This commit makes some preliminary fixes and tweaks aimed to make blender
compilable with C++11 feature set. This includes:
- Build system attribute to enable C++11 featureset.
It's for sure default OFF, but easy to enable to have a play around with
it and make sure all the stuff is compilable before we go C++11 for real.
- Changes in Compositor to use non-named cl_int structure fields.
This is because __STRICT_ANSI__ is defined by default by GCC and OpenCL
does not use named fields in this case.
- Changes to TYPE_CHECK() related on lack of typeof() in C++11
This uses decltype() instead with some trickery to make sure returned type
is not a reference.
- Changes for auto_ptr in Freestyle
This actually conditionally switches between auto_ptr and unique_ptr since
auto_ptr is deprecated in C++11. Seems to be not strictly needed but still
nice to be ready for such an update anyway/
This all based on changes form depsgraph_refactor branch apart from the weird
changes which were made in order to support MinGW compilation. Those parts of
change would need to be carefully reviewed again after official move to gcc49
in MinGW.
Tested on Linux with GCC-4.7 and Clang-3.5, other platforms are not tested and
likely needs some more tweaks.
Reviewers: campbellbarton, juicyfruit, mont29, lukastoenne, psy-fi, kjym3
Differential Revision: https://developer.blender.org/D1089
The issue was caused by missing relations between smoke domain and flow/source
objects. This happened because smoke's modifier only iterated base objects and
ignored cases when flow/source could be linked to scene via dupli-group and
does not have real base.
The same seems to be still needed for fluid and dynamic paint modifiers,
will do it as a separate commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1172
Currently, for animated textures we were allowing 16x16 tiles but we can reproduce 128 frames only.
Reviewers: moguri, sergey, campbellbarton
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1164
This patch avoids looping over bhead's linked list when looking up values by name.
Used during appaned and library loading.
Gives noticeable overall speedup loading files that used libraries. (nearly 2x on some Mango files)
The fix was really flacky, in terms during speed benchmarks i had
abort() in the fallback block to be sure it never runs in production
scenes, but that affected on the optimization as well. Without this
abort there's quite bad slowdown of 5-7% on the renders even tho
the Pleucker fallback was never run.
This is all weird and for now reverting the change which affects on
all the production scenes and will look into alternative fixes for
the original issue with precision loss on huge planes.
This reverts commit 9489205c5c.
This patch makes it possible for the user to select all supported compression types in OpenEXR 2.2
Discussion points:
- B44 is only defined for half's it compresses to a fixed representation of 44% of the halfs. We do currently not reflect in the UI that in the case of float32's it will be equal to compression = NONE
- ZIPS is single scanline zip and is supposed to be useful in cases where importing in Nuke happens.
- The new Dreamworks formats, are the worth exposing etc etc
Reviewers: campbellbarton, sergey
Reviewed By: sergey
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1050
This merges consecutive empty steps in the decoupled record function,
which can lead to fewer iterations in the scatter functions.
Only helps slightly though (1%), but doesn't hurt to have this.
Differential Revision: https://developer.blender.org/D873
Use multiple threads for building the MIS table, if the
resolution is higher than 512.
Also replace division by cdf_total, with a inverse multiplication by
cdf_total_inv. This gives further speedup.
On my Macbook (8 CPU threads) this improves the time to build the table:
Resolution 4096: From 0.16s to 0.03s
Resolution 8096: From 0.61s to 0.11s
This especially helps to reduce the scene update time, when tweaking world
shader while viewport rendering is running.
Patch by Sergey and myself.
Differential Revision: https://developer.blender.org/D1159
This is not limited to normal maps, it's just that normal maps cause a
mix of interleaved vertex arrays + non interleaved vertex arrays + GLSL,
which could confuse the GL. Possible explanation is that it may be
clobbering the vertex index of the shader somehow but this is difficult
to know without extensive tests and the Mac is needed by Francesco in
the morning :).
Do brute force solution instead, just force legacy drawing on Macs when
VBOs is off. On the plus side VBOs work fine, so we should be fine when
we update.
Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.
This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
Forbid add quick fur operator from adding fur to objects in edit mode.
Fur is not visible for them anyway and because of local undo stack used
in edit mode tweaking values of this operator does not lead to proper
operator redo.