The cause of this issue goes deeper inside of the custom nature of
the event loop. In short, when not using [NSApp run] closing "About"
window does not make previous key window a key again.
The solution is quite similar to other projects, but we only force
key window from handler when closing one appears to be "About" window.
In all other cases we leave it up to Blender's window manager to make
decision and do not interfere with it.
Test plan:
- Open Blender application
- Go to Blender -> About Blender menu item
- Close About window
- Note that Blender's window does not become active again.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4534
It's effectively always enabled, only not on some unsupported OpenCL devices.
For testing those it's not useful to disable these features. This is replaced
by the more fine grained feature toggles that we have now.
This was already supported for Cycles shader nodes, but now also works for
Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now
there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be
subclassed and registered.
Differential Revision: https://developer.blender.org/D4370
This version fixes various bugs, and there is no need anymore to use both
9.1 and 10.0 for different cards.
There is a bug related to WITH_CYCLES_CUBIN_COMPILER and bump mapping in the
regression tests, so that remains disabled same as it was for CUDA 10.0.
Fix T59286: CUDA bake failing on some cards.
Fix T56858: CUDA 9.2 and 10 issues.
It only returned those for the active device type. For backwards compatibility
return them all again, but still avoid enumerating them from our own code on
startup or opening preferences.
The main goals of this change is faster starting when using foreground
rendering.
This patch will build kernels in parallel to the update process of
the scene. When these optimized kernels are not available (yet) an AO
kernel will be used.
These AO kernels are fast to compile (3-7 seconds) and can be
reused by all scenes. When the final kernels become available we
will switch to these kernels.
In background mode the AO kernels will not be used.
Some kernels are being used during Scene update (displace, background
light). When these kernels are being used the process can halt until
these become available.
Reviewed By: brecht, #cycles
Maniphest Tasks: T61752
Differential Revision: https://developer.blender.org/D4428
The functions that determine the program name + filename of kernels
were missing some base kernels like denoising and base. For completeness
I added those kernels so the function returns the correct results.
This patch puts threads that render the same pixel closer together,
as opposed to threads that render the same sample. Thus threads
within a warp are more coherent in memory access and control flow,
leading to performance improvements.
Example benchmarks on a Quadro RTX4000 (WDDM) on Windows 10:
Koro: 4:23 -> 3:46
BMW: 1:18 -> 1:25
Barbershop Interior: 17:52 -> 14:55
Classroom: 4:37 -> 3:45
Performance differences on OpenCL/AMD were hit and miss, some scenes
became faster, others lost significantly. Therefore, this is kept as
CUDA only change for now.
The NODE_GROUP_LEVEL of the Geometry node should be bumped to 1
when Backface is connected. Backface uses `NODE_LIGHT_PATH` that
is part of NODE_GROUP_LEVEL1, the rest of the geometry ndoe is
NODE_GROUP_LEVEL_0.
Confusing to call a menu a panel when subclasses need to define
panel specific variables.
Avoid having bl_ui depend on bl_operator module too.
Since this isn't an operator, add utils modules for shared types.
These new functions control the per view layer object hiding state, similar to
the selection state. All these object state checking functions now also optionally
take a view layer to use instead of the active view layer.
Fixes T62062.
This patch will reduce the number of times that we need to
recompile kernels. It does this by (en/dis)abling features
by default. So when the user needs them that the kernels are
already available.
Other features are enabled by default for background and foreground
rendering. When in background rendering the user wants the best
render performance. When in foreground rendering the user wants
the least amount of recompilations.
Enabling volumetrics or subdivision evaluation will still trigger
a recompilation during foreground rendering.
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D4485
This is something what is caused by OCIO library. The patch
has been submitted there:
https://github.com/imageworks/OpenColorIO/pull/638
For until it is refined and checked we do workaround from
our side.
Part of the cleanup of the OpenCL codebase.
Single program is not effective when using OpenCL, it is slower
to compile and slower during rendering (when used in for example
`barbershop` or `victor`).
