Similar to previous change in vertex sharpness, explicitly store value
provided by the converter.
Allows to avoid rather fragile check for boundary edges.
Also allows to avoid need in constructing edge map. This lowers memory
footprint of the comparison process and avoids memory allocations
during the comparison (which is an extra benefit from the performance
point of view).
This change starts the transition of topology refiner comparison
to compare actual values given by the converter, which will not be
affected by the refinement or face winding synchronization steps.
Currently is only implemented for vertex sharpness, but will be
extended further as followup development.
Fixes T71908: Subdiv: Incorrect topology comparison, leading to poor performance
The idea is to use this explicit storage for topology comparison rather
than using base level. While this will have memory overhead it allows
to simplify comparison of such things as:
- Vertex sharpness (where base level from topology refiner will have it
refined, meaning it will be different from what application requested
for non-manifold and corner vertices).
- It will allow to simplify face-vertices comparison, where currently
O(N^2) algorithm is used due to possible difference in face winding.
- It will also allow to avoid comparison-time allocation of edge map.
Currently no functional changes, just preparing for development which
will happen next.
Previously it was enabled for debug builds, now it is to be enabled
explicitly.
The reason for this is to reduce overhead when debugging other areas
which might involve subdivision surface. When conversion is to be
debugged set this manually in the code.
Consolidate it inside of the topology refiner implementation class,
which would allow to store extra data acquired during construction
of the OpenSubdiv's object.
Only use OBJECT_GUARDED_{NEW. DELETE} for structures which are part of
public C-API (and hence can not have new/delete operators overloaded).
Could try being brave and override new/delete from under C++ ifdef.
The problem was that Cycles would store a pointer to an object in
`DEGObjectIterData->templ_dupli_object`. This pointer was then accessed
when the iterator was already freed.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7797
Previously this would be enabled when threads were used, but threads are now
basically always in use so there is no point. Further, this is only needed for
guarded allocation with --debug-memory which is not performance critical.
All parts of drawing (shaders, GL mesh descriptor, material partitioner
and so on) needs to be redone for the draw manager and new OpenSubdiv
library.
Removing untested code which is doomed to be replaced to make localized
refactoring easier.
The code was trying to make winding consistent and manifold, same as
OpenSubdiv expects it to.
Unfortunately, the code was having some issues in corner cases so the
winding wasn't really correct.
Fortunately, the latter (compared to when this code was originally
written) supports orientation on OpenSubdiv side.
Removing code which is currently unused in Blender and which had
known issues. Is simple enough to bring the code from Git history
if the functionality is needed in the future.
The previous naming scheme for the "selected to active" baking options
lead to confusion and they were not describing what they actually did.
To remedy this, I've added a new settings that does what the older setting implied it did.
Reviewed By: Brecht, Dalai, Andy Davies
Differential Revision: http://developer.blender.org/D7733
For some reason was only visible with gcc-10 in release builds.
Kind of makes sense since there is no CMake code which removes strict
compiler flag, so deal with strict flags in the code itself.
A parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax.
Removing the cast seems fine for both MSVC and GCC
There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.
A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.
With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.
Reviewers: #cycles
Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben
Differential Revision: https://developer.blender.org/D3108
Don't use linear array with frame as an index since it has the
following disadvantages:
- Requires every application to take care of frame remapping, which
could be way more annoying than it sounds.
- Inefficient from memory point of view when solving part of a footage
which is closer to the end of frame range.
Using map technically is slower from performance point of view, but
could not feel any difference as the actual computation is way more
complex than access of camera on individual frames.
Solves crash aspect of T72009
Since the sampling and evaluation functions handle both cases anyways,
there's not really a point for keeping the distinction in the kernel,
so we might as well cut down the number of CLOSURE_BSDF_MICROFACETs a bit.
Differential Revision: https://developer.blender.org/D7736
Remove old code that added extra updates for shaders that have a dependency on
objects. The dependency graph can now tell Cycles when a material is affected by
an object transform.
The issue was the usage of the global `__main__` Python module.
When running scripts in the text editor, Blender would overwrite
the `__main__` module.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7690
With the Oculus runtime, the VR session would freeze when taking off the HMD
and putting it back on. This was caused by the deletion of graphics resources
too early in the OpenXR state machine, at least for Oculus.
The resources will now only be freed once the session is actually destroyed.
Also fixes an issue where it wasn't possible to stop the session via the UI
when the HMD was taken off.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D7635
Recent changes assumed OpenCL 2.0 platform. This adds a check to see if
we are compiling on an OpenCL 2.0 platform.
Patch was tested on:
* AMD Radeon Pro WX 7100 with amdgpu-pro-19.50-1011208-ubuntu-18.04 drivers
* AMD Vega 64 with amdgpu-pro-20.10-1048554-ubuntu-18.04 drivers
* AMD RX 5700 with amdgpu-pro-20.10-1048554-ubuntu-18.04 drivers
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7637
With the Oculus runtime, the VR session would freeze when taking off the HMD
and putting it back on. This was caused by the deletion of graphics resources
too early in the OpenXR state machine, at least for Oculus.
