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AgeCommit message (Collapse)Author
2015-09-01Cleanup: pep8Campbell Barton
2015-08-31Cycles: Make the max value for World MIS Map Resolution a power of two.Thomas Dinges
Old value likely was a copy / paste error.
2015-08-31Cleanup: Fix some typos in volume code comments.Thomas Dinges
2015-08-30Cycles: Avoid copying objects in some places of BVH buildSergey Sharybin
Gives barely measurable speedup of Spatial Split BVH build.
2015-08-29Audaspace: fix for building with scons.Jörg Müller
Removed duplicated code. CMake so far built only the now removed version and scons tried to build both.
2015-08-28OpenSubdiv: Remove some dead codeSergey Sharybin
2015-08-27OpenSubdiv: Attempt to solve crash on certain GPUs/driversSergey Sharybin
2015-08-27OpenSubdiv: Fix error found by PerfectionCat,Antony Riakiotakis
Use glew, not gl constants to detect presence of extensions. glProgramParameterEXTi is part of GLEW_EXT_geometry_shader4
2015-08-26Fix T45232: Cycles bake artifacts with transparent texturesSergey Sharybin
The issue was caused by uninitialized ray used for composite and AO evaluation. Can;t really think of "proper" ray configuration here, it's all a bit arbitrary but think initializing the ray in a way so we look at the surface in a negative normal direction is much better alternative to uninitialized ray. Open for alternative suggestions tho.
2015-08-26Fix T45909: Garbage output in Viewport with OpenSubdiv device set to GLSL ↵Sergey Sharybin
Compute This isn't a Blender issue and the same bug happens with official OpenSubdiv examples. For until it's either worked around from OpenSubdiv side or fixed in the driver we'll force disable GLSL Compute for AMD hardware.
2015-08-26OpenSubdiv: Fix/workaround bad shading on AMD devicesSergey Sharybin
Uniform block data layout was different on CPU and GPU which caused wrong data being used from shader. In theory using layout(std140) is what we need to do, but for some reason such layout specifier is being ignored. This is probably caused by the way how we exploit extensions from older version of glsl. For until we've upgraded our glsl pipeline used different approach which is basically about removing unused fields form the struct manual in hope that it'll keep memory layout consistent for both CPU and GPU. This seems to work so far for both NVidia GTX580 and AMD FirePro W8000 here in the studio.
2015-08-26OpenSubdiv: Add extra checks whether GPU compute available or notSergey Sharybin
2015-08-25Fix T45904: Cycles bug after recent triangle intersect changesSergey Sharybin
Calculated cross product from wrong vectors by accident.
2015-08-25Fix T45789: Materials with transparency not properly rendered in viewport in ↵Sergey Sharybin
Material Render mode This is a bit tricky one -- ideally viewport should detect whether alpha is used in the shader tree and if so do separate viewport pass for that objects. But in practice it's really tricky to detect whether alpha is affected by shader or not without evaluating the tree for all possible input values. We also can't assume that alpha might always be affected because it'll slow viewport drawing down. For until some smart solution is found simply expose alpha blending mode used by the viewport. It could be found below the Viewport Color settings.
2015-08-25OpenSubdiv: Remove partitioned mesh interfaceSergey Sharybin
It's hopefully no longer needed, at least not needed for as long as single ptex face corresponds to a single patch which should be always correct for uniform subdivisions as far as i know.
2015-08-25OpenSubdiv: Support for multiple materials in solid shading modeSergey Sharybin
Implementation is less optimal compared to non-opensubdiv drawing but it is now as good as we can do it without affecting on how patches are being created by OpenSubdiv.
2015-08-25OpenSubdiv: Better approximation of vertex normalsSergey Sharybin
Use vertex varying data which gives better approximation of normals. Still not ideal but should be closer for higher poly meshes to correct normal. The only way to have proper smooth normals seems to be to implement patch evaluation in tessellation shader, but that's a bit PITA with current GLSL usage in our draw code.
2015-08-24Fix T45778: Objects scaled to 0 cause black artifacts with Static BVHSergey Sharybin
The issue was caused by some numeric instability in triangle intersection which was visible on avx2 CPUs and GPUs (at least sm_20 here) but maybe some others too. Committing rather a workaround for now to be safe for the release, still need some investigation. From tests with grass field from Gooseberry project didn't see measurable slowdown.
2015-08-24Fix T45885: Cycles coordinate extension modes not working as expectedSergey Sharybin
Fix T45769: Image Texture Node clipping bug Simple mistakes in the normalized/pixel-space coordinates handling. Render tests for this feature are coming.
2015-08-24Cycles: Use better policy for primitive array resize for spatial splitSergey Sharybin
Gives around 50% of spatial split BVH build speedup with grass field from cassette player shot from Gooseberry.
2015-08-24Cycles: Implement reseve() for aligned array classSergey Sharybin
The title says it all actually, just support reserving memory in the array class.
