Age | Commit message (Collapse) | Author |
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Minimum target is still 3.3
On AMD pro driver, asking for a 3.3 context gives us *exactly* 3.3, not 3.3+ as desired.
Have not tested proprietary NV or Intel drivers, but this fix should work on all vendors.
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Conflicts:
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/library_query.c
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of bounces
This is a speed up option which is mainly useful for viewport. Gives nice speedup in
the barbershop scene of 2x when replacing GI with AO after 2nd bounce without loosing
too much details.
Reviewers: brecht
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D2383
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Currently the tests don't run on windows for the following reasons
1) render_graph_finalize has an linking issue due missing a bunch of libraries (not sure why this is not an issue for linux)
2) This one is more interesting, in test/python/cmakelists.txt ${TEST_BLENDER_EXE_BARE} and ${TEST_BLENDER_EXE} are flat out wrong, but for some reason this doesn't matter for most tests, cause ctest will actually go out and look for the executable and fix the path for you *BUT* only for the command, if you use them in any of the parameters it'll happily pass on the wrong path.
3) on linux you can just run a .py file, windows is not as awesome and needs to be told to run it with pyton.
4) had to use the NAME/COMMAND long form of add_test otherwise $<TARGET_FILE:blender> doesn't get expanded, why? beats me.
5) missing idiff.exe for msvc2015/x64 in the libs folder.
This patch addresses 1-4 , but given I have no working Linux build environment, I'm unsure if it'll break anything there
5 has been fixed in rBL61751
Reviewers: juicyfruit, brecht, sergey
Reviewed By: sergey
Subscribers: Blendify
Tags: #cycles, #automated_testing
Differential Revision: https://developer.blender.org/D2367
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Blenders baking system currently doesn't support the topology used by
adaptive subdivision and primitive ids will be wrong or out of range
leading to crashes. Updating the baking system to support other
topologies would be a bit involved, so for now we simply disable
subdivision while baking to avoid crashes.
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We started to run out of bits there, so now we separate flags
which came from __object_flags and which are either runtime or
coming from __shader_flags.
Rule now is: SD_OBJECT_* flags are to be tested against new
object_flags field of ShaderData, all the rest flags are to
be tested against flags field of ShaderData.
There should be no user-visible changes, and time difference
should be minimal. In fact, from tests here can only see hardly
measurable difference and sometimes the new code is somewhat
faster (all within a noise floor, so hard to tell for sure).
Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself
Differential Revision: https://developer.blender.org/D2428
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No user visible changes, it was a typo in the name of the class.
Spotted by povmaniac in IRC, thanks!
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Conflicts:
source/blender/editors/space_action/action_draw.c
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Cycles add-on did not actually support reloading correctly.
When you want to correctly reload sub-modules (i.e. modules of an add-on
which is a package), you need to use importlib, a mere import will do
nothing with already loaded modules (RNA classes are sort of
pre-registered when they are evaluated, through the meta-class system).
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This way we can stop traversing BVH node early on.
Gives about 2-2.5x times render time improvement with 3 BVH steps.
Hopefully this gives no measurable performance loss for scenes with
single BVH step.
Traversal is currently only implemented for QBVH, meaning old CPUs
and GPU do not benefit from this change.
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Similar to the previous commit, the statistics goes as:
BVH Steps Render time (sec) Memory usage (MB)
0 46 260
1 27 373
2 18 598
3 15 826
Scene used for the tests is the agent's body from one of the barber
shop scenes (no textures or anything, just a diffuse material).
Once again this is limited to regular (non-spatial split) BVH,
Support of spatial split to this feature will come later.
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The idea is to create several smaller BVH nodes for each of the motion
curve primitives. This acts as a forced spatial split for the single
primitive.
This gives up render time speedup of motion blurred hair in the cost
of extra memory usage. The numbers goes as:
BVH Steps Render time (sec) Memory usage (MB)
0 258 191
1 123 278
2 69 453
3 43 627
Scene used for the tests is the agent's hair from one of the barber
shop scenes.
Currently it's only limited to scenes without spatial split enabled,
since the spatial split builder requires some changes to work properly
with motion steps coordinates.
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Also fixed some issues with motion keys calculation:
- Clamp lower and upper limits of curves so we can safely call those
functions for the very first and very last curve segment.
- Fixed wrong indexing for the curve radius array.
- Fixed wrong motion attribute offset calculation.
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declarations
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Mimics how regular triangles are working and makes it more clear where
the stuff is located in the kernel.
Needed to have some forward declarations because of the current placement
of things in the kernel.
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Hopefully it works on all platforms now.
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Was a bit confusing to have transparent and translucent depth
exposed but no diffuse or glossy.
Reviewers: brecht
Subscribers: eyecandy
Differential Revision: https://developer.blender.org/D2399
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This is important for the reliable behavior or isnan/isfinite/min/max
functions to work with nan and non-finite values. Some of the issues
with fast math are possible to work around, but didn't find a way to
have reliable min/max implementation yet.
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Currently unused, but might become really handy in the future.
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Please NEVER EVER use such a statement, it's only causing HUGE
issues. What is even worse: it's not always possible to immediately
see that the hell is coming from such a statement.
There is still some statements in the existing code, will leave
those for a later cleanup.
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last tile on CPU
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This was a missing bit from b53ce9a.
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makes code slightly shorter and uses idea of const qualifiers.
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Run into some nasty bugs while trying various things here.
Wouldn't mind enabling -Wshadow for Cycles actually..
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