Reviewers: brecht, #cycles
Maniphest Tasks: T62267
Differential Revision: https://developer.blender.org/D4481
The UI was trying to use screen_context.c for its poll and draw
functions. So the active object and active object data and active layer
was used in the UI, instead of the context one.
Besides, for the material, the wrong context path was used altogether
when the active object was a greasepencil.
This would lead to all sort of pinning problems:
* A Mesh panel is pinned, but the active object is a grease pencil, the
grease pencil panels would show.
* If a Grease Pencil (data) panel is pinned, but the active object is not
the one pinned, nothing would show.
* Material panels and pinning were totally broken, showing the material
context for pinned mesh data panels even.
I also sanitized the name of the panels, their inheritance and poll
functions.
Reviewers: antoniov, brecht
Subscribers: billrey
Differential Revision: https://developer.blender.org/D4470
Float2 are now a new type for attributes in Cycles. Before, the choices
for attribute storage were float and float3, the latter padded to
float4. This meant that UV maps were inflated to twice the size
necessary.
Reviewers: brecht, sergey
Reviewed By: brecht
Subscribers: #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D4409
The Lamp data was not always set. When using CUDA or CPU it was, but when using OpenCL
without `OBJECT_MOTION` `sd->lamp` not updated to the actual lamp. This made the
TextureCoordinate output the wrong normal when used in a light shader.
As the normal was incorrect it made the IES node render incorrectly.
(what is the default for the IES node).
By setting the lamp data when no `__OBJECT_MOTION__` compile directive is present makes
sure that the normal is correctly calculated.
Fix D4450
Reviewed By: Brecht van Lommel
Displacement and Background kernels are selectively used, but always compiled. This patch will not compile these kernels when they are not needed.
Displacement kernel is only used for true displacement.
Background kernel is only used when there is a (Cycles)Light of type `LIGHT_BACKGROUND`.
Reviewed By: brecht, #cycles
Tags: #cycles
Maniphest Tasks: T61971
Differential Revision: https://developer.blender.org/D4412
The goal of this patch is to have limit the number of times
kernels needs to be compiled and are reused as kernels with
different compile directives can lead to identical same
binaries.
The implementation does this by stripping the compile directives.
and reshuffling kernels so the output is more likely to be the
same.
We focussed on the kernels where it was easy to detect and maintain
(bundle, bake, displace, do_volume and background). More optimizations
could be done but they are probably less obvious.
Merged the data_init and state_buffer_size kernels to split_bundle.
This patch will also remove empty kernels for do_volume and bake
when their features are not enabled.
When using the benchmark files there are less background, bake and
do_volume kernels compiled.
Fix: T61576, T61501, T61466
Reviewed By: brecht, #cycles
Differential Revision: https://developer.blender.org/D4390
When using preview rendering through a camera or final rendering
the `scene.render.use_motion_blur` was not respected when building
the compile directives.
This patch will when building the compile directives check if
motion blur is enabled at all. This should lead to more efficient
kernels when no motion blur is needed.
Tags: #cycles
Differential Revision: https://developer.blender.org/D4387
The bake kernels are also used during mesh displacement and light
importance sampling. We disabled the implementation of these kernels
when baking was not enabled.
Was happening when looking for all intersections for transparent shadow rays
in the case the ray is degenerate.
Still quesitonable whether we should consider this a transparent or opaque
configuraiton. Ideally, we should prevent such rays from happening, but that
is another vector of debugging.
Using OpenCL MegaKernel has been slow and therefore not usefull.
This patch will remove the mega kernel from the OpenCL codebase
and the OpenCLDeviceBase class.
T61736: removal of mega kernel
T61703: baking does not work with mega kernel
Tags: #cycles
Differential Revision: https://developer.blender.org/D4383
There is a generic function to retrieve float and float3 attributes
`primitive_attribute_float` and primitive_attribute_float3`. Inside
these functions an prioritised if-else construction checked where
the attribute is stored and then retrieved from that location.
Actually the calling function most of the time already knows where
the data is stored. So we could simplify this by splitting these
functions and remove the check logic.
This patch splits the `primitive_attribute_float?` functions into
`primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`.
What leads to less branching and more optimum kernels.
