Age | Commit message (Collapse) | Author |
|
The pixel accessor was not aware of possible offset in the
pixel padding causing some slices of the result not being
properly padded.
|
|
Ensure math happens on size_t type instead of int followed by a cast
to the size_t.
|
|
When baking in a debug build running gdb it kept asserting because a GL context was being created outside the main thread.
To fix this the patch only creates the GL context is only created for rendering (when it is actually used).
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D12767
|
|
Commited by mistake
This reverts commit 6535779c92b90035870047f178cf3eff95f0bdf0.
|
|
This makes sure the previously bound context is restored after creating a
new context. This follows what is already happening on windows.
All system backend are patched.
This also removes the goto and some code duplication.
Differential Revision: https://developer.blender.org/D12455
|
|
Need to check allocation size, as the features do not change with
volume stack depth detection.
|
|
Addresses T77127 (Controller Drawing).
Adds VR controller visualization and custom drawing via draw
handlers. Add-ons can draw to the XR surface (headset display) and
mirror window by adding a View3D draw handler of region type 'XR' and
draw type 'POST_VIEW'. Controller drawing and custom overlays can be
toggled individually as XR session options, which will be added in a
future update to the VR Scene Inspection add-on.
For the actual drawing, the OpenXR XR_MSFT_controller_model extension
is used to load a glTF model provided by the XR runtime. The model's
vertex data is then used to create a GPUBatch in the XR session
state. Finally, this batch is drawn via the XR surface draw handler
mentioned above.
For runtimes that do not support the controller model extension, a
a simple fallback shape (sphere) is drawn instead.
Reviewed By: Severin, fclem
Differential Revision: https://developer.blender.org/D10948
|
|
|
|
Introduces `BKE_appdir_folder_caches` to get the folder that
can be used to store caches. On different OS's different folders
are used.
- Linux: `~/.cache/blender/`.
- MacOS: `Library/Caches/Blender/`.
- Windows: `(%USERPROFILE%\AppData\Local)\Blender Foundation\Blender\Cache\`.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12822
|
|
|
|
For details see the "Extending the Disney BRDF to a BSDF with Integrated
Subsurface Scattering" paper.
We split the diffuse BSDF into a lambertian and retro-reflection component.
The retro-reflection component is always handled as a BSDF, while the
lambertian component can be replaced by a BSSRDF.
For the BSSRDF case, we compute Fresnel separately at the entry and exit
points, which may have different normals. As the scattering radius decreases
this converges to the BSDF case.
A downside is that this increases noise for subsurface scattering in the
Principled BSDF, due to some samples going to the retro-reflection component.
However the previous logic (also in 2.93) was simple wrong, using a
non-sensical view direction vector at the exit point. We use an importance
sampling weight estimate for the retro-reflection to try to better balance
samples between the BSDF and BSSRDF.
Differential Revision: https://developer.blender.org/D12801
|
|
There is not enough time before the release to improve Random Walk to handle
all cases this was used for, so restore it for now.
Since there is no more path splitting in cycles-x, this can increase noise in
non-flat areas for the sample number of samples, though fewer rays will be traced
also. This is fundamentally a trade-off we made in the new design and why Random
Walk is a better fit. However the importance resampling we do now does help to
reduce noise.
Differential Revision: https://developer.blender.org/D12800
|
|
It got missed in some of previous development.
Can not see a reason why the line needed to be removed, maybe just some
accident.
|
|
|
|
Only count volume objects after shader optimization.
Allows to discard objects which don't have effective volume
BSDF connected to the shader output (i.e. constant folded,
or non-volume BSDF used by mistake).
Solves memory regression reported in T92014.
There is still possibility to improve memory even further
for cases when there are a lot of non-intersecting volume
objects, but that requires a deeper refactor of update
process. Will happen as a followup development.
Differential Revision: https://developer.blender.org/D12797
|
|
The longer-term goal is to separate host-only scene update
from device update: make it possible to make kernel features
depend on actual scene state and flags.
This change makes it so shaders are compiled before kernel
load, making checks like "has_volume" available at the
kernel features calculation state.
No functional changes are expected at this point.
Differential Revision: https://developer.blender.org/D12795
|
|
artifacts
Enabling or disabling motion blur requires rebuilding the BVH of affected geometry and
uploading modified vertices to the device (since without motion blur the transform is
applied to the vertex positions, whereas with motion blur this is done during traversal).
Previously neither was happening when persistent data was enabled, since the relevant
node sockets were not tagged as modified after toggling motion blur.
The change to blender_object.cpp makes it so `geom->set_use_motion_blur()` is always
called (regardless of motion blur being toggled on or off), which will tag the geometry
as modified if that value changed and ensures the BVH is updated.
The change to hair.cpp/mesh.cpp was necessary since after motion blur is disabled,
the transform is applied to the vertex positions of a mesh, but those changes were not
uploaded to the device. This is fixed now that they are tagged as modified.
Maniphest Tasks: T90666
Differential Revision: https://developer.blender.org/D12781
|
|
|
|
|
|
Only copy required part of volume stack instead of entire stack.
Solves time regression introduced by D12759 and avoids need in
implementing volume stack calculation to exactly match what the
path tracing will do (as well as potentially makes scenes with
a lot of volumes ans a tiny bit of deeply nested ones render
faster).
