Commit Graph

6928 Commits

Author SHA1 Message Date
Campbell Barton
90ebf4832f Merge branch 'master' into blender2.8 2017-05-06 22:54:28 +10:00
Sergey Sharybin
2eb906e1b4 Cycles: Fix access array index of -1 in SSS and volume split kernels 2017-05-05 17:54:03 +02:00
Sergey Sharybin
850bb7a50b Cycles: Cleanup, indentation 2017-05-05 16:54:37 +02:00
Hristo Gueorguiev
8b97e42eca Cycles: Split kernel SSS & Volume data definitions cleanup 2017-05-05 13:42:26 +02:00
Hristo Gueorguiev
b9fda4480f Cycles: Show samples progress for OpenCL split kernel 2017-05-05 13:37:21 +02:00
Hristo Gueorguiev
f3c3483242 Cycles: Workaround for AMD GPU OpenCL compiler
Fix for SSS in BPT.
2017-05-05 13:00:43 +02:00
Campbell Barton
ce04c7e9f6 Use immediate mode for back-buffer selection
Needed so selection works with core profile.
2017-05-05 10:37:12 +10:00
Campbell Barton
1c2b5430ca Merge branch 'master' into blender2.8 2017-05-05 08:23:59 +10:00
Pablo Vazquez
d29e3ebcc6 Typo: 'Signle program' -> 'Single program' 2017-05-04 22:15:53 +02:00
Clément Foucault
6f5307e74d Draw Manager: Add a memory stats to debug view.
Adds 2 static unsigned int to Gawain and GPUTexture to roughly keep track of the memory stats on the GPU.

Stats can be view at the bottom of the GPU stats with debug value > 20.
2017-05-04 21:26:54 +02:00
Lukas Stockner
ed688e4843 Cycles: Fix crash when assigning KernelGlobals
The memory isn't initialized during allocation, so calling the assignment operator is a bad idea.
2017-05-04 20:49:04 +02:00
Sergey Sharybin
a523dfd2fd Fix T51412: Instant crash with texture plugged into the Displacement output
The issue was caused by unlimited textures commit, root of the issue is that
displacement code updates some of the image slots directly, so it needs to
ensure device vectors are all proper size.
2017-05-04 16:28:22 +02:00
Dalai Felinto
77cb570e72 Cycles: Remove "Preview active layer"
In Blender 2.8 we always only preview active layer
Also remove use_viewport_visibility since it's no longer required.

Reviewer: Sergey Sharybin
2017-05-04 13:04:07 +02:00
Bastien Montagne
c8d45a7e97 Merge branch 'master' into blender2.8 2017-05-04 10:05:01 +02:00
Sergey Sharybin
5fde78dcad Cycles: Fix unused argument warning when building without debug passes 2017-05-04 09:33:51 +02:00
Dalai Felinto
b1858b4d2f Merge remote-tracking branch 'origin/master' into blender2.8 2017-05-03 23:55:29 +02:00
Dalai Felinto
c171f0b3c9 Fix Cycles build on Windows 2017-05-03 21:16:45 +02:00
Lukas Stockner
82e242cc72 Merge branch 'master' into blender2.8 2017-05-03 18:33:02 +02:00
Lukas Stockner
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
Hristo Gueorguiev
6bf4115c13 Cycles: Split kernel - sort shaders
Reduce thread divergence in kernel_shader_eval.

Rays are sorted in blocks of 2048 according to shader->id.

On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster.

No sorting for CUDA split kernel.

Reviewers: sergey, maiself

Reviewed By: maiself

Differential Revision: https://developer.blender.org/D2598
2017-05-03 15:30:45 +02:00
Sergey Sharybin
6f9c839f44 Cycles: Fix OpenCL compilation failure after recent color changes
It is really confusing to have some functions available in some devices
and not on another devices.
2017-05-03 14:11:19 +02:00
Sergey Sharybin
44991a0132 Cycles: Use render visibility for duplis when Render Layer option in viewport is used
Previously the logic was different for duplis and regular objects: regular objects
were using render visibility when Render Layer option is enabled which duplis were
always using viewport visibility when rendering from the viewport.

This was quite confusing because caused different results in viewport and render
when artists were expecting them to match 1:1.
2017-05-03 12:14:05 +02:00
Sergey Sharybin
cea0236026 Cycles: Simplify code in SVM image by using new utility function
Can not measure any performance difference, so seems the code is identical
and just shorter.
2017-05-03 11:22:48 +02:00
Sergey Sharybin
e616cd5706 Cycles: Add utility function to convert float4 color from srgb to linear
It will use SSE2 optimized version when is possible.
2017-05-03 11:19:40 +02:00
Mai Lavelle
d187014675 Cycles: Remove extra clFinish from driver workaround
These were causing problems with Nvidia OpenCL.
2017-05-02 14:26:46 -04:00
Mai Lavelle
299d839dc5 Cycles: Output split state element size 2017-05-02 14:26:46 -04:00
Mai Lavelle
915766f42d Cycles: Branched path tracing for the split kernel
This implements branched path tracing for the split kernel.

General approach is to store the ray state at a branch point, trace the
branched ray as normal, then restore the state as necessary before iterating
to the next part of the path. A state machine is used to advance the indirect
loop state, which avoids the need to add any new kernels. Each iteration the
state machine recreates as much state as possible from the stored ray to keep
overall storage down.

