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2014-04-29Fix for wrong behavior of 'darken' blend mode with factor.Kevin Dietrich
The formula was not consistent across Blender and behaved strangely, now it is a simple linear blend between color1 and min(color1, color2). Reviewed By: brecht Differential Revision: https://developer.blender.org/D489
2014-04-29Code cleanup: don't use unnecessary .exe extension in scons, simplify code.Lawrence D'Oliveiro
Reviewed By: brecht Differential Revision: https://developer.blender.org/D236
2014-04-28Cycles CUDA: add support for sm_50 cards in kernel.cu, for testing.Brecht Van Lommel
2014-04-27Code cleanup: style, unused importCampbell Barton
2014-04-26Cycles: avoid some CUDA performance on scenes without deformation motion blur.Brecht Van Lommel
2014-04-25Fix T39843: cycles memory leak rendering with high transparent depth.Brecht Van Lommel
2014-04-24Code cleanup: unused python vars & importsCampbell Barton
Use frosted rather then pyflakes
2014-04-23Quiet warningCampbell Barton
2014-04-23Cycles: some tiny hair intersection optimizations that help maybe 2%.Brecht Van Lommel
2014-04-23Fix occasional wrong normal for curves with minimum width.Brecht Van Lommel
This caused a couple of fireflies in koro_final.blend. The wrong normal would cause the shading point to be set as backfacing, which triggered another bug with hair BSDFs on the backface of hair curves. That one is not fixed yet but there's a comment in the code about it now.
2014-04-22Cycles: optimization for hair BVH build, allow max 2 hair curves per leaf.Brecht Van Lommel
This gives me 14% reduction in render time for koro_final.blend.
2014-04-22Fix T39833: Nurbs CrashBastien Montagne
Converting empty object to mesh can generate a 'Null' BL:Mesh, we have to check against it.
2014-04-21Cycles: shadow function optimization for transparent shadows (CPU only).Brecht Van Lommel
Old algorithm: Raytrace from one transparent surface to the next step by step. To minimize overhead in cases where we don't need transparent shadows, we first trace a regular shadow ray. We check if the hit primitive was potentially transparent, and only in that case start marching. this gives extra ray cast for the cases were we do want transparency. New algorithm: We trace a single ray. If it hits any opaque surface, or more than a given number of transparent surfaces is hit, then we consider the geometry to be entirely blocked. If not, all transparent surfaces will be recorded and we will shade them one by one to determine how much light is blocked. This all happens in one scene intersection function. Recording all hits works well in some cases but may be slower in others. If we have many semi-transparent hairs, one intersection may be faster because you'd be reinteresecting the same hairs a lot with each step otherwise. If however there is mostly binary transparency then we may be recording many unnecessary intersections when one of the first surfaces blocks all light. We found that this helps quite nicely in some scenes, on koro.blend this can give a 50% reduction in render time, on the pabellon barcelona scene and a forest scene with transparent leaves it was 30%. Some other files rendered maybe 1% or 2% slower, but this seems a reasonable tradeoff. Differential Revision: https://developer.blender.org/D473
2014-04-21Cleanup: Remove OpenCL __MULTI_CLOSURE__ sanity check, not needed anymore ↵Thomas Dinges
after 04a10907dc41.
2014-04-21Cleanup: Pass PathState as a whole, instead of individual members.Thomas Dinges
Differential Revision: https://developer.blender.org/D477
2014-04-21Fix T39793: cycles SVM shading bug with tangled up nodes after recent ↵Brecht Van Lommel
optimization.
2014-04-21Code cleanup: remove old closure sampling code Cycles.Brecht Van Lommel
This was the original code to get things working on old GPUs, but now it is no longer in use and various features in fact depend on this to work correctly to the point that enabling this code is too buggy to be useful.
2014-04-21Cycles: add Transparent Depth output to Light Path node.Carlo Andreacchio
This can for example be useful if you want to manually terminate the path at some point and use a color other than black. Reviewed By: brecht Differential Revision: https://developer.blender.org/D454
2014-04-21Code cleanup: add some asserts and fix a typo in BVH build.John Pavel
Reviewed By: brecht Differential Revision: https://developer.blender.org/D467
2014-04-21Fix new Cycles UV Map node not working correct for bump mapping.Kevin Dietrich
Reviewed By: brecht Differential Revision: https://developer.blender.org/D475
2014-04-18Cycles: SVM optimization for mix shaders, to skip more code when the mix weightBrecht Van Lommel
for one of the input shaders is zero. This gives about 5% speedup for koro_final.blend. In general this is important so you can design shaders that run faster for shadows, diffuse bounces, etc, for example by skipping procedural textures or even using a single fixed color.
