Commit Graph

9402 Commits

Author SHA1 Message Date
Brecht Van Lommel
394a1373a0 Cycles: use OpenCL C 2.0 if available, to improve performance for AMD
Tested with AMD Radeon Pro WX 9100, where it brings performance back to 2.80
level, and combined with recent changes is about 2-15% faster than 2.80 in
our benchmark scenes.

This somehow appears to specifically address the issue where adding more shader
nodes leads to slower runtime. I found no additional speedup by applying this
to change to 2.80 or removing the new shader node code.

Ref T71479

Patch by Jeroen Bakker.

Differential Revision: https://developer.blender.org/D6252
2020-03-24 20:09:36 +01:00
Brecht Van Lommel
5801a016d4 Cycles: slightly improve OpenCL performance by reordering SVM enum values
Ref T71479
2020-03-24 16:49:46 +01:00
Brecht Van Lommel
2bec6f1f06 Cycles: work around OpenCL performance regression after AOVs and vector rotate
We appear to be hitting some limit where adding any amount of code causes a
significant performance regression, no matter what it does. To work around
that a new node level was added.

Ref T71479
2020-03-24 16:49:46 +01:00
Brecht Van Lommel
f8a4fb43fb Cleanup: remove unused Cycles kernel feature flags, replace by node levels 2020-03-24 16:49:46 +01:00
Sebastián Barschkis
cda81d5a4d Fluid: Enforce minimum thickness to planar flow / effector objects
Planar object now have a thickness by default. This should make it more intuitive for users as there is no need to specify an object thickness.
2020-03-23 23:50:39 +01:00
Sebastián Barschkis
e9629e3cfd Fluid: Use different phi for levelset generation
Phi that is used for mesh should be the one that matches particles best.
2020-03-23 23:50:39 +01:00
Sebastián Barschkis
0c571db4ad Fix T73988: Mantaflow fluid simulation - Particles for Spray, Foam and Bubbles are one frame ahead of Mesh
Fixes an issue with secondary particles being out of sync with the main simulation. Cleaned up the secondary particle code in general too (making sure that all solver attributes - timestep, framelength, etc. - are set correctly).
2020-03-22 21:46:43 +01:00
Ray Molenkamp
44c6b6615b OpenCL: Bring back CYCLES_OPENCL_TEST override
Back in 2.79 you could either use the debug panel or an
environment variable to override using OpenCL for unsupported
hardware. Which was rather useful for developers when testing
on NVidia just to be sure the CL kernels at-least build properly.

This broke in rB949ab753bb2

This diff restores testing though the CYCLES_OPENCL_TEST
environment variable.

Differential Revision: https://developer.blender.org/D7202

Reviewers: brecht
2020-03-21 11:55:45 -06:00
Brecht Van Lommel
3033b2a044 Fix T73372: cryptomatte not filling last pass for odd number of levels
Make logic consistent with the render pass creation in Python.
2020-03-21 15:04:12 +01:00
Brecht Van Lommel
6777956005 Fix T68370, T74973: Cycles cryptomatte not working when other passes are enabled
Solution found by Blazej Floch.
2020-03-20 15:59:24 +01:00
Brecht Van Lommel
db65a6e0fb Fix T74345: missing albedo for Cycles principled hair BSDF 2020-03-20 15:23:39 +01:00
Brecht Van Lommel
0127e8522a Fix Python error in Cycles baking panel 2020-03-20 14:25:16 +01:00
Campbell Barton
85dc8d7477 Cleanup: sort file, struct lists 2020-03-20 12:19:44 +11:00
Campbell Barton
35e3abb912 Cleanup: remove old header conventions recently re-introduced 2020-03-20 12:19:09 +11:00
Brecht Van Lommel
4b74b35322 Fix Cycles crash in Windows debug mode with volumes 2020-03-19 20:02:33 +01:00
Germano Cavalcante
e1b2ded7b2 Fix build WITH_CXX_GUARDEDALLOC 2020-03-19 14:42:04 -03:00
Dalai Felinto
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
Julian Eisel
99be00fdb1 Cleanup: Prepare XR code for sorted headers 2020-03-18 20:53:02 +01:00
Brecht Van Lommel
6bfe7c7a02 Fix (harmless) use of uninitialized variables in Cycles 2020-03-18 19:51:54 +01:00
Brecht Van Lommel
7537cad576 Volumes: add render settings for volume datablock
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds

The last two are Cycles only currently.