The original function is still being used by OSL and `svm_node_attr`.
This will reduce the compilation time and render time for kernels.
Especially in production scenes there is a lot of benefit.
Impact in compilation times
job | scene_name | previous | new | percentage
-------+-----------------+----------+-------+------------
t61513 | empty | 10.63 | 10.66 | 0%
t61513 | bmw | 17.91 | 17.65 | 1%
t61513 | fishycat | 19.57 | 17.68 | 10%
t61513 | barbershop | 54.10 | 24.41 | 55%
t61513 | classroom | 17.55 | 16.29 | 7%
t61513 | koro | 18.92 | 18.05 | 5%
t61513 | pavillion | 17.43 | 16.52 | 5%
t61513 | splash279 | 16.48 | 14.91 | 10%
t61513 | volume_emission | 36.22 | 21.60 | 40%
Impact in render times
job | scene_name | previous | new | percentage
-------+-----------------+----------+--------+------------
61513 | empty | 21.06 | 20.35 | 3%
61513 | bmw | 198.44 | 190.05 | 4%
61513 | fishycat | 394.20 | 401.25 | -2%
61513 | barbershop | 1188.16 | 912.39 | 23%
61513 | classroom | 341.08 | 340.38 | 0%
61513 | koro | 472.43 | 471.80 | 0%
61513 | pavillion | 905.77 | 899.80 | 1%
61513 | splash279 | 55.26 | 54.86 | 1%
61513 | volume_emission | 62.59 | 61.70 | 1%
There is also a possitive impact when using CPU and CUDA, but they are small.
I didn't split the hair logic from the surface logic due to:
* Hair and surface use same attribute types. It was not clear if it could be
splitted when looking at the code only.
* Hair and surface are quick to compile and to read. So the benefit is quite
small.
Differential Revision: https://developer.blender.org/D4375
There is a generic function to retrieve float and float3 attributes
`primitive_attribute_float` and primitive_attribute_float3`. Inside
these functions an prioritised if-else construction checked where
the attribute is stored and then retrieved from that location.
Actually the calling function most of the time already knows where
the data is stored. So we could simplify this by splitting these
functions and remove the check logic.
This patch splits the `primitive_attribute_float?` functions into
`primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`.
What leads to less branching and more optimum kernels.
The original function is still being used by OSL and `svm_node_attr`.
This will reduce the compilation time and render time for kernels.
Especially in production scenes there is a lot of benefit.
Impact in compilation times
job | scene_name | previous | new | percentage
-------+-----------------+----------+-------+------------
t61513 | empty | 10.63 | 10.66 | 0%
t61513 | bmw | 17.91 | 17.65 | 1%
t61513 | fishycat | 19.57 | 17.68 | 10%
t61513 | barbershop | 54.10 | 24.41 | 55%
t61513 | classroom | 17.55 | 16.29 | 7%
t61513 | koro | 18.92 | 18.05 | 5%
t61513 | pavillion | 17.43 | 16.52 | 5%
t61513 | splash279 | 16.48 | 14.91 | 10%
t61513 | volume_emission | 36.22 | 21.60 | 40%
Impact in render times
job | scene_name | previous | new | percentage
-------+-----------------+----------+--------+------------
61513 | empty | 21.06 | 20.35 | 3%
61513 | bmw | 198.44 | 190.05 | 4%
61513 | fishycat | 394.20 | 401.25 | -2%
61513 | barbershop | 1188.16 | 912.39 | 23%
61513 | classroom | 341.08 | 340.38 | 0%
61513 | koro | 472.43 | 471.80 | 0%
61513 | pavillion | 905.77 | 899.80 | 1%
61513 | splash279 | 55.26 | 54.86 | 1%
61513 | volume_emission | 62.59 | 61.70 | 1%
There is also a possitive impact when using CPU and CUDA, but they are small.
I didn't split the hair logic from the surface logic due to:
* Hair and surface use same attribute types. It was not clear if it could be
splitted when looking at the code only.
* Hair and surface are quick to compile and to read. So the benefit is quite
small.
Differential Revision: https://developer.blender.org/D4375