Still need to look into memory aspect of the regression, but
that is for separate patch.
Ref T92014
Maniphest Tasks: T92014
Differential Revision: https://developer.blender.org/D12790
|
|
|
|
|
|
|
|
The Embree logic did not match the GPU.
|
|
|
|
Was causing extra overscan pixels, and was confusing multiple workers
check after fix T91994.
|
|
The state template iteration had difficult time dealing with 0-sized
arrays, causing iteration for until integer overflows.
|
|
The overscan change from D12599 lacked proper handling of window
when slicing buffer for multiple devices.
|
|
Previously the storage here was optimized to avoid indirections in BVH2
traversal. This helps improve performance a bit, but makes performance
and memory usage of Embree and OptiX BVHs a bit worse also. It also adds
code complexity in other parts of the code.
Now decouple triangle and curve primitive storage from BVH2.
* Reduced peak memory usage on all devices
* Bit better performance for OptiX and Embree
* Bit worse performance for CUDA
* Simplified code:
** Intersection.prim/object now matches ShaderData.prim/object
** No more offset manipulation for mesh displacement before a BVH is built
** Remove primitive packing code and flags for Embree and OptiX
** Curve segments are now stored in a KernelCurve struct
* Also happens to fix a bug in baking with incorrect prim/object
Fixes T91968, T91770, T91902
Differential Revision: https://developer.blender.org/D12766
|
|
MSVC does not support variable size array definition.
Use maximum possible stack, similar to the GPU case.
Not expected to have user-measurable difference.
|
|
Make volume stack allocated conditionally, potentially based on the
actual nested level of objects in the scene.
Currently the nested level is estimated by number of volume objects.
This is a non-expensive check which is probably enough in practice
to get almost perfect memory usage and performance.
The conditional allocation is a bit tricky.
For the CPU we declare and define maximum possible volume stack,
because there are only that many integrator states on the CPU.
On the GPU we declare outer SoA to have all volume stack elements,
but only allocate actually needed ones. The actually used volume
stack size is passed as a pre-processor, which seems to be easiest
and fastest for the GPU state copy.
There seems to be no speed regression in the demo files on RTX6000.
Note that scenes with high nested level of volume will now be slower
but correct.
Differential Revision: https://developer.blender.org/D12759
|
|
|
|
It's unclear why this code was added in the first place, but it seems
unnecessary, it can be restored if we find this breaks something.
The Embree docs mention that the same primitive may be hit multiple times, but
my understanding is that about e.g. curves where both the frontside and backside
may be hit. However those hits would be at different distances.
The context for this change is that we want to add an optimization where we
can immediately update throughput for transparent shadows instead of recording
intersections, and avoid duplicate would require extra work. However there is
an Embree example that does something similar without worrying about duplicate
hits either.
|
|
Fixes:{T91064}
Caused by {rBcd118c5581f482afc8554ff88b5b6f3b552b1682}
- Applies `ensure_valid_reflection()` to the normal input on all BSDFs for CPU and GPU.
- This doesn't affect hair.
- Removes `ensure_valid_reflection()` from the output of Bump Map and Normal Map nodes for CPU/GPU as it is not needed.
- The fix doesn't touch OSL.
Reviewed By: brecht, leesonw
Maniphest Tasks: T91064
Differential Revision: https://developer.blender.org/D12403
|
|
|
|
This effectively undoes some of the following commit:
rB4537e8558468c71a03bf53f59c60f888b3412de2
The tables in question were duplicated 5-6 times into the blender
executable due to the headers being used in multiple translation units.
This contributes ~6.3kb worth of duplicate data into the binary.
Some further details are in the below revision.
Differential Revision: https://developer.blender.org/D12724
|
|
|
|
Implement an overscan support for tiles, so that adaptive sampling can
rely on the pixels neighbourhood.
Differential Revision: https://developer.blender.org/D12599
|
|
Currently was only used for logging, but better to fix the size so
that it matches reality.
The issue was caused by decoupling number of shadow intersections
and using much higher number for CPU. This caused the total state
on GPU to be logged as 10s of gigabytes instead of 100s of megabytes.
Differential Revision: https://developer.blender.org/D12755
|
|
And fix various broken things in the HIP kernel compilation.
|
|
For example, crash when attempting to use OptiX denoiser on systems
without OptiX-capable device.
Perform check that scene update happened without errors.
Note that `et_error` makes progress to cancel, so the code was
simplified a bit.
|
|
Always sample background pass behind shadow catcher (if the pass
exists, of course), regardless of whether shadow catcher will be
used as approximate or accurate.
Allows to combine accurate shadows into an environment map.
Differential Revision: https://developer.blender.org/D12747
|
|
|
|
|
|
This previously only work for CPU rendering, and isn't that practical to get
working in the new architecture.
|
|
|
|
|
|
|
|
|
|
* Add OutputDriver, replacing function callbacks in Session.
* Add PathTraceTile, replacing tile access methods in Session.
* Add more detailed comments about how this driver should be implemented.
* Add OIIOOutputDriver for Cycles standalone to output an image.
Differential Revision: https://developer.blender.org/D12627
|