2014-04-18Fix cycles using acosf in panorama render when it should use safe_acosf.Brecht Van Lommel
2014-04-18Cycles Standalone: Use progressive refine in background mode too.Thomas Dinges
This is only a workaround, with tiled rendering the image output has a wrong aspect ratio. (squashed image)
2014-04-17Cycles CUDA: don't use cuLaunchGridAsync at all for display devices.Brecht Van Lommel
As suggested by Martijn, this is slower than cuLaunchGrid.
2014-04-17Cycles CUDA: only do async execution for GPUs not used for display.Brecht Van Lommel
Otherwise devices used for display will lock up the UI too much. This means you might still get 100% CPU for the display device, but for others CPU usage should be low still. The check to see if a device is used for display may not be entirely reliable, it checks if there is a watchdog timeout on the device, but I'm not entirely sure that always exists for display devices or is disabled for non-display devices, though some tools like cuda-gdb seem to make the same assumption. Ref T39559
2014-04-16Fix another compile error with recent commit on visual studio.Brecht Van Lommel
2014-04-16Fix for scons/CUDA build after recent commit.Brecht Van Lommel
2014-04-16Cycles CUDA: enabled branched path kernel again, with more registers.Brecht Van Lommel
2014-04-16Cycles code refactor: use __launch_bounds__ instead of -maxrregcount for CUDA.Brecht Van Lommel
This makes it easier to have per kernel number of registers. Also, all the tunable parameters for this are now in kernel.cu, rather than spread over cmake, scons and device_cuda.cpp.
2014-04-16Fix cycles standalone file saving not taking number of samples into account ↵Brecht Van Lommel
properly.
2014-04-15Fix T39607: Audio not in synch when the blend file loads.Jörg Müller
The problem here was that animation buffers got initialized with zeros in the beginning for unknown parts. Now it gets initialized with the first known value. The bug's result was that the animation of the pitch started with 0 on first playback and thus any seeking while the pitch is zero resulted in seeking to the beginning.
2014-04-15Fix cycles standalone not writing images in background mode properly.Brecht Van Lommel
2014-04-15Fix T39284: clamp cycles volume density to be >= 0, to avoid accidental ↵Brecht Van Lommel
strange shading.
2014-04-15Fix T39742: Crash with Cycles + new autosmooth crashBastien Montagne
Nice little mistake, since the invalid mem access only happened once (the first time), was close to valid mem, and was only used to read, it would not crash often...
2014-04-15Style cleanup: C & pep8Campbell Barton
2014-04-14Fix video FFmpeg nt being able to produce video files due to usage of ↵Sergey Sharybin
deprecated settings
2014-04-14Fix cycles standalone not saving renders in background mode.Brecht Van Lommel
2014-04-14Cycles: Show Auto Smooth and Angle in the UI, after Split Normals are in.Thomas Dinges
2014-04-13Split Normals I (5/5): Add support of split normals to Cycles.Bastien Montagne
Idea and code by Brecht, many thanks! Reviewers: brecht Reviewed By: brecht CC: campbellbarton, dingto Differential Revision: https://developer.blender.org/D369
2014-04-10Fix numpad emulation in non-US keyboardsCampbell Barton
Patch D455 from Benoît Legat with own minor edits.
2014-04-09Cycles / CUDA: Increase sm_2x registers to 40.Thomas Dinges
This fixes the ptaxs "ACCESS_VIOLATION" error and should allow our Linux and Windows build bots to compile again. Unfortunately this comes with a performance penalty on sm_2x cards, so this is only a workaround for now. Branched Path is still globally disabled on GPU.
2014-04-07OpenCL Change opencl_assert to be more like cuda assert where possible.Martijn Berger
added some extra warnings and feedback if things go wrong
2014-04-07OpenCL + AMD adapt kernel to newer driverMartijn Berger
2014-04-06Move LIKELY/UNLIKELY into headerCampbell Barton
2014-04-06Guarded Alloc: use UNLIKELY for debug memsetCampbell Barton
2014-04-06Fix error when enabling Mist pass but there was no world. Can't find mist ↵Pablo Vazquez
settings, so check for World first.
2014-04-05Fix for auto detect homogeneous volume with OSL, forgot to include this file ↵Brecht Van Lommel
in last commit.
2014-04-05Cycles UI: Refactor cpu checks into a use_cpu() function.Thomas Dinges
2014-04-04Cycles: Disable Branched Path on all GPUs for now, until we separate the cubins.Thomas Dinges
SM_20 fails now as well, reported by Zanqdo in IRC.
2014-04-04Cycles volume: detect homogeneous volume automatically in common cases.Brecht Van Lommel
In practice this means that if you don't connect a texture to your volume nodes it will figure that out and render the node faster, rather than you having to specify it manually. Main weakness is custom OSL nodes where we have to assume it is heterogeneous because we don't know what kind of data the node accesses.