like valgrind are not
screwed up by guarded allocator as they're currently
are.
--
svn merge -r59941:59942 -r60072:60073 -r60093:60094 \
-r60095:60096 ^/branches/soc-2013-depsgraph_mt
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- Tweaked typedefs in stdint so they match
what we've got in BLI_sys_types (needed to
explicitly tell sign to MSVC).
Not so much harmful to be more explicit here,
but we really better to have single stdint
int blender.
- Tweaked allocations macros so MSVC is happy
with structures allocation.
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patch by Campbell.
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The title says it all, now having curve mapping
enabled in color management settings wouldn't
force fallback from GLSL to CPU based color space
conversion.
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Also made libmv-capi use guarded objetc allocation.
Run into some suspecious cases when it was not so
clear whether memory is being freed or not.
Now we'll know for sure whether there're leaks or not :)
Having this macros in a guardedalloc header helps
using them in other areas (for now it's OCIO and libmv,
but in the future it'll be more places).
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* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well.
* Version patch added, so Files with Compatible falloff will automatically use Cubic now.
It was already mentioned in the manual, that Compatible is deprecated.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
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* Remove support for CUDA Toolkit 4.x, only Toolkit 5.0 and above are supported now.
* Remove support for sm_1x cards (< Fermi) for good. We didn't officially support those cards for a few releases already, now remove some special code that was still there.
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Different version could be passed here, added check
cached path is calculated with the proper one.
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and restore of window setups with multiple monitors, but they are also causing
regressions, in particular issues with Blender overlapping the taskbar and the
user preferences opening wrong. We decided to revert to the old behavior for
the release.
See bug #36707 for the full explanation.
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* 32 bit GCC builds now have the SSE BVH optimizations turned off, but still
compile with SSE flags for better performance.
* White color when rendering on Windows seems to have been unrelated to SSE,
rather it was a graphics driver not supporting half float textures, added a
check for that now.
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particles use the hide_tris boolean to disable rendering of the emitter, but this was still ANDed with the "experimental" flag.
Hair is not experimental any longer, so this has to be removed.
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patch by Greg Zaal.
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Something
strange is going on here, but I don't think it can be fixed before the release,
if it is worth at all spending time on this.
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Issue was caused by bug in mesa #54080 which makes
glXQueryDrawable fail with GLXBadDrawable for any
request with direct context.
Worked around by temporary overriding X error handling
when getting old interval value and disablingintervals
extension if this query fails.
Also added check for glXSwapIntervalEXT which is
apparently NULL here with GLX_EXT_swap_control=1.
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window combinations
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There is some sort of problem with the SSE2 code path, but I couldn't find
the cause, maybe a compiler bug due to the large amount of inlining? For
now I've disabled SSE2 optimizatons in 32 bit GCC builds.
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* Keep the Mapping node default type as Point for now, instead of Texture. The
latter is a better default, but this is breaking API compatibility and it's
too close to release to expect addons to be fixed in time.
* Vector Transform and Mapping nodes had properties with name "type" to set the
type of vector, but this conflicts with the node type property, so renamed to
vector_type now.
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text editor.
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arguments are integers
* This was fixed in OSL 1.3.2, but we used an outdated stdosl.h.
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other ghost classes.
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function for getting it public
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check if m_window now public is a problem
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use arrays instead of textures for general storage on this card (image textures
are still stored as texture). Textures were found to be faster on older cards,
but the limits on 1D texture size have not increased along with the memory size,
which meant that the full 6 GB could not be used.
The performance actually seems to be slightly better with arrays in some tests
on Titan. For older cards there seems to be a bit of a mix, some are better and
others not. We may change those to use arrays too, but more testing is needed,
only Titan and Tesla K20 (sm_35) is changed for now.
The fact that arrays are faster is a bit surprising, as others found textures
to be faster on Kepler. However even if they were, the memory limitation is
more important to solve anyway.
https://research.nvidia.com/publication/understanding-efficiency-ray-traversal-gpus-kepler-and-fermi-addendum
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