Ref T73201
2020-03-18 11:23:05 +01:00
Brecht Van Lommel
1162ba206d Cycles: change volume step size controls, auto adjust based on voxel size
By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.

New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader

Differential Revision: https://developer.blender.org/D1777
2020-03-18 11:23:05 +01:00
Brecht Van Lommel
9d20f170c7 Cycles: support for rendering of new Hair object prototype
Ref T68981
2020-03-18 11:23:05 +01:00
Brecht Van Lommel
994eb1ec17 Cycles: support rendering new Volume object type
Voxels are loaded directly from the OpenVDB grid. Rendering still only supports
dense grid, so memory usage is not great for sparse volumes, this is to be
addressed in the future.

Ref T73201
2020-03-18 11:23:05 +01:00
Brecht Van Lommel
006025ead0 Cycles: support for different 3D transform per volume grid
This is not yet fully supported by automatic volume bounds but works fine in
most cases that will have mostly matching bounds.

Ref T73201
2020-03-18 11:23:05 +01:00
Julian Eisel
dc2df8307f VR: Initial Virtual Reality support - Milestone 1, Scene Inspection
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.

Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.

To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.

- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.

Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.

---------------

This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)

Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
  regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
  based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
  context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
  to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.

For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.

---------------

A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
  have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
  first bigger application to adopt OpenXR. Congratulations to them and
  ourselves :)

This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report

Differential Revisions: D6193, D7098

Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 21:42:44 +01:00
Julian Eisel
406bfd4304 Ghost: Ghost-XR API to abstract away and access OpenXR functionality
Extends Ghost to include an abstraction for OpenXR, which I refer to as
Ghost-XR. Such an API is the base for the following commit, which introduces VR
support to Blender.

Main features:
* Simple and high-level interface for Blender specific code to call.
* Extensible for muliple graphics backends, currently OpenGL and a DirectX
  compatibility layer are supported.
* Carefully designed error handling strategy allowing Blender to handle errors
  gracefully and with useful error messages.
* OpenXR extension and API-layer management.
* OpenXR session management.
* Basic OpenXR event management.
* Debug utilities for Ghost-XR and OpenXR

For more information on this API, check
https://wiki.blender.org/wiki/Source/Interface/XR.

