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2018-03-16Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-16Code refactor: move OIIO image buffer writing outside session, into callback.Guillaume Chereau
Original patch by Guillaume, modifications by Brecht. Differential Revision: https://developer.blender.org/D3102
2018-03-16GHOST: Support Unity taskbar progress APILukas Stockner
Unity itself is deprecated, but the API is also supported by KDE and the GNOME Dock extension, which means that it will be useful for a wide variety of distributions. To get a progress bar, the system must have a blender.desktop file and libunity installed. The need for libunity is annoying, but the only alternative would be to integrate a DBus library... Reviewers: campbellbarton, brecht Differential Revision: https://developer.blender.org/D3106
2018-03-15UV/Image Editor: Optimize UV DrawingGermano
Use batchs to store the entire buffer of loops before drawing. These batchs can be stored in the mesh draw cache later.
2018-03-15GWN: Fix compilation error without VRAM_USAGE flag.Clément Foucault
2018-03-15GHOST: Fix wrong usage of wglCreatePbufferARB.Clément Foucault
Last argument must be a pointer to list of int terminated by a value of 0.
2018-03-15GWN: Batch: Perf: Comment out glBindVertexArray(0)Clément Foucault
Even if they are for safety they are not free to use ! On my system (Mesa + AMD Vega GPU) calling: glBindVertexArray(1); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); in a loop, shows the same overhead as a full vao switching (which is more or less 10 times slower than just calling glDrawArrays) Moreover, now that we use OpenGL 3.3 binding a VAO is REQUIRED to issue a drawcall so it is garanted to be overwritten before the next drawcall. Problem can only happen if someone draws directly with opengl commands.
2018-03-15GWN: Batch: Only revert to default Vao when needed.Clément Foucault
Drawing ranges via glDrawArrays is already supported and should not need a manual offset in the VAO like glDrawArraysInstanced or glDrawElements.
2018-03-15GWN: Add primitive restart in element/index buffers.Clément Foucault
This allows to draw multiple primitive of the type GWN_PRIM_LINE_STRIP GWN_PRIM_LINE_LOOP GWN_PRIM_TRI_STRIP GWN_PRIM_TRI_FAN GWN_PRIM_LINE_STRIP_ADJ with only one drawcall. This should speed up some areas that are really sensitive to drawcall counts : UV drawing, Hair drawing...
2018-03-13Merge branch 'master' into blender2.8Campbell Barton
2018-03-12Fix T54299: crash rendering objects with motion blur disabled, after recent ↵Brecht Van Lommel
changes.
2018-03-12Cycles: add constant folding to displacement nodes.Brecht Van Lommel
2018-03-10Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-10Cycles: add roughness baking support, using squared roughness convention.Brecht Van Lommel
2018-03-10Cycles: switch to squared roughness convention for all nodes.Brecht Van Lommel
This was already done for the Principled BSDF to be compatible with typical baked roughness maps in PBR workflows.
2018-03-10Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-10Code cleanup: fix compiler warning.Brecht Van Lommel
2018-03-10Fix T54279: viewport update bug with volume meshes.Brecht Van Lommel
Meshes without vertex normals were not handled correctly.
2018-03-10Code refactor: reduce number of loops over meshes.Brecht Van Lommel
2018-03-10Fix T54278: volume artifacts with small density and color after recent changes.Brecht Van Lommel
2018-03-10Code cleanup: use spaces for aligned indentation.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for objects.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for cameras.Brecht Van Lommel
2018-03-10Code refactor: motion blur cleanups, preparing for next commit.Brecht Van Lommel
2018-03-10Code refactor: don't expose UpdateObjectTransformState in header.Brecht Van Lommel
2018-03-10Code refactor: make Transform always affine, dropping last row.Brecht Van Lommel
This save a little memory and copying in the kernel by storing only a 4x3 matrix instead of a 4x4 matrix. We already did this in a few places, and those don't need to be special exceptions anymore now.
2018-03-10Code refactor: add DecomposedTransform.Brecht Van Lommel
This is in preparation of making Transform affine only, and also gives us a little extra type safety so we don't accidentally treat it as a regular 4x4 matrix.
2018-03-10Code refactor: add ProjectionTransform separate from regular Transform.Brecht Van Lommel
This is in preparation of making Transform affine only.
2018-03-10Code refactor: avoid motion transform copy, remove unused curved code.Brecht Van Lommel
The purpose of the previous code refactoring is to make the code more readable, but combined with this change benchmarks also render about 2-3% faster with an NVIDIA Titan Xp.
2018-03-10Code refactor: use KernelShader and KernelParticle instead of float arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelLight instead of float4 arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelOject struct instead of float4 array.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10DRW: Change clip planes API.Clément Foucault
The draw manager now just set the number of active clip planes. It's now up to the engine to specify the plane equations as uniform/ubo/constant.
2018-03-09Fix T53857: Incorrect framerate for videos imported from OBSSergey Sharybin
This is an issue with which value to trust: fps vs. tbr. They both cam be somewhat broken. Currently the idea is: - If file was saved with FFmpeg AND we are decoding with FFmpeg we trust tbr. - If we are decoding with Libav we use fps (there does not seem to be tbr in Libav, unless i'm missing something). - All other cases we use fps. Seems to work all good for files from T53857, T54148 and T51153. Ideally we would need to collect some amount of regression files to make further tweaks more scientific. Reviewers: mont29 Reviewed By: mont29 Differential Revision: https://developer.blender.org/D3083
2018-03-07Merge branch 'master' into blender2.8Campbell Barton
2018-03-06Cycles: Fix crash when building with no shading systemsSergey Sharybin
2018-03-06Cycles: Cleanup, indentationSergey Sharybin
2018-03-03Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-03Fix T54202: Cycles crash rendering empty mesh volume after recent optimization.Brecht Van Lommel
2018-03-02Fix Cycle standalone build.Brecht Van Lommel
2018-03-02DRW: Refactor simple instancing.Clément Foucault
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled. They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case). We store a pointer to the actual count so that the number can be tweaked between redraw. This will makes multi layer rendering more efficient.
2018-03-02Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-02Cycles: Fix building of OpenCL kernels after volume optimization commitMai Lavelle
OpenCL is C based, so no support for operators. Related commit: 7377d411b47d50cd943cd
2018-03-01Merge branch 'master' into blender2.8Kévin Dietrich
2018-03-01Cycles volume: fast empty space optimization by generating a tight meshKévin Dietrich
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038
2018-03-01Merge branch 'master' into blender2.8Campbell Barton
2018-03-01Cycles: don't count volume boundaries as transparent bounces.Brecht Van Lommel
This is more important now that we will have tigther volume bounds that we hit multiple times. It also avoids some noise due to RR previously affecting these surfaces, which shouldn't have been the case and should eventually be fixed for transparent BSDFs as well. For non-volume scenes I found no performance impact on NVIDIA or AMD. For volume scenes the noise decrease and fixed artifacts are worth the little extra render time, when there is any.
2018-02-28Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-28Cycles: principled absorption color now has more effect at lower values.Brecht Van Lommel
2018-02-28Point cache: Pass EvaluationContext for all the related functionsDalai Felinto
Now the only missing bit seems to be in Cycles to pass depsgraph to builtin_image_float_pixels(). Ideally we could get evaluation context instead of using depsgraph + settings. But for the other rna EvaluationContext functions this is how we are doing. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3087