Age | Commit message (Collapse) | Author |
|
merged)
|
|
|
|
This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.
To de-reference buffer BKE_image_release_ibuf should now always be used.
To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.
Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.
This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.
Thanks to Ton and Brecht for discussion/review :)
|
|
were not merged due to complex differences)
|
|
was added for cycles.
This fixes the case where the option is disabled. I moved the option now to
Blender itself and made it keep the engine around only when it's enabled. Also
fixes case where there could be issues when switching to another renderer.
|
|
|
|
Fluid sim would stop or crash with node editor.
Bug was a real bad one - the code for giving out WM jobs was messed up for long.
It was giving a running fluid job to the compositer even... tsk!
I will go over jobs code carefully next days to see if it all behaves. Now it
allows per owner multiple jobs, provided it has different job_type set.
Also fixed: preview renders (material) were deadslow once a while - caused
by icon render setting miniature tile render sizes. Now it's fast again,
but there are still 3 icon jobs running per UI change... need to check what.
|
|
Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
|
|
This commit adds memory usage information while rendering.
It reports memory used by device, meaning:
- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
also mean the same memory is used from host side.
This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.
There's really nothing we can do against this.
Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.
This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.
|
|
Screencast recording stopped on a undo/redo. This was because all thread jobs
were killed then. Now it leaves screen jobs (screen cast) running, that's
data that doesn't change on undos.
Also renamed jobs_stop_all() to jobs_kill_all() - it terminates threads.
|
|
few others), and another bunch of UI messages tweaks/fixes, as well as some BKE_report()<->BKE_reportf()...
|
|
also fix minor error in MOD decimate when the modifier did nothing the reported face count would be wrong.
|
|
Issue was caused by buffer shadows were binding buffer after offscreen buffers
was bind which lead to some unpredictable results.
Made it so ED_view3d_draw_offscreen wouldn't bind any buffers and for proper
shadows ED_view3d_draw_offscreen_init should be manually be called before
drawing to an offscreen.
This should also make open gl render with AA enabled a bit faster.
Also fixed missing sequencer cache invalidation when open gl render type is
changing.
Material and Rendered modes are still a TODO for sequencer.
|
|
|
|
also left bmesh decimator on in previous commit.
|
|
|
|
|
|
for getting object motion blur ready.
|
|
|
|
Just makes progressive refine :)
This means the whole image would be refined gradually using as much
threads as it's set in performance settings. Having enough tiles is
required to have this option working as it's expected.
Technically it's implemented by repeatedly computing next sample for
all the tiles before switching to next sample.
This works around 7-12% slower than regular tile-based rendering, so
use this option only if you really need it.
This commit also fixes progressive update of image when Save Buffers
option is enabled.
And one more thing this commit fixes is handling display buffer with
Save Buffers option enabled. If this option is enabled image buffer
wouldn't have neither byte nor float buffer until image is fully
rendered which could backfire in missing image while rendering in
cases color management cache became full.
This issue solved by allocating byte buffer for image buffer from
tile update callback.
Patch was reviewed by Brecht. He also made some minor edits to
original version to patch. Thanks, man!
|
|
render
When adjusting settings for world textures (with Both/World preview modes),
every tweak would result in the usercount of the texture increasing. As a
result, before long the texture would claim to have over 100 users. Fortunately,
this only appeared to be just a cosmetic issue (i.e. no real memory leak here),
though it was a bit unsettling.
NOTE: this is still a bit glitchy, as now we have flickering when updating
texture settings - the texture still temporarily has a second user during
preview rendering.
|
|
BLI_assert() on debug builds.
|
|
There was a missing check for whether color management enabled or not when
converting byte textures to linear space.
This commit also fixes wrong texture preview rendering, which was applying
sRGB transform twice, making procedural textures bright. This will make
float textures being previewed dark (in a linear space) but that's how it
used to behave in pre-OCIO color management.
|
|
of warnings before committing)
|
|
|
|
This change mainly caused by too dark icon generated for texture brushes,
but also makes it a bit more straightforward from what's going on point of view.
|
|
Color management would be applied on both of float and byte buffers on image
save in cases if file format doesn't require linear float buffer and if image
is saving as render result.
This solves both initial report issue and TODO marked in previous fix.
Also de-duplicated image buffer color managing code and gave some more
meaningful names for few functions. Also wrote documentation around this
function, so current assumptions about spaces should be clear enough.
Made regression tests by saving EXR/PNG images to all supported format and
rendering OpenGL/Normal animation, in all cases seems everything is fine,
but more tests for sure would be welcome.
|
|
|
|
|
|
|
|
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
|
|
World is being localized without increasing ID users, so no need
to decrease ID users on localized world free.
|
|
|
|
Shader preview job localizes material without referencing it as a user,
so don't need to unreference itself as a user from this material.
Added BKE_material_free_ex function which could skip user dereferencing.
This also removed old hack with mtex users.
|
|
Summer of Code against trunk revision 50064.
Note: The new flag LIB_LOAD_ASYNC in the GE conflicted with trunks new LIB_LOAD_SCRIPTS, so I changed the value of ASYNC. So, heads up if these values has been saved in any .blend files!
Once again (see last merge note) it seems like node_draw.c had a bunch of wierd conflicts that make it look like it missed a merge or update. Not sure what is going on with that file.
Other parts of the merge had some difficulty resolving proper bracket nesting in places where it seems like the merge should have gone smoothly. Maybe that was KDiff3's fault? This reduces my confidence on if bugs were not introduced.
|
|
|
|
assumptions about job types (that could be wrong)
|
|
useful name - 'wm_job'.
|
|
jobs add add argument to search by job type.
|
|
|
|
|
|
|
|
|
|
|
|
lists, lots of other misc. changes.
|
|
|
|
|
|
Seems the issue was caused by render layer node overwritng active scene
when render button is clicked. It lead t situations when job was adding
with owner of rendering scene, but modal callback was checking for render
jobs existing for current active scene. There was no such jobs so operator
used to finish at this point and free report list used by render pipeline.
Solved by storing operator owner in operator's custom data. Probably
there's nicer way to do fix this issue but currently can't think of it.
|
|
|
|
Note: draw_node.c seemed like it may have missed a previous merge, but otherwise this went smoothly.
|