This makes tracking shaders easier across the pipeline. Durring logging
and debugging the vulkan driver now remembers the shader associate to
the descriptor and provides this information in its messages.
Pull Request: https://projects.blender.org/blender/blender/pulls/108743
Adds support to create SRGBA8 textures using UBYTE as input data.
It is assumed that the UBYTE are already converted to SRGB and no
conversion actually needs to happen.
Pull Request: https://projects.blender.org/blender/blender/pulls/108741
In Embree, tfar modification is taken into account by rtcIntersect1
only when hits are accepted. In order to overcome this, we now check
manually for a max_t value in the filter function.
Pull Request: https://projects.blender.org/blender/blender/pulls/108706
We should be recording only the N closest hits in case the number of
hits is exceeding the maximum allowed or the size of the hits stack.
Previously, some cases made it record hits beyond the furthest recorded
one due to lack of hit distance check.
Some vulkan platforms don't support 24bit depth components. In this
case we will allocate float depth component. During readback the data
should be converted back to what is expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/108698
During uv unwrapping and uv packing, certain floating point algorithms
have extreme sensitivity to round-off errors. These can produce very
different layouts even when given inputs which are only slightly different.
The root cause is that the two main types of CPUs used to run Blender,
namely x86 and Apple Silicon, produce slightly different results on some
math functions, including `sinf()`, `cosf()` and `atan2f()`.
* sinf(0.8960554599761962890625) = 0.780868828296661376953125 (Intel i7)
* sinf(0.8960554599761962890625) = 0.78086888790130615234375 (Apple M1)
This fix, and others that came before it [0], improve accuracy by using
double-precision to hide the differences between the CPUs.
[0] e.g. 0eba9e41bf
[1] See also #107829
In `transdata_get_time_shuffle_offset_side`, the tolerance for
terminating the loop is too tight, sometimes it will lead to a infinite
loop due to non-integral start/end values. Now fixed.
Pull Request: https://projects.blender.org/blender/blender/pulls/108257
When opening 'homefile' (i.e. startup or factory startup) at Blender
start (i.e. when there is no existing WM yet), the size of the windows
in the newly read WM is reset to zero, which will then cause `WM_check`
to re-size them the the maximum possible size on current monitor.
Regression from ebb5643e59.
Caused by 98bfa8d458
Occlusion must consider several factors:
- The `Viewport Display` > `Display As` setting of the object.
- The X-Ray mode of the scene.
- Whether only Snap to Face is being used.
- Whether Snap is set to Cage (always transparent) in edit mode.
- Whether the object is hidden.
In the case of Cage, the final geometry should be utilized for occlusion.
However, to prevent excessive and risky modifications, it was followed
the same approach as before and verified the `Display As` setting of
the object.
This includes square root and reciprocal, and their safe versions.
For the reciprocal use name rcp, which matches Cycles and allows
to implement the same function for per-element operation on matrices.
Pull Request: https://projects.blender.org/blender/blender/pulls/108705
In particular, the root was not sticking to mesh with hair dynamics.
Reason for this is missing HairKey weight upon conversion (everything
had zero weight). This then can not be corrected (since weight tool does
not allow to paint on roots).
So now, give the hair a default 1.0 to 0.0 weight gradient upon
conversion [which is in line with the default weight distribution for a
hair particle system].
Pull Request: https://projects.blender.org/blender/blender/pulls/108651
This patch implements the Movie Distortion node for the realtime
compositor. The distorted coordinates are computed and cached for a
particular tracking camera distortion parameters. So for expensive
distortion models, the first run will take some time to compute, but
subsequent runs will be fast.
An alternative implementation would be to implement each of the
distortion modes in the shader, but that was decided against for a few
reasons:
1. We want to hide the implementation details of the distortion models,
since it is provided through an external library (Libmv).
2. Some distortion models are expensive to solve accurately, and can be
quite slow to solve each time the shader runs.
3. The typical usage of the node does not involve interactive editing of
the distortion parameters, rather, the parameters are computed during
camera calibration, so caching seems most fitting in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/108230