On the Windows platform allow Blender windows to be created that are
spread over multiple adjacent monitors.
---
On Windows we are quite feature-complete and stable for the creation and placement of multiple (non-temp) Blender windows. We correctly do so across multiple monitors no matter their arrangement, resolution, and scale.
However, there is another way that Blender could use multiple monitors - suggested by a core dev - which is to size a window so that it comprises multiple monitors. There are some advantages to this way of working because the one window remains constantly active and in focus. It also allows a single region (like a node editor) to be as large as possible.
But this way of working is not currently possible. That is because during window creation we constrain them to fit within the confines of the nearest single monitor. This has mostly been done for simplicity and safety. We don't want to restore a saved window to a position where it cannot be seen or used.
This patch addresses that. It allows windows to span multiple monitors, and does so safely by constraining the four corners of the window to be within the working area of any active monitor. This means it allows the creation of single windows as shown below in blue (left two), but does not allow the one in orange (right):

Note this has been previously (before gitea) reviewed and approved by Brecht.
Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
Pull Request #104438
There are known bugs in HIP compiler that are causing random build failures
when making changes to the Cycles kernel. This is preventing developers from
efficiently making improvements to Cycles.
For now Cycles AMD GPU rendering is disabled in Blender 3.6 until a good
solution is found, so that ongoing work like Principled v2 is not blocked.
We hope this can be resolved later on in the 3.6 release cycle.
Ref #104786
This better aligns with OSX/Linux warnings.
Although `__pragma(warning(suppress:4100))` is not the same as
`__attribute__((__unused__))` in gcc (which only affects the attribute
instead of the line), it still seems to be better to use it than to
hide the warning entirely.
`MEM_delete()` is designed for type safe destruction and freeing, void
pointers make that impossible.
Was reviewing a patch that was trying to free a C-style custom data
pointer this way. Apparently MSVC compiles this just fine, other
compilers error out. Make sure this is a build error on all platforms
with a useful message.
The proper fix (bb9eb262d4) caused compilation problems with HIP, so we're
delaying it until 3.6.
To fix the original bug report (#104586), this is a quick workaround that'll
hopefully not upset the compiler.
Pull Request #104723
The internal compiler error appears to be gone. Unclear why it appeared in the
first place and why it's gone now. Just random kernel code changes causing it.
Pull Request #104719
- Rename roughness variables for more clarity - before, the SVM/OSL code would
set s and v to the linear roughness values, and the setup function would over-
write them with the distribution parameters. This actually caused a bug in the
albedo code, since it intended to use the linear roughness value, but ended up
getting the remapped value.
- Deduplicate the evaluation and sample functions. Most of their code is the
same, only the middle part is different.
- Changed albedo computation to return the sum of the intensities of the four
BSDF lobes. Previously, the code applied the inverse of the color->sigma
mapping from the paper - this returns the color specified in the node, but
for very dark hair (e.g. when using the Melanin controls) the result is
extremely low (e.g. 0.000001) despite the hair still reflecting a significant
amount of light (since the R lobe is independent of sigma). This causes issues
with the light component passes, so this change fixes#104586.
- There's quite a few computations at the start of the evaluation function that
are needed for sampling, evaluation and albedo computation, but only depend on
the view direction. Therefore, just precompute them - we still have space in
PrincipledHairExtra after all.
- Fix a tiny bug - the direction sampling code did not account for the R lobe
roughness modifier.
Pull Request #104669
As a side effect of this change, more resolution divisions are now available.
Before this patch the possible resolution divisions were all powers of two.
Now the possible resolution divisions are the multiples of pixel_size.
This increase in possible resolution divisions is the same idea proposed in https://archive.blender.org/developer/D13590.
In that patch there were concerns that this will increase the time between a user navigating
and seeing the 1:1 render. To my knowledge this is a non-issue and there should be
little to no increase in time between those two events.
Pull Request #104450
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.
Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
The required version numbers for various devices was hardcoded in the
UI messages. The result was that every time one of these versions was
bumped, every language team had to update the message in question.
