This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array.
Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again.
The limits for CUDA Fermi hardware still apply.
Reviewers: tod_baudais, InsigMathK, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: dingto, smellslikedonkey
Differential Revision: https://developer.blender.org/D2650
Previously canceling a render done by the split kernel could cause artifacts
such as very bright or dark tiles. This was caused by unfinished samples
being included in the output buffer. To avoid this we now wait till all the
currently rendering samples have finished, up to a limit of twice the
expected time for them to finish (currently this is no more than 20 seconds,
but usually its much less). If samples still haven't finished by then we
stop anyways in case there's an endless loop occurring.
Previously canceling a render done by the split kernel could cause artifacts
such as very bright or dark tiles. This was caused by unfinished samples
being included in the output buffer. To avoid this we now wait till all the
currently rendering samples have finished, up to a limit of twice the
expected time for them to finish (currently this is no more than 20 seconds,
but usually its much less). If samples still haven't finished by then we
stop anyways in case there's an endless loop occurring.
It was totally unclear whether the device is enabled or disabled.
Lots of people got fully lost in the current interface.
While the solution is not fully ideal, it is at least solves
ambiguity in the interface.
This works around a long outstanding issue T50176 with cycles on msvc2015/x86 . root cause is still unknown though,feels like a game of whack'a'mole
Reviewers: sergey, dingto
Subscribers: Blendify
Tags: #cycles
Differential Revision: https://developer.blender.org/D2573
Using -cl-fast-relaxed-math assumes no NaN/Inf values in any expression.
This causes problems on overflow, division by zero, square root of negative number.
Comparisons with NaN or infinite value are affected as well.
This patch causes <2% slowdown on benchmark scenes.
Fix T50985: Rendering volume scatter with GPU OpenCL comes to an halt after a few seconds
This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly.
Changing the API names to conform to that.
The final goal to reach is to make vectorized types much easier to maintain
and the previous design had following issues:
- Having all types and methods implementation made the source file rather
bloated and unfun to navigate in.
- It was not possible to quickly glance available API for the type you are
interested in.
- Adding more vectorization types will bloat the file even more, making
things even more tricky to follow.
Compatibility profile was working fine, this is mostly to get the highest GL core profile version available.
Our minimum requirement is 3.3 core profile. When we request a specific GL version:
- AMD and Intel give us exactly this version
- NVIDIA gives at least this version <-- desired behavior
so we ask for 4.5, 4.4 ... 3.3 in descending order to get the best version on the user's system.
Accept OpenGL 3.0 on Mesa instead of 3.3+ compatibility profile. (requested by @LazyDodo) This will be removed after we finish moving to core profile.
Part of T49012 and T51164
Blender subsystems that care about OpenGL use GL_DEFINITIONS, which now includes the newest (temporary) WITH_LEGACY_OPENGL.
Also updated Gawain's CMake to use this instead of its own logic.
Fixes performance issues of C++ one with Windows MSVC debug builds...
Merely a translation from msgfmt.cc code by @sergey, using BLI libs intead of C++'s stdlib.
Reviewers: sergey, campbellbarton, LazyDodo
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2605
MX (Multiple conteXt) support was dropped from the GLEW 2.0 library to make core profile support cleaner.
Our WITH_GLEW_MX build option was OFF by default already; this commit removes the inactive code paths.
I'm working on a plan for multiple GPUs, contexts, resource sharing, etc. This commit gives us a cleaner starting point for that upcoming work.
Tested on Mac, will test on Linux & Windows immediately after pushing.
This was blocking core context setup on Mac, since accumulation buffers are obsolete. With this (and appropriate CMake options) I now get
renderer: 'Intel HD Graphics 4000 OpenGL Engine'
vendor: 'Intel Inc.'
version: '4.1 INTEL-10.24.45'
in system-info.txt intead of
version: '2.1 INTEL-10.24.45'
The idea is to have osme geenric BSDF node which is subclassed by
"regular" BSDF nodes and uber shaders.
This way we can access special type and closure type for making
decisions somewhere else.
It is disabled by default, so should not affect existing configurations.
Main benefits of this goes as:
- Linux distros can use that to avoid libraries duplication and link
blender package against gflags package from the system.
- It it easier to test whether Blender works with updated version of
Gflags prior to re-bundling the library.