Age | Commit message (Collapse) | Author |
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Following removal from C source code.
See: 8c68ed6df16d8893
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Prevents clang-format merging into a single line.
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The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
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Needed for clang-format.
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Needed for clang formatting to workaround bug/limit, see: T53211
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Ref D4133.
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- own error in rB2c196de56bbb163048b08f321983234a5e72e804
- now introduce RE_PASSNAME_DEPRECATED placeholder for old passes
- also dont allocate NodeImageLayers for these
Reviewers: brecht
Maniphest Tasks: T59922
Differential Revision: https://developer.blender.org/D4132
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- use_pass_indirect, use_pass_specular from ViewLayer RNA
- RGBA, DIFFUSE, SPEC, REFLECT, REFRACT, INDIRECT usages from remaining
places
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4117
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The hang was due to the nodes being "evaluated" for every incomming link.
Solution: only evaluate once per nodetree.
Also merge the tagging of SSS and SSR into one traversal only.
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Also minor cleanup for the Bump node.
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This does not work with the box projection mode. Implementing for box
projection mode would be difficult, slow, and produce a lot of code
duplication. Also i'm not sure this is worth it, as it's not a common use
case.
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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This parameter is only used for Box projection type.
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Before it was triggering shader recompilation. Include small cleanup/opti.
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This quick fix does generate some invalid uniform. Will fix that later on.
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This is a quick workaround, but I don't see the point of making the
lighting functions more complex than it is now in order to optimize this
rather not so common case.
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Node group inputs should behave like cycles now.
----
We create dummy nodes that contains the default values for the nodegroup
inputs and link them to the sockets. This way the uniform buffer gathering
function can read them.
But we also need to disconnect all the internal links to sockets that have
hidden values. Theses sockets must not get the values from the nodegroup
input sockets if there is no link to them otherwise we get broken results
(i.e.: normals for a bsdf node).
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This editor edits nodes, and the old name of "Texture Editor" is misleading,
since when one want to edit it is unclear whether UV/Image or Texture editor
is more suitable for the task.
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The default compositor node update function sets the need_exec flag on the node
which the Auto Render feature checks, but the custom update function that was
added as part of rB4cf7fc3b3a4d didn't do so.
Therefore, the two custom update functions that were added now also call the
default update function.
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This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
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Differential Revision: https://developer.blender.org/D3680
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Conflicts:
source/blender/blenkernel/intern/collision.c
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Differential Revision: https://developer.blender.org/D3668
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This supports meshes and hairs too. Matches cycles output.
This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
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* Remove GPU_link_changed which is unused.
* Remove all GPU link function that are not used anymore.
* GPU_uniform_buffer is now GPU_uniform.
* GPU_texture_ramp is now GPU_color_band.
* GPU_uniform is now GPU_constant.
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Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.
This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
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This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
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This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.
This also revisit the transmission parameter behaviour to make it closer to
cycles.
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