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.
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.
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).
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/
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...
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
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.
There are multiple ways to orphan a buffer resource, and this code picks the oldest/safest way no matter which OpenGL version we're running.
TODO: use other (more recent) methods after thorough testing
Follow up to 8e0c57a812
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