Reviewed by: Brecht Van Lommel

Differential Revision: https://developer.blender.org/D6188
2020-03-17 21:39:59 +01:00
Brecht Van Lommel
1504cb26b0 Cleanup: process colorspace conversion with a 1D pixel array
No need to assume it's 2D or 3D.
2020-03-17 17:33:08 +01:00
Sebastián Barschkis
7f3e84deb5 Fluid: Updated manta pp files
Includes only a rename. The name PyInit_Main was a bit confusing as it just belongs to Manta.
2020-03-17 11:57:04 +01:00
Sergey Sharybin
f0856b1fda Cycles: Fix bad escape character used for dot 2020-03-16 16:17:13 +01:00
Brecht Van Lommel
215e474a99 Fix T74776: Cycles crash with missing image texture after recent changes 2020-03-16 16:02:06 +01:00
William Reynish
20f6700c88 UI: Show decorators for lights when using Cycles
This matches Eevee, and also the rest of Blender.
2020-03-16 14:32:09 +01:00
William Reynish
4031d8bcb7 UI: Fix capitalization in the macOS app menu 2020-03-15 11:16:08 +01:00
Campbell Barton
60e3f690cb Cleanup: sort file lists & struct declatations 2020-03-14 15:39:59 +11:00
Sebastián Barschkis
93ac4709eb Fluid: Potential fix for Eevee tests crashing with Mantaflow
Belongs to T73921. This commit fixes the crashes with light baking (disabled in f3a33a9298). There is still a memory leak to be fixed though.
2020-03-13 15:34:07 +01:00
Sergey Sharybin
8622372256 OpenSubdiv: Make non-full geometry less strict for sharpness
Allow to mark individual vertices as infinitely sharp even if there is
no full topology and no access to edges: infinite sharp vertices do not
need connectivity information.
2020-03-13 14:07:44 +01:00
Brecht Van Lommel
472534d16e Fix memory leak in recent Cycles image texture refactor 2020-03-12 20:30:49 +01:00
Brecht Van Lommel
26bea849cf Cleanup: add device_texture for images, distinct from other global memory
There was too much image texture specific stuff in device_memory, and too
much code duplication between devices.
2020-03-12 17:28:55 +01:00
Brecht Van Lommel
75be60a667 Fix build error with recent OpenImageIO versions 2020-03-12 17:19:57 +01:00
Campbell Barton
1aebcdbb3a Cleanup: spelling, clang-format 2020-03-12 12:34:54 +11:00
Brecht Van Lommel
e6d0a438ab Fix T73626: crash scrubbing timeline with Cycles viewport and smoke/fire 2020-03-11 20:45:39 +01:00
Brecht Van Lommel
6cf4861c3a Cleanup: refactor image loading to use abstract ImageLoader base class
Rather than passing around void pointers, various Blender image sources now
subclass this. OIIO is also just another type of image loader.

Also fixes T67718: Cycles viewport render crash editing point density settings
2020-03-11 20:45:39 +01:00
Brecht Van Lommel
d8aa613d94 Cleanup: add ImageHandle to centralize image ownership logic 2020-03-11 20:35:38 +01:00
Brecht Van Lommel
ec3eeee46b Cycles: add internal default volume shader, to be used for new volume object
This is mostly straightforward, but required some refactoring to ensure that
the default volume material does not always turn on the volume feature for GPU
rendering.
2020-03-11 20:35:38 +01:00
Brecht Van Lommel
5a169ae2f3 Cleanup: remove foreach include from header, conflicts with OpenVDB 2020-03-11 20:35:38 +01:00
Brecht Van Lommel
21821601f2 Fix Optix build error on Linux with some compilers 2020-03-11 20:35:38 +01:00
Giovanni Remigi
19b46b2fca Fix Cycles crash in BVH8 build due to out of bounds memory access
Differential Revision: https://developer.blender.org/D7114
2020-03-11 17:35:11 +01:00
Brecht Van Lommel
f01bc597a8 Cleanup: stop encoding image data type in slot index
This is legacy code from when we had a fixed number of textures.
2020-03-11 17:07:17 +01:00
Brecht Van Lommel
9910803574 Fix Cycles link error with debug + asan after RTTI changes 2020-03-11 17:05:15 +01:00
Brecht Van Lommel
c4beb518de Cycles: disable RTTI only for OSL files, other libraries like OpenVDB need it
This is a bit weak since it's not entirely clear where the boundary is, but
tested to build and pass tests on all platforms.
2020-03-11 14:42:46 +01:00
Brecht Van Lommel
c8acb6dd6c Smoke: put density/color in separate textures, fixes for workbench shader
This is more in line with standard grids and means we don't have to make
many special exceptions in the upcoming change for arbitrary number of volume
grids support in Eevee.

The workbench shader was also changed to fix bugs where squared density was
used, and the smoke color would affect the density so that black smoke would
be invisible. This can change the look of smoke in workbench significantly.

When using the color grid when smoke has a constant color, the color grid
will no longer be premultiplied by the density. If the color is constant
we want to be able not to store a grid at all. This breaks one test for
Cycles and Eevee, but the setup in that test using a color without density
does not make sense. It suffers from artifacts since the unpremultiplied
color grid by itself will not have smooth boundaries.

Differential Revision: https://developer.blender.org/D6951
2020-03-11 14:42:46 +01:00