Instead, the version numbers can be extracted, and injected into the
error messages using string formatting so that translation updates
need happen less frequently.
Pull Request #104488
Host memory fallback in CUDA and HIP devices is almost identical.
We remove duplicated code and create a shared generic version that
other devices (oneAPI) will be able to use.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17173
This patch optimises subsurface intersection queries on MetalRT. Currently intersect_local traverses from the scene root, retrospectively discarding all non-local hits. Using a lookup of bottom level acceleration structures, we can explicitly query only the relevant instance. On M1 Max, with MetalRT selected, this can give a render speedup of 15-20% for scenes like Monster which make heavy use of subsurface scattering.
Patch authored by Marco Giordano.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17153
This patch adds two new kernels: SORT_BUCKET_PASS and SORT_WRITE_PASS. These replace PREFIX_SUM and SORTED_PATHS_ARRAY on supported devices (currently implemented on Metal, but will be trivial to enable on the other backends). The new kernels exploit sort partitioning (see D15331) by sorting each partition separately using local atomics. This can give an overall render speedup of 2-3% depending on architecture. As before, we fall back to the original non-partitioned sorting when the shader count is "too high".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16909
This patch removes the option to select both AMD and Intel GPUs on system that have both. Currently both devices will be selected by default which results in crashes and other poorly understood behaviour. This patch adds precedence for using any discrete AMD GPU over an integrated Intel one. This can be overridden with CYCLES_METAL_FORCE_INTEL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17166
This patch fixes T103393 by undefining `__LIGHT_TREE__` on Metal/AMD as it has an unexpected & major impact on performance even when light trees are not in use.
Patch authored by Prakash Kamliya.
Reviewed By: brecht
Maniphest Tasks: T103393
Differential Revision: https://developer.blender.org/D17167
Mutex locks for manipulating GHOST_System::m_timerManager from
GHOST_SystemWayland relied on WAYLAND being the only user of the
timer-manager.
This isn't the case as timers are fired from
`GHOST_System::dispatchEvents`.
Resolve by using a separate timer-manager for wayland key-repeat timers.
Resolve a thread safety issue reported by valgrind's helgrind checker,
although I wasn't able to redo the error in practice.
NULL check on the key-repeat timer also needs to lock, otherwise it's
possible the timer is set in another thread before the lock is acquired.
Now all key-repeat timer access which may run from a thread
locks the timer mutex before any checks or timer manipulation.
This is both a cleanup and a preparation for the Principled v2 changes.
Notable changes:
- Clearcoat weight is now folded into the closure weight, there's no reason
to track this separately.
- There's a general-purpose helper for computing a Closure's albedo, which is
currently used by the denoising albedo and diffuse/gloss/transmission color
passes.
- The d/g/t color passes didn't account for closure albedo before, this means
that e.g. metallic shaders with Principled v2 now have their color texture
included in the glossy color pass. Also fixes T104041 (sheen albedo).
- Instead of precomputing and storing the albedo during shader setup, compute
it when needed. This is technically redundant since we still need to compute
it on shader setup to adjust the sample weight, but the operation is cheap
enough that freeing up the storage seems worth it.
- Future changes (Principled v2) are easier to integrate since the Fresnel
handling isn't all over the place anymore.
- Fresnel handling in the Multiscattering GGX code is still ugly, but since
removing that entirely is the next step, putting effort into cleaning it up
doesn't seem worth it.
- Apart from the d/g/t color passes, no changes to render results are expected.
Differential Revision: https://developer.blender.org/D17101
Cycles ignores the size of spot lights, therefore the illuminated area doesn't match the gizmo. This patch resolves this discrepancy.
| Before (Cycles) | After (Cycles) | Eevee
|{F14200605}|{F14200595}|{F14200600}|
This is done by scaling the ray direction by the size of the cone. The implementation of `spot_light_attenuation()` in `spot.h` matches `spot_attenuation()` in `lights_lib.glsl`.
**Test file**:
{F14200728}
Differential Revision: https://developer.blender.org/D17129