Its kind of hard to keep all the different integration loops in sync, so this
needs lots of testing to make sure everything is working correctly. We should
probably start trying to deduplicate the integration loops more now.

Nonbranched BMW is ~2% slower, while classroom is ~2% faster, other scenes
could use more testing still.

Reviewers: sergey, nirved

Reviewed By: nirved

Subscribers: Blendify, bliblubli

Differential Revision: https://developer.blender.org/D2611
2017-05-02 14:26:46 -04:00
Sergey Sharybin
22855f1a60 Merge branch 'master' into blender2.8 2017-05-02 15:41:15 +02:00
Sergey Sharybin
4846184095 Cycles: Fix missing type declaration in OpenCL image
Spotted by Mai in IRC, thanks!
2017-05-02 15:39:33 +02:00
Sergey Sharybin
7f833c0da8 Merge branch 'master' into blender2.8 2017-05-02 15:29:00 +02:00
Dalai Felinto
8c660c7801 Cycles integration with Draw Manager
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
2017-05-02 15:13:50 +02:00
Clément Foucault
61b77d8948 OCIO: Fix crash cause by bad IMM usable. 2017-05-02 15:13:12 +02:00
Sergey Sharybin
4384a7cf46 Cycles: Fix CUDA split kernel
Global size y needs to be a multiple of 16.
2017-05-02 15:03:51 +02:00
Sergey Sharybin
4174e533c0 Cycles: Cache split kernels in CUDA device
This way we don't re-load kernels for every sample in the viewport.
Additionally, we don't risk global size changed inbetween of samples.
2017-05-02 15:03:12 +02:00
Clément Foucault
19f86a3d5f Mesh Batch Cache: Add support for uv/vcol/tangent data layers.
This is a bad implementation waiting for some improvement that are :
- Gawain support for multiple names. -> will remove duplication of attribute alloc
- Glsl safe name string escaping. -> will remove any risk of hash colision.

Old glsl drawing was relying on attribute being choosen by DerivedMesh at drawing time.
For this reason, we declare all possible attrib "name" for each data layer inside the batches.
In the glsl code, we declare required data by type and name.
Then Gawain only bind vbos if names correspond.
This is way cleaner as we do not need to access the CD itself when drawing.

One other problem is that the hash maybe 11 caracters long and rapidly overload gawain's attrib name buffer.
2017-05-01 18:11:21 +02:00
Bastien Montagne
d7d4bca23b Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!

As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.

In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.

Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
2017-05-01 16:32:55 +02:00
Sergey Sharybin
c899c7c9e1 Check we've got GLEW version 2 when building with core profile
There was a bug in older GLEW version which kept glGenVertexArrays as NULL
when 3.2 core context is requested [1].

Didn't find a way to check GLEW version from CMake, it seems the version
is not really exposed to the header.

[1] https://sourceforge.net/p/glew/bugs/124/
2017-05-01 10:37:04 +02:00
Campbell Barton
33a5248b6c Merge branch 'master' into blender2.8 2017-04-29 16:32:30 +10:00
Mai Lavelle
8f66d6826b Cycles: Fix crashes after recent image changes
Not sure if this is a proper fix, but was getting frequent crashes, so
committing this real quick just to make master sable again. Can be
reverted later if there's a better fix. The changes to images really
need a closer look...
2017-04-28 18:54:18 -04:00
Dalai Felinto
b868f43fd3 Cycles support for preview on viewport with core profile
This upgrade the drawing code to use latest opengl calls.
Also, it adds a fallback shader for opencolorio.

Reviewers: sergey, brecht
Subscribers: merwin, fclem

Differential Revision: https://developer.blender.org/D2652
2017-04-28 19:25:57 +02:00
Campbell Barton
5e04e4eb0d Merge branch 'master' into blender2.8 2017-04-29 03:24:03 +10:00
Sergey Sharybin
9ebd737df3 Cycles: Use relative path for #line directives
This way moving Blender bundle around doesn't re-trigger kernels compilation.
2017-04-28 17:46:11 +02:00
Sergey Sharybin
b46aad19c0 Libmv: Make ERROR a default printing severity 2017-04-28 16:47:35 +02:00
Sergey Sharybin
c648ddb9a1 Cycles: Correct comment after previous commit 2017-04-28 16:47:24 +02:00
Sergey Sharybin
9ff88a596c Cycles: Lower default severity level to ERROR 2017-04-28 16:46:30 +02:00
Sybren A. Stüvel
074c5f0d26 Merge branch 'master' into blender2.8 2017-04-28 15:52:07 +02:00
Sergey Sharybin
f383c926b4 Cycles: De-duplicate bit magic for decoding image options in OpenCL kernel 2017-04-28 15:20:34 +02:00
Sergey Sharybin
f8d0b27d9d Cycles: Simplify code around maximum OpenCL info size allocation 2017-04-28 15:15:15 +02:00
Sergey Sharybin
407fd66d0a Cycles: Cleanup, de-duplicate image packing of various types 2017-04-28 15:08:54 +02:00
Sergey Sharybin
0f339a748e Cycles: Quick (real) fix for broken textures on OpenCL
Previous fix did not work for mixed textures. This one will over-allocate
information array, but it's better than not being able to render at all.

Some more cleanup and improvement is coming.
2017-04-28 14:56:22 +02:00