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2021-10-13Fix Cycles backing issues when using multiple devicesSergey Sharybin
The pixel accessor was not aware of possible offset in the pixel padding causing some slices of the result not being properly padded.
2021-10-13Fix possible integer overflow in Cycles bakingSergey Sharybin
Ensure math happens on size_t type instead of int followed by a cast to the size_t.
2021-10-13Fix: Stops assert when baking in debug mode.William Leeson
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
2021-10-12Revert "GHOST: Unify behavior of offscreen context creation"Clément Foucault
Commited by mistake This reverts commit 6535779c92b90035870047f178cf3eff95f0bdf0.
2021-10-12GHOST: Unify behavior of offscreen context creationClément Foucault
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
2021-10-12Fix missing Cycles volume stack re-allocationSergey Sharybin
Need to check allocation size, as the features do not change with volume stack depth detection.
2021-10-12XR Controller Support Step 4: Controller DrawingPeter Kim
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
2021-10-12Cleanup: spelling in commentsCampbell Barton
2021-10-12GHOST: Add option to request (user) cache folder.Jeroen Bakker
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
2021-10-11Fix T92056: empty sampling pattern in Cycles when opening some existing filesBrecht Van Lommel
2021-10-11Cycles: improve SSS Fresnel and retro-reflection in Principled BSDFBrecht Van Lommel
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
2021-10-11Cycles: restore Christensen-Burley SSSBrecht Van Lommel
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
2021-10-11Fix active pixels overlay for Cycles viewportSergey Sharybin
It got missed in some of previous development. Can not see a reason why the line needed to be removed, maybe just some accident.
2021-10-11Cleanup: Spelling in commentSergey Sharybin
2021-10-11Cycles: Improve volume stack size calculationSergey Sharybin
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
2021-10-11Cycles: Introduce scene host_update functionSergey Sharybin
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
2021-10-08Fix T90666: Toggling motion blur while persistent data is enabled results in ↵Patrick Mours
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
2021-10-08Fix T91999: wrong Cycles updates with mesh deformation, after recent changesBrecht Van Lommel
2021-10-08Fix T91997: Cycles glass + SSS not rendering correctlyBrecht Van Lommel
2021-10-08Fix Cycles speed regression after dynamic volume stack changeSergey Sharybin
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
2021-10-08Cleanup: Explicit specifier for single argument constructorSergey Sharybin
2021-10-08Cleanup: Else after return in CyclesSergey Sharybin
2021-10-08Cleanup: spellingCampbell Barton
2021-10-07Fix Cycles random walk SSS differences between CPU and GPUBrecht Van Lommel
The Embree logic did not match the GPU.
2021-10-07Cleanup: remove unnecessary data from LocalIntersectionBrecht Van Lommel
2021-10-07Fix wrong tile size calculated in CyclesSergey Sharybin
Was causing extra overscan pixels, and was confusing multiple workers check after fix T91994.
2021-10-07Fix Cycles long start on scene without volumesSergey Sharybin
The state template iteration had difficult time dealing with 0-sized arrays, causing iteration for until integer overflows.
2021-10-07Fix T91994: Cycles crash when rendering on multiple devicesSergey Sharybin
The overscan change from D12599 lacked proper handling of window when slicing buffer for multiple devices.
2021-10-06Cycles: fully decouple triangle and curve primitive storage from BVH2Brecht Van Lommel
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
2021-10-06Fix compilation error with MSVCSergey Sharybin
MSVC does not support variable size array definition. Use maximum possible stack, similar to the GPU case. Not expected to have user-measurable difference.
2021-10-06Fix T91922: Cycles artifacts with high volume nested levelSergey Sharybin
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
2021-10-06Build: add ccache support for CUDA kernels on LinuxBrecht Van Lommel
2021-10-06Cleanup: don't detect duplicate intersections in EmbreeBrecht Van Lommel
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.
2021-10-06Fix T91064: Cycles low poly meshes having black edges when shade smoothedMikhail Matrosov
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
2021-10-06Cleanup: spelling in commentsCampbell Barton
2021-10-06Cleanup: Remove data duplication from various lookup tables in CyclesJesse Yurkovich
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
2021-10-06Cleanup: spelling in commentsCampbell Barton
2021-10-05Fix adaptive sampling artifacts on tile boundariesSergey Sharybin
Implement an overscan support for tiles, so that adaptive sampling can rely on the pixels neighbourhood. Differential Revision: https://developer.blender.org/D12599
2021-10-05Cycles: Fix wrong GPU state calculationSergey Sharybin
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
2021-10-05Cycles: improve detection of HIP compiler for buildbotBrecht Van Lommel
And fix various broken things in the HIP kernel compilation.
2021-10-05Fix T91955: Cycles crash with denoising on non-available deviceSergey Sharybin
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.
2021-10-04Fix T91861: Black environment behind shadow catcherSergey Sharybin
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
2021-10-04Fix T91894: Cycles baking normal maps of transformed objects not workingBrecht Van Lommel
2021-10-04Fix T90815: wrong Cycles OSL normal map render after recent optimizationBrecht Van Lommel
2021-10-04Fix Cycles render time pass being available in UI, but it was removedBrecht Van Lommel
This previously only work for CPU rendering, and isn't that practical to get working in the new architecture.
2021-10-04Cleanup: Redundant space at the end of commentSergey Sharybin
2021-10-04Fix T91867: Error reading tiles with Persistent Data ONSergey Sharybin
2021-10-04Cleanup: pass arguments as constCampbell Barton
2021-10-03Cleanup: spelling in commentsCampbell Barton
2021-09-30Cycles: refactor API for render outputBrecht Van Lommel
* 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