This is only a (hacky) partial fix, actually, since `RNA_property_animated()` will still
not work in those cases... Better that than nothing, though.
Thanks to Campbell for review.
Pretty much straightforward change which gives around 30%
speedup on my laptop and around 2x speedup on desktop in
the BI (which uses gts580). Tested with huge blurs (like
10% of blur) which was rather common during Caminandes.
For now OpenCL is only limited for blur size more than
100 pixels.
This is a bit experimental still, feedback is welcome.
Reviewers: jbakker, lukastoenne
Subscribers: ton
Differential Revision: https://developer.blender.org/D576
Currently only summed number of traversal steps and intersections used by the
camera ray intersection pass is implemented, but in the future we will support
more debug passes which would help checking what things makes the scene slow.
Example of such extra passes could be number of bounces, time spent on the
shader tree evaluation and so.
Implementation from the Cycles side is pretty much straightforward, could only
mention here that it's a build-time option disabled by default.
From the blender side it's implemented as a PASS_DEBUG with several subtypes
possible. This way we don't need to create an extra DNA pass type for each of
the debug passes, saving us a bits.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D813
Using matcap with a displist is not really good thing to try
and it's actually a regression since we've enabled matcaps
for all objects instead of just an active one.
The issue was caused by the fact that we never used to store the
generated image color in DNA, so image reload will loose this
information.
Now we store the color in DNA, making ti so re-loading the image
will preserve it's generated color.
It is now also possible to change generated image color using the
color swatch in image properties after the image was created.
The view map is mostly treated as a read-only data structure by line stylization
operations (i.e., selection, chaining, splitting, sorting and stroke creation). The
only exception is the chaining operation in some cases where insertion of extra
FEdge objects is necessary to ensure the continuity of underlying FEdges from
which a chain is constructed.
The present revision addresses the removal of extra FEdges so to keep the view
map clean and suitable for reuse in subsequent render frames.