The issue was caused by c0ba800f64.
Simple solution for now: check the data size and free the memory to
allow the device memory to be re-allocated. Seems the safest for the
upcoming release.
Ideally we'd need to avoid having these manual tricks with the device
memory pointers.
Pull Request: https://projects.blender.org/blender/blender/pulls/134516
The current usage of software-based texture operations in
the oneAPI implementation puts additional register pressure on
the GPU compiler during register allocation. And it also creates
code that requires maintenance. This commit is intended to address
this situation by utilizing a recently productized SYCL bindless
texture API to enable HW-based texture operations using
Intel GPUs' hardware sampler.
This currently translates to 1-11% rendering speedups (scene-specific)
on my Arc A770 and Arc B580. At the moment, there are small
performance regressions with NanoVDB texture operations on Arc B580
and small performance regressions in shade surface MNEE and Raytrace
kernels on Arc A770, but they look recoverable and will be handled
in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/133457
There is now a non-experimental API for this_work_item functionality, so
let's use it for better code quality and also to avoid the deprecation
warning during compilation.
No functional or performance changes are expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/133472
The issue also happens on macOS 15.3.
This is a Metal driver bug, a fix is coming in macOS 15.4. Until then
disable refitting the viewport. There is no perceptible benefit from
refitting, so while it might be less that ideal it allows to side step
the problem and still benefit from the HWRT.
Pull Request: https://projects.blender.org/blender/blender/pulls/134399
This is not a complete solution because there may be indirect changes
to the compiler other than the binary that require a rebuild, but this
should catch the simple cases at least.
To align better with the pixel and reduce the samples needed.
The paper was using gamma because the jacobian |d_gamma/d_h| approaches
infinity at the boundaries, but it seems that clamping at 0.999 is
enough for numerical stability.
In practice I did not notice a change in the noise level, but it
simplifies the range computation and renders faster due to reduced
sample amount.
Co-authored-by: Olivier Maury <omaury@meta.com>
Ref: !129616
Pull Request: https://projects.blender.org/blender/blender/pulls/134130
Enables building of a Cubin for GPUs based on Blackwell architecture
if CUDA toolkit version 12.8 or higher is installed.
Only added sm_120 to the default set, since it is the one relevant for
consumer GPUs (RTX 5090 etc.) that are generally used with Blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/134170
This commit adds the `light:random` attribute to OSL, allowing the
object info node to now match between SVM and OSL when using the
random output on a light.
Pull Request: https://projects.blender.org/blender/blender/pulls/134095
Replace `const char *` with `StringRef` for the API in `BKE_attribute.h`.
The benefits are slightly simpler code and possibly slightly improved
performance through avoiding the need to measure string length.
Pull Request: https://projects.blender.org/blender/blender/pulls/134183
The derivatives of the normal were simply not computed.
The offsetted normals are computed by perturbating the barycentric
coordinates. At triangle boundaries, the normals are extrapolated,
so discontinuities might be visible.
Currently only supported on triangles.
Pull Request: https://projects.blender.org/blender/blender/pulls/133769
On Windows 11 use the new WM Window Decoration Styles API, introduced
in ce42d92503. This will match the OS Title bar color to that of the
main window top bar and also do similar color matching with content
in separate windows like Preferences. Note that this will not have any
effect on versions of Windows prior to 11.
Pull Request: https://projects.blender.org/blender/blender/pulls/134054
Use sub-pixel differentials for bump mapping helps with reducing
artifacts when objects are moving or when textures have high frequency
details.
Currently we scale it by 0.1 because it seems to work good in practice,
we can adjust the value in the future if it turns out to be impractical.
Ref: #122892
Pull Request: https://projects.blender.org/blender/blender/pulls/133991
- Rename dx/dy -> dfdx/dfdy to match the actual computed quantity
- Add template functions to compute dfdx/dfdy on triangles for sharing
among different data types
- Add documentation to some functions
- Some code shuffling that makes it easier to scale dfdx/dfdy in the
future
- Some other trivial changes
Logic to ensure finish events were sent wasn't working properly
because processing the events could run before the SPNAV API had
filled the event queue.
Resolve by adding a delay of 100ms, before generating a "finish" event.
For the user this caused the NDOF Guide to flicker while navigating.