Age | Commit message (Collapse) | Author |
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Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.
It includes doversion for old files.
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Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
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Also some minor corrections.
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Wraps vertex-format, vertex-buffer and batch's (enough for drawing).
Doesn't yet expose index-buffers or shaders.
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Needed to reference without first including headers.
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Use ownership flags instead.
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Flag ownership for each index array & vbo's
so we don't have to manually keep track of this and use the right free call.
Instead this can be passed on creation.
See D2676
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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Looking up names project wide or setting breakpoints wasn't so.
Names like common.h or element.h are also too generic.
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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frame
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2787
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Basically, make re-alloc and memcpy from the same lock, otherwise one
thread might be re-allocating thread while another one is trying to
copy data there.
Reported by Mohamed Sakr in IRC, thanks!
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Added some extra tirckery to avoid background being tinted dark with transparent
surface. Maybe a bit hacky, but seems to work fine.
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It doesn't seem that useful in practice, was mostly added to match some
other renderers but also seems to be causing user confusing and accidental
long render times. So let's just keep the UI simple and remove this.
Differential Revision: https://developer.blender.org/D2768
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We're adding some bias by default, which now I think is the right thing
to do from a usability point of view since you really need to use those
options anyway to get clean renders in a practical time.
Differential Revision: https://developer.blender.org/D2769
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It's not clear why this only happened on Windows, but the code
was wrong and should do a bitcast here instead of conversion.
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We already have enough files to worry about in BVH builders. no need to add yet
another copy-paste code which is tempting to be running out of sync.
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This is a bit confusing, especially when one mixes OpenCL code where ulong equals
to uint64_t with CPU side code where ulong is expected to be something else from
the naming.
This commit makes it so we use explicit name, common on all platforms.
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Problem was that some code checks to see if device_pointer is null or
not and the new allocator wasn't even setting the pointer to anything
as it tracks memory location separately. Setting the pointer to non
null keeps all users of device_pointer happy.
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This reverts commit f2809ae0a671057caa1005e2b9cc91648c33dd1f.
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- Apparently MSVC does not support compound literals
in C++ (at least by the looks of it).
- Not sure how opencl_device_assert was managing to
set protected property of the Device class.
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We don't enable global SSE optimizations in regular kernel, and we
keep those disabled on Linux 32bit.
One possible workaround would be to pass arguments by ccl_ref, but
that is quite a few of code which better be done accurately.
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Conflicts:
source/blender/modifiers/intern/MOD_meshsequencecache.c
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Steps to reproduce:
- Create shader Image texture -> Diffuse BSDF -> Output. Do NOT select image yet!
- Start viewport render.
- Select image from the ID browser of Image Texture node.
Thing is: with the memory manager we always need to inform device that memory
was freed.
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Common folks, nobody considered master a C++11 only branch. Such decision is to
be done officially and will involve changes in quite a few infrastructure related
areas.
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Conflicts:
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/object/object_add.c
source/blender/python/intern/bpy_app_handlers.c
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Was only needed to sue const reference on CPU. Now it is done using ccl_ref.
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It is defined to & for CPU side compilation, and defined to an empty for any GPU
platform. The idea here is to use this macro instead of #ifdef block with bunch
of duplicated lines just to make it so CPU code is efficient.
Eventually we might switch to references on CUDA as well, but that would require
some intensive testing.
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