The resources will now only be freed once the session is actually destroyed.
Also fixes an issue where it wasn't possible to stop the session via the UI
when the HMD was taken off.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D7635
Got added in 1a30e52142 (and tweaked in follow-ups) but shouldn't be needed
anymore with the newer popup based quit dialog.
It prevents Blender from quitting properly in case macOS closed all Blender
windows. This may happen in some corner-cases unfortunately (e.g. T74101) which
would be nice to have addressed at some point. Until then, users shouldn't have
to force-kill Blender to shut it down if they run into this.
Use the automatic property split layout (hence, change to the new 40/60% split
ratio) and add decorator buttons for animatable properties.
This actually applies to all node input buttons in the properties, e.g. world shading,
light shading, texture nodes.
Doing this makes the layout more consistent with other layouts in the
properties. But the decorators are also a useful hint for users that these
options can be animated. Previously using decorators and the automatic split
layout wasn't possible, I've done a number of changes now to have it supported.
Before I moved the socket icons to the left side, the decorators also looked
weird (two circle icons next to each other).
{F8497704} With nested items: {F8497708}
Reviewed By: William Reynish, Pablo Vazquez
Differential Revision: https://developer.blender.org/D7544
Looping over all primitives for every object is really slow, so this patch avoids that by moving
the necessary assignments inline with the primitive merging done for every geometry.
This patch will add some compiler hints to break unrolling in the
nestled for loops of the voronoi node.
Reviewed by: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7574
Changing the order of include changes broke GHOST_DEBUG,
however it was using defines in a fragile way.
Fix by removing 'GHOST_DEBUG' and use 'WITH_GHOST_DEBUG' which
was already defined by CMake.
Usable with the CMake option 'WITH_GHOST_WAYLAND'
The following functionality is working:
- Building with X11 and Wayland at the same time,
wayland is used when available.
- Keyboard, pointer handling.
- Cursor handling.
- Dedicated off-screen windows.
- Drag & drop.
- Copy & paste.
- Pointer grabbing.
See D6567 for further details.
Neither Nuke nor Natron support OpenCV's radial distortion model
which makes it impossible to have any kind of interoperability.
The new model is available under the distortion model menu in Lens
settings.
Differential Revision: https://developer.blender.org/D7484
cycles
Caused by rB00466e756e33.
While that commit sounds logical, Cycles uses is_updated_transform() to
detect updates.
Now introduce is_updated_shading() and use that on top.
Maniphest Tasks: T75964
Differential Revision: https://developer.blender.org/D7493
Was happening when only partial subset of callbacks was specified.
The reason was that there was a callback to specify edges sharpness
but no callback to specify vertex sharpness, so the special case for
non-manifold edges was not run.
Fixes T75697: Multires in simple mode doesn't work correct on a plane
Initial bundle adjustment only supported OpenCV's radial distortion
model, so the cost functor was called after it.
Nowadays it supports more than this single model, so naming was a bit
wrong and misleading.
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
This reverts commit 1a3928f33c and 1a3928f3. This is not working stable
with some Wintab implementations, so reverting for now. This leaves only
the Windows Ink changes for 2.83.
CMake: `WITH_CYCLES_DEVICE_OPTIX` did not respect `WITH_CYCLES_CUDA_BINARIES` causing the optix kernel to be always build at build time.
Code: `device_optix.cpp` did not count on the optix kernel not existing in the default location.
For this to work, one should have before starting blender
1) working nvcc environment
2) Optix SDK installed and the OPTIX_ROOT_DIR environment variable pointing to it which is not set by default
Differential Revision: https://developer.blender.org/D7400
Reviewed By: Brecht
Some Wintab drivers report a zero length queue, this causes an unplanned never ending loop.
Differential Revision: https://developer.blender.org/D7392
Reviewed by: Ray Molenkamp
Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.
Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.
Differential Revision: https://developer.blender.org/D7065
Rather than using the last state of the tablet, we now query the history of
pointer events so strokes can follow the pen even if Blender does not handle
events at the same rate.
Differential Revision: https://developer.blender.org/D6675
Issue was that the noise simulation was trying to bake with a minimized domain size (adaptive domain initializes domain with size (1,1,1)). Similarly to the base resolution bake, there should be no noise baking happening at those domain sizes - a domain at this size is considered empty.
For a real-world distortion the payload is quite uniformly
distributed across scanlines. Surely, in the corners more
iterations of minimizer is needed, but that happens in threads
without scheduling overhead.
Need to communicate available number of threads to the camera
intrinsics implementation, otherwise default value of 1 is used.
Must have been single-threaded for a very long time.