Overload resolution must have changed and is causing issues for one
particular code path attempting to use `isfinite(ccl::uchar)`.
Compiler output attached.
It turns out that the code in question can be simplified to just remove
the ambiguity because only the float codepath wants to check for finite
values.
----
Reduced repro: https://godbolt.org/z/YWz3Yc3x8
Pull Request: https://projects.blender.org/blender/blender/pulls/125348
This patch improves the isotropic Gabor noise UI controls such that
variations happen in both directions of the base orientation, as opposed
to being biased in the positive direction only.
Thanks to Charlie Jolly for suggesting this improvement.
This patch optimizes the Gabor noise standard deviation estimation by
computing the upper limit of the integral as the frequency approaches
infinity, since the integral is mostly constant for the relevant
frequency range. The limits are 0.25 for the 2D case and 1 / 4 * sqrt2
for the 3D case.
This also improves normalization for low frequencies, possibly due to
the effect of windowing.
Thanks to Charlie Jolly for spotting the optimization.
Optimize the Gabor noise texture code with an early exit for points that
are further away from the kernel center. This was already done for the
kernel, but is now being done earlier before computing the weight, so
its computation is now skipped.
Thanks to Charlie Jolly for the suggestion.
Fixes missing intersections on straight 3D curves with the
Metal backend, with BVH2.
This issue could of manifested on other devices, but didn't seem to
in practice.
Pull Request: https://projects.blender.org/blender/blender/pulls/126197
This gets Windows ARM64 to compile with clang-cl, which gives up to 40% performance improvements in certain scenes rendered with cycles, compared to MSVC.
This is all tested using LLVM 18.1.8 and a VS2022 `vcvarsall` window.
Subsequent PRs with various lib version updates, etc to go in at a later point.
Pull Request: https://projects.blender.org/blender/blender/pulls/124182
The GPU packed state is a static check from the Cycles core perspective,
and it is disabled for non-Apple Silicon GPUs. However, the Metal kernel
always used packed integrator.
This change makes it so the Host and Device side checks for the Host CPU
are aligned, and that Device-side packed state check does not differ from
the Host side.
Pull Request: https://projects.blender.org/blender/blender/pulls/126082
The issue was caused by an attempt to write buffer pass which is
actually supposed to be calculated as compositing (either summing
direct/indirect lights, optionally diving by albedo).
The fact that the crash was only observed on Metal is a lucky
con-incident: it just happened to be so that writing at offset
-1 to the render buffer did not trigger obvious issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/126057
This decreases BSDF_ROUGHNESS_SQ_THRESH so that the microfacet
roughness has a cutoff at much lower values and fixes a precision
issue in the bsdf_sample code that prevented this previously.
Pull Request: https://projects.blender.org/blender/blender/pulls/125919
I ran into this in a test scene - somehow the normalization here can result
in NaN (so presumably a zero vector). I don't think this has a notable
performance impact from some basic tests.
Pull Request: https://projects.blender.org/blender/blender/pulls/125930
the code snippet is supposed to compute the maximal `isect.t` in the
array, which is used to determine if subsequent intersections should be
added.
However, the previous implementation includes the old `isect.t` which is
going to be replaced, resulting an overestimation of `tmax_hits` and
thus missing closer intersections.
For BVH2, the issue is fixed by computing the `max_t` after a new entry
is inserted.
For Embree, the issue is fixed by finding the `second_largest_t` as well, and
compare that with the new insertion to find the new `max_t`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125739
Fixes a crash that can occur if motion blur was on, there is a
deforming mesh in the scene with deformable motion blur turned on,
with BVH time steps set >0.
Render results in my test scene appear to match CPU Embree.
Pull Request: https://projects.blender.org/blender/blender/pulls/125854
A phase function is normalized over the sphere, it is therefore
incorrect to sum two phase functions together when evaluating for NEE.
It should be a weighted sum with normalized weights, which, according to
`volume_shader_phase_pick()`, is `sample_weight / sum_sample_weight`.
Also corrects an error in `volume_shader_phase_pick()`.
Fix a NaN when rendering glossy materials that can appear due to a
division by zero in bsdf_D when rendering materials with low roughness.
Thank you to Weizhen for the fix after my incorrect
first attempt.
Pull Request: https://projects.blender.org/blender/blender/pulls/125756
Align Cycles SVM and EEVEE's rendering of the vector math node
in reflect mode with OSL when the normal vector is 0,0,0.
This is done by using safe_normalize rather than normalize on the
normal vector. Which also fixes a NaN in the reflect mode in this
specific configuration.
Pull Request: https://projects.blender.org/blender/blender/pulls/125688
This type of projection is often used e.g. in exhibitions that leverage big
curved screens.
Effectively, the frame is mapped onto a cylinder, with the x axis becoming the
longitude and y axis becoming the height.
Users can configure the min/max longitude, the min/max height and the radius of
the cylinder.
Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123046
After e3697710d0, if no UV map was found, then Cycles OSL would
generate UV coordinates for users. This was done to add UV coordinates
to lights, however it had the side effect of creating new UV
coordinates for other object types that don't have a UV map.
This lead to a rendering difference between OSL and SVM
when rendering meshes with no UV map, and objects with no
UV map, like curves.
This commit fixes this issue by adding a new "is_light" attribute to
Cycles OSL and using that to figure out if UV coordinates should be
generated for lights.
Pull Request: https://projects.blender.org/blender/blender/pulls/124673
When the spread of a spot light is at it's maximum (180 degrees),
then `atan(tan(theta_e))` could become quite unpredictable due to
a asymtote in the tan function when working with lights with this
spread (because theta_e is `spread * 0.5 = pi/2`).
This lead to issues like theta_e for the spotlight becoming negative,
which lead to rendering errors due to a malformed light tree.
This commit fixes this issue by adding a episilon region around the
troublesome values and sets theta_e to `pi/2` when in that region.
Candidate for backporting to 4.2 and potentially 3.6
Pull Request: https://projects.blender.org/blender/blender/pulls/125172
The motivation is to be able to catch issues like #124705 early on,
by relying on asserts.
The not-so-obvious part of the change is the change in the order of
includes, which is needed for the types.h to have definition of the
kernel_assert().
Pull Request: https://projects.blender.org/blender/blender/pulls/124729
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
Update the string hashs in SSS OSL closure setup so they match the
strings being used by the SSS node.
This fixes two issues in OptiX OSL:
- SSS Random Walk would render as Random Walk Skin.
- Random Walk Skin wouldn't render at all.
Pull Request: https://projects.blender.org/blender/blender/pulls/124707
This PR fixes live viewport stability issues on Mac when MetalRT is enabled.
There were two sources of instability:
1) `MTLAccelerationStructure` instances were not being correctly retained meaning that use-after-free crashes could occur following a geometry sync.
2) `MTLIntersectionFunctionTable` objects could be unsafely shared between multiple `MetalDeviceQueue` instances (in this case, `setBuffer` being the unsafe mutation)
The solution to 2 involves creating a new `MetalDispatchPipeline` type which is strictly used by only 1 `MetalDeviceQueue` instance.
Pull Request: https://projects.blender.org/blender/blender/pulls/124055
the object in volume stack should be used instead of `isect.object`.
NOTE: this solution does not work for overlapping volumes. But since
light linking of overlapping volumes did not work before, it should be
fine to implement this partial solution. We read the bottom of the stack
instead of the top to avoid looping through the entire stack.
Pull Request: https://projects.blender.org/blender/blender/pulls/124341