Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D9968
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with CUDA/OptiX
The "cuda_mem_map_mutex" was potentially being locked recursively during the call to
"CUDADevice::move_textures_to_host", which crashed. This moves around the locking and
unlocking of "cuda_mem_map_mutex", so that it doesn't call a function that locks it while
still holding the lock.
Reviewed By: pmoursnv
Maniphest Tasks: T85089, T84734
Differential Revision: https://developer.blender.org/D10219
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Attribute fields were not fully copied.
Ref D10208
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The changes to the socket API were not applied to the standalone app.
Also modify Camera.compute_auto_viewplane() to use Camera.full_width and Camera.full_height as it is not possible to publicly access Camera.width and Camera.height anymore, so the aspect ratio could be computed with stale data.
Differential Revision: https://developer.blender.org/D9961
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Also set default CYCLES_INSTALL_PATH to CMAKE_INSTALL_PREFIX.
By default with a `make cycles` this will build to ${CMAKE_BINARY_DIR}/bin
Differential Revision: https://developer.blender.org/D9961
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Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}.
This patch only updates the places that are easy to update
without more changes in surrounding code.
Differential Revision: https://developer.blender.org/D10195
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The implementation is currently optimized to load animation sequences once
and then quickly scrubbing through them. Later on an option should be added
to optimize for memory usage and only load the current frame into memory.
Currently mesh and curve objects are supported, including support for UV and
vertex color attributes. Missing still is support for arbitrary attributes and
motion blur, as well as better handling of changing topology. Shader assignments
are made using FaceSets found in the Alembic archive.
The animation (and constant) data of the objects inside the Alembic archive is
loaded at once at the beginning of the render and kept inside a cache. At each
frame change we simply update the right socket of the corresponding Cycles node
if the data is animated. This allows for fast playback in the viewport
(depending on the scene size and compute power).
Note this is not yet exposed in the Blender UI, it's a feature that is still under
development and not ready for general use.
Ref T79174, D3089
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Procedurals are nodes in the scene that can generate an arbitrary number of
other nodes at render time. This will be used to implement an Alembic procedural
that can load an Alembic file into Cycles nodes. In the future we also expect to
have a USD procedural.
Direct loading of such files at render time is a standard feature in other
production renderers. Reasons to support this are memory usage and performance,
delayed loading of heavy scene data until rendering, Cycles standalone rendering
using standard file formats beyond our XML files, and shared functionality for
Cycles integration in multiple 3D apps.
Ref T79174, D3089
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Ref D3089
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GPU compute
Modifications to triangle shader association were not considered when checking for updates and the associated device data array was not tagged as modified so it was not resent to the device(s).
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* tbb::blocked_range moved to a different namespace and since the fix is
non-trivial, remove some unused code that used this.
* Task group priorities are no longer supported. It's unclear if they are
useful at all right now and even set correctly, for now all tasks are equal
priority with TBB 2021.
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This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).
Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.
The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.
On average, for a variety of animated scenes, this gives a 3x speedup.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D9555
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Double floating point precision is an extension of OpenCL, which might
not be implemented by certain drivers, such as Intel Xe graphics.
Cycles does not use double floating point precision, and there is no
need on keeping doubles unless there is an explicit decision to use
them.
This is a simple fix from Cycles side to replace double floating point
type with a type of same size and alignment rules. Inspired by Brecht
and Patrick.
Tested on NVidia Titan V, Radeon RX Vega M, and TGL laptop.
Differential Revision: https://developer.blender.org/D10143
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Now it should match CPU rendering much more closely.
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Branched path tracing is not supported for OptiX, and it would still use the
number of AA samples from there when branched path was enabled by the user
earlier but auto disabled and hidden in the UI when using OptiX.
Ref D10159
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Tile stealing may steal a CPU tile buffer and move it to the GPU, but next time around that
tile may be re-used on the CPU again (in progressive refinement mode). The buffer would
still be on the GPU then though, so is inaccessible to the CPU. As a result Blender crashed
when the CPU tried to write results to that tile buffer.
This fixes that by ensuring a stolen tile buffer is moved back to the device it is used on before
rendering.
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Comment blocks not conforming to convention.
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Resolves 'cmake_consistency_check' reports.
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If extensions string is longer than 1024 then the old code would have
reported empty string instead of extensions.
Now the code does dynamic string allocation to store result of request,
similar to what is done in `OpenCLInfo::get_hardware_id`.
The code looks a bit ugly, but it didn't really change much with this
patch. In other words, the code can become more modern and clear, but
it is considered to be outside of the scope of this change.
Differential Revision: https://developer.blender.org/D10135
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The OptiX denoiser is part of the OptiX device, so to the tile manager looks like a GPU device. As a
result the tile stealing implementation erroneously stole CPU tiles and moved them to that OptiX
device, even though in this configuration the OptiX device was only set up for denoising and not
rendering. Launching the render kernel therefore caused a crash because of a missing AS etc.
This fixes that by ensuring tiles can only be stolen by devices that support render tiles.
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The absolute position desktop mapping has been corrected. The correct
mapping is 0-65535 inclusive. Additionally, division by the virtual
desktop width and height needed to be subtracted by 1 as width and
height are one more than the final pixel index.
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task_group::is_canceling() was removed.
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Differential Revision: https://developer.blender.org/D10118
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Instead of submitting tons of tiny IO syscalls, we can speed things up
significantly by `mmap`ing the .blend file into virtual memory and directly
accessing it.
In my local testing, this speeds up loading the Dweebs file with all its
linked files from 19sec to 10sec (on Linux).
As far as I can see, this should be supported on Linux, OSX and BSD.
For Windows, a second code path uses `CreateFileMapping` and
`MapViewOfFile` to achieve the same result.
Reviewed By: mont29, brecht
Differential Revision: https://developer.blender.org/D8246
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When building with more aggressive optimization flags, GCC will add FMA
(Fused Multiply Add) instructions that will slightly alter the floating
point operation results.
This causes some automated tests to fail in blender.
In clang and the intel compiler ffp-contract is set to off per default
it seems from my research. (They do not have the exact same setting,
but the default seems to match the off behavior)
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D9047
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When building with more aggressive optimization flags, GCC will add FMA
(Fused Multiply Add) instructions that will slightly alter the floating
point operation results.
This causes some automated tests to fail in blender.
In clang and the intel compiler ffp-contract is set to off per default
it seems from my research. (They do not have the exact same setting,
but the default seems to match the off behavior)
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D9047
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The absolute position desktop mapping has been corrected. The correct
mapping is 0-65535 inclusive. Additionally, division by the virtual
desktop width and height needed to be subtracted by 1 as width and
height are one more than the final pixel index.
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Partially reverts 2250b5cefee7.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefee7. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
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