2015-08-24Cycles: Speedup of Spatial BVH split codeSergey Sharybin
Avoid memmove() happening on every insert of duplicated node to the references list. Temporary pre-allocated vector is used for new references which is then being inserted into actual array in one go later. Gives around 4x speedup building spatially split BVH for the grass field in the cassette player shot from Gooseberry.
2015-08-24Cycles: Implementation of object reference nodes spatial splitSergey Sharybin
This commit implements object reference node spatial split making it possible to use spatial split for top-level BVH. The code is not in use yet because enabling spatial split on top level BVH is not coming for free and it needs to be investigated if it's worth in terms of improved render times.
2015-08-24Cycles: Make primitive split code easier for re-use by reference splitting ↵Sergey Sharybin
function
2015-08-24Cycles: Move primitive splitting into own functionsSergey Sharybin
This way it's easy to add more reference types allowed for splitting to the BVH reference split function without making this function too much big. This way it's possible to experiment with such features as splitting object instance references. So far should not be any functional changes.
2015-08-24Cycles: BVH statistics print was missing for spatially split BVH treeSergey Sharybin
2015-08-23Cleanup: spelling/styleCampbell Barton
2015-08-20Fix ATI part of T45708, crash when enabling opensubdiv.Antony Riakiotakis
In fact exit was getting called because we had an error in shader compilation: Uniform buffer objects are in fact required. Since it looks like original intent was to write the shader against older GLSL version, I will be adding an extension here instead of a version. Thanks to Anshu Arya for letting me borrow his machine through VPN to do the debugging :)
2015-08-17Fix for Ghost/OSX w/ core profileCampbell Barton
2015-08-11Cycles: Enable some extra debug prints for OpenCL kernel loadingSergey Sharybin
2015-08-10Cycles: Fix for typo in previous commitSergey Sharybin
2015-08-09Compile fix cycles network. This code is crusty and not superMartijn Berger
functional. But is should compile.
2015-08-09Cycles: Follow up on cc0bbc28 (Collapse multiview panel)Dalai Felinto
2015-08-07Fix T45721: Panoramic render in Cycles camera : depth of field issue with ↵Dalai Felinto
bump maps - patch by Brecht Van Lommel
2015-08-06OpenSubdiv: Make sure faces are exported with consistent normalSergey Sharybin
This is currently a requirement of OpenSudiv and original orientation code was depending on this quite a lot. This makes mesh conversion and comparison slower but solves some crashes. With some trickery it could be optimized and become closer to original performance. Probably Campbell has some nice ideas here as well :)
2015-08-05Fix T45693: Fix for using 4-component vector as 3 component in osd shaderSergey Sharybin
2015-08-04Cycles: Remove 32bit cuda workaroudn and disable cubins for buildbotSergey Sharybin
Recent changes to kernel broke compilation of the kernels again, need some other kind of solution for this issue. Don't have much time for this currently, but will be addressed before the release. Meanwhile it's better to have some buildbot builds instead of totally failing one.
2015-08-04OpenSubdiv: Fix for missing OpenMP device when building with SConsSergey Sharybin
2015-08-04OpenSubdiv: Correction for compute devices detection in SConsSergey Sharybin
SCons was still using file names from 2.x branch.
2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-08-04OpenSubdiv: forgot this in the previous commitSergey Sharybin
Need to find better approach for dealing with shadeless materials.
2015-08-04OpenSubdiv: Optimize drawing shaderSergey Sharybin
The idea is to cut as much code as possible and use compile-time ifdefs rather than runtime if() statements. Gives about 2x speedup on catmark_car model from OpenSubdiv repository making our FPS much closer to what glViewer is capable of.
2015-08-03OpenSubdiv: Support shadeless shadingSergey Sharybin
2015-08-03OpenSubdiv: Correction to vert edge/face orientation codeSergey Sharybin
non-manifold case didn't start ordering from the correct edge.
2015-08-03OpenSubdiv: Switch CPU evaluator to use uniform refinementSergey Sharybin
This way the result matches GPU viewport and becomes really close to out legacy subsurf code.
2015-08-03OpenSubdiv: Mark non-manifold verts as sharpSergey Sharybin
2015-08-03OpenSubdiv: Disable topology check happening from OpenSubdiv sideSergey Sharybin
This check doesn't handle multiple non-manifolds cases which is rather really annoying currently.
2015-08-03OpenSubdiv: Work on better vert edge/face orientation codeSergey Sharybin
Previous version of code didn't handle cases like hourglass connectivity with loose edge. The new code is supposed to handle all this cases.
2015-08-02Aduaspace: fixing playback in the game engine.Jörg Müller
2015-07-31Fix T45632: motion blur (2d filter) not working - in OSX at leastDalai Felinto
This regression was introduced in Blende 2.73a when we went through a ghost context refactoring :(