Age | Commit message (Collapse) | Author |
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Mimics to checks in system_cpu_support() checks.
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Debug flags are to be controlling render behavior, nothing to do with low level
system utilities.
it was simple to hack, but logically is wrong. Lets do things where they are
supposed to be done!
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Not sure why it was in there, all the debug flags stuff is to be handled outside
of kernel.
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Also try to move them from headers to implementation files as much as possible.
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This was probably harmless besides some unnecessary memory usage due to
aligning allocations too much.
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The displacement shared was running before particle data was copied to the
device causing bad memory access when the particle info node was used. Fix
is simply to move particle update before mesh update so the data is
available to displacement shaders.
(Altho this fixes the crash the particle info node is still mostly useless
with displacement for now...)
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Differential Revision: https://developer.blender.org/D3002
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Adds the code to get screen size of a point in world space, which is
used for subdividing geometry to the correct level. The approximate
method of treating the point as if it were directly in front of the
camera is used, as panoramic projections can become very distorted
near the edges of an image. This should be fine for most uses.
There is also no support yet for offscreen dicing scale, though
panorama cameras are often used for rendering 360° renders anyway.
Fixes T49254.
Differential Revision: https://developer.blender.org/D2468
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This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.
Differential Revision: https://developer.blender.org/D2904
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The offscreen dicing scale helps to significantly reduce memory usage,
by reducing the dicing rate for objects the further they are outside of
the camera view.
The dicing camera can be specified now, to keep the geometry fixed and
avoid crawling artifacts in animation. It is also useful for debugging,
to see the tesselation from a different camera location.
Differential Revision: https://developer.blender.org/D2891
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The bevel and SSS code could result in NaNs in some cases, tweak the
formulas so this can't happen.
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Conflicts:
source/blender/blenkernel/intern/blender.c
source/blender/makesdna/DNA_ID.h
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This was disabled previously due to CUDA compiler bugs, see T32900.
Differential Revision: https://developer.blender.org/D2937
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This is not expected to fix all issues. Also adds some more details
to error reporting to investigate failures.
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Ensure each OpenCL device has a unique ID even if the hardware ID is not
unique for some reason.
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Adds the possibility to specify the data buffer directly and precise ownership.
By not passing ownership to gawain the memory block can be reused.
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This enables to draw the same vbo but only with a selected range. (useful for selection with instancing/batching)
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In that case it can now fall back to CPU memory, at the cost of reduced
performance. For scenes that fit in GPU memory, this commit should not
cause any noticeable slowdowns.
We don't use all physical system RAM, since that can cause OS instability.
We leave at least half of system RAM or 4GB to other software, whichever
is smaller.
For image textures in host memory, performance was maybe 20-30% slower
in our tests (although this is highly hardware and scene dependent). Once
other type of data doesn't fit on the GPU, performance can be e.g. 10x
slower, and at that point it's probably better to just render on the CPU.
Differential Revision: https://developer.blender.org/D2056
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Fixes a few corner cases found while stress testing host mapped memory.
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SVM nodes need to read all data to get the right offset for the following node.
This is quite weak, a more generic solution would be good in the future.
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This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.
An object that is a particle emitter is also considered a duplicator.
Many thanks for the reviewers for the extense feedback.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2966
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Now negative color values are clamped to zero before the actual denoising.
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We can not store pointers to elements of collection property in the
case we modify that collection. This is like storing pointers to
elements of array before calling realloc().
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Our own implementation was behaving different comparing to OSL and GPU,
namely on the border pixels OSL and CUDA was doing interpolation with
black, but we were clamping coordinate.
This partially fixes issue reported in T53452.
Similar change should also be done for 3D interpolation perhaps, but this
is to be investigated separately.
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