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We should actually be using CL_DEVICE_MEM_BASE_ADDR_ALIGN for sub buffers,
previous change in this code was incorrect. Renamed the function now to
make the specific purpose of this alignment clear, it's not required for
data types in general.
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Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D3041
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I have honestly no idea how this got swapped..
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This patch changes the huge list of projects in visual studio into a nice tree matching the source folder structure. see D2823 for details.
Differential Revision: http://developer.blender.org/D2823
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nvcc is very picky regarding compiler versions, severely limiting the compiler we can use, this commit adds a nvrtc based compiler that'll allow us to build the cubins even if the host compiler is unsupported. for details see D2913.
Differential Revision: http://developer.blender.org/D2913
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Spotted by Ha Hyung-jin, thanks!
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Adaptive subdivision remains experimental, still needs more work.
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This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
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Added proper checks after BSDF allocation and cleaned up existing
inline checks.
Was introduced in 7261d675e6aeb1b0dff
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It was doing bit search in an opposite direction comparing to a
vectorized version.
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Spotted by Ha Hyung-jin, thanks!
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Allow overriding gzip open w/ elbeem.
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This was disabled to avoid updating the geometry every time when the
material includes displacement, because there was no way to distinguish
between surface shader and displacement updates.
As a solution, we now compute an MD5 hash of the nodes linked to the
displacement socket, and only update the mesh if that changes.
Differential Revision: https://developer.blender.org/D3018
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Spotted by Ha Hyung-jin, thanks!
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transparent surfaces."
This reverts commit 3c852ba0741f794a697f95073b04921e9ff94039. This is breaking
the regression tests, and maybe requires some deeper changes to really fix.
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surfaces.
There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht, #cycles
Tags: #cycles
Maniphest Tasks: T53914
Differential Revision: https://developer.blender.org/D3024
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Spotted by Ha Hyung-jin, thanks!
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Previously we stored each color channel in a single closure, which was
convenient for sampling a closure and channel together. But this doesn't
work so well for algorithms where we want to render multiple color
channels together.
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Differential Revision: https://developer.blender.org/D3019
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This was caused by recent pass refactoring from f78e963.
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Previously only scalar displacement along the normal was supported,
now displacement can go in any direction. For backwards compatibility,
a Displacement node will be automatically inserted in existing files.
This will make it possible to support vector displacement maps in the
future. It's already possible to use them to some extent, but requires
a manual shader node setup. For tangent space maps the right tangent
may also not be available yet, depends on the map.
Differential Revision: https://developer.blender.org/D3015
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This converts object space height to world space displacement, to be
linked to the new vector displacement material output.
Differential Revision: https://developer.blender.org/D3015
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kernel.
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This was we can introduce other types of BVH, for example, wider ones, without
causing too much mess around boolean flags.
Thoughs:
- Ideally device info should probably return bitflag of what BVH types it
supports.
It is possible to implement based on simple logic in device/ and mesh.cpp,
rest of the changes will stay the same.
- Not happy with workarounds in util_debug and duplicated enum in kernel.
Maybe enbum should be stores in kernel, but then it's kind of weird to include
kernel types from utils. Soudns some cyclkic dependency.
Reviewers: brecht, maxim_d33
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3011
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This was broken in d750d18.
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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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