Age | Commit message (Collapse) | Author |
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Building problem introduced on 24e74f8bef813820. It affects `make lite`
and other builds that skip OpenSubdiv.
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Contributed by luzpaz
Differential Revision: https://developer.blender.org/D15057
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Subdivision did not properly update when evaluating first without and then with
orco coordinates. Now update the subdivision evaluator settings every time, and
reallocate the vertex data buffer when needed.
there is an additional issue in this file where orco coordinates are not
available immediately on the first frame when they should be, and only appear
on the second frame. However that is an old limitation related to the depsgraph
not getting re-evaluated on viewport display mode changes, here we just fix the
crash.
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Also early exit in some functions.
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The nil terminator character shouldn't be included, causing an extra
character to be added in some cases.
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Since [0], using the view navigation gizmo crashed with Wayland.
This only worked previously because GHOST_kGrabWrap was ignored.
Now the previous grab state is disabled before switching to a new
grab state.
[0]: da9e14b0b91c81d29c4e44f40ac299ae847367de
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An ASAN build highlighted a longstanding bug during ctrl+c operations
inside various text widgets. The existing code had mismatched memory
lock/unlock calls and was using the wrong allocator.
Fix the code surrounding `SetClipboardData` to be correct per MSDN:
https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setclipboarddata
Differential Revision: https://developer.blender.org/D15039
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After recent changes to Nishita sky to clamp negative colors, the pixels ended
up a bit brighter which lead to them exceeding the half float max value. The
CUDA float to half function seems to need clamping.
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Code was not yet updated to use generic attributes for vertex colors. This also
makes generic attributes work for adaptive subdivision.
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Fix "parameter unused" warning that shows up when building without NanoVDB.
No functional changes.
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Dragging number buttons wasn't grabbing the cursor and would stop
when the pointer reached the screen edge & wasn't setting the cursor
visible on completion.
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Currently all cursors are square, so this didn't show up as a bug.
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Mostly using built-in `__atomic` functions, with a special code path
using `MemoryBarrier()`on windows.
Authored By: Sergey Sharybin (sergey)
Reviewed By: Sergey Sharybin (sergey), Ray molenkamp (LazyDodo)
Ref D15020
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Regenerate blackbody RGB curve fit to not clamp values, and extend down to
800K since it does now change below 965K.
Note that as before, blackbody is only defined in the range 800K to 12000K
and has a fixed value outside of that. But within that range there should
be no more unnecessary gamut clamping.
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This patch makes it possible to change the precision with which to
store volume data in the NanoVDB data structure (as float, half, or
using variable bit quantization) via the previously unused precision
field in the volume data block.
It makes it possible to further reduce memory usage during
rendering, at a slight cost to the visual detail of a volume.
Differential Revision: https://developer.blender.org/D10023
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Found those missing casts while looking into a crash report made in
the Blender Chat. Was unable to reproduce the crash, but the casts
should totally be there to avoid integer overflow.
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* Rename ambiguous rgb to scene_linear in some places
* Precompute matrices to directly go to scene instead of through XYZ
* Make function signatures more consistent
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Between scene linear and sRGB, XYZ, linear Rec.709 and ACES2065-1.
And add some clarifications about color spaces in the docs.
Fixes T98267
Ref T68926
Differential Revision: https://developer.blender.org/D14989
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This uses the recently introduced evaluator's vertex
data to smoothly interpolate original coordinates instead
of using linear interpolation.
The orcos are interpolated at the same time as positions
and as such, the specific subdivision routine for the
orco extractor has been removed. The patch evaluation
shader uses a definition to enable code specific to
orco evaluation.
Since the orco layer may not have been requested on first
render, and since orco data is now stored in the OpenSubDiv
evaluator, the evaluator needs to be recreated if an
orco layer is suddenly available. For this, a callback
to check if the evaluator has the data was added. This is
added to the evaluator as the `Subdiv` cache stored in the
modifier is invalidated less often than the Mesh batch cache
and so leads to fewer evaluator recreations.
Differential Revision: https://developer.blender.org/D14999
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When AUDASPACE couldn't find NUMPY, it would disable WITH_PYTHON for
the rest of Blender. Now setting the value globally is only done for
standalone AUDASPACE builds. Now it's possible to build Blender with
AUDASPACE & PYTHON but without NUMPY.
While this isn't an especially important configuration to support,
having Python mysteriously disabled is a hassle to troubleshoot.
NOTE: extern/audaspace/CMakeLists.txt has become out sync with the
original [0], it seems this is being maintained in our repository.
[0]: https://github.com/neXyon/audaspace/blob/master/CMakeLists.txt
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Not sure why constructing a ustring inside [] is causing issues here, but
it's slightly more efficient to construct it once anyway.
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This makes changes to the opensubdiv module to support additional vertex data
besides the vertex position, that is smootly interpolated the same way. This is
different than varying data which is interpolated linearly.
Fixes T96596: wrong generated texture coordinates with GPU subdivision. In that
bug lazy subdivision would not interpolate orcos.
Later on, this implementation can also be used to remove the modifier stack
mechanism where modifiers are evaluated a second time for orcos, which is messy
and inefficient. But that's a more risky change, this is just the part to fix
the bug in 3.2.
Differential Revision: https://developer.blender.org/D14973
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Ensure the correct total/diffuse/transmission depth is set when evaluating
shaders for MNEE, consistent with regular light shader evaluation.
Differential Revision: https://developer.blender.org/D14902
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Match SVM and ensure valid reflection when setting up BSDFs.
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Made tangent frame consistent across the surface regardless of the sample,
which was not the case with the previous algorithm. Previously, a tangent
frame would stay consistent for the same sample throughout the walk, but not
from sample to sample for the same triangle. This actually resulted in code
simplification.
Also includes additional fixes:
* Fixed an important bug that manifested itself with multiple lights in the
scene, where caustics had abnormally low amplitude: The final light pdf did
not include the light distribution pdf.
* Removed unnecessary orthonormal basis generation function, using cycles'
native one instead.
* Increased solver max iteration back to 64: It turns out we sometimes need
these extra iterations in cases where projection back to the surface takes
many steps. The effective solver iteration count, the most expensive part,
is actually much less than the raw iteration count.
Differential Revision: https://developer.blender.org/D14931
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