The USE_LIBDECOR_FRACTIONAL_SCALE_HACK worked on my system but made
window size issues worse in older versions of GNOME, see: #109194.
Replace the hack with logic to set the window size using frational
scaling information from the output.
When fractional scaling is used, window sizes from LIBDECOR are still
divided by the window-decorations internal buffer scale which doesn't
match the GHOST window (always 1 in the case of fractional scale).
Also resolve glitches caused by recalculating the window size when
no size change was intended. In this case reuse LIBDECOR's internal
size so there are never any changes (caused by rounding for e.g.).
When the window manager set the window size, there were no checks
the size is a multiple of the buffer scale (a requirement for Wayland).
This meant setting the window size could exit Blender without warning
if an invalid window size was set.
When fractional scaling was used with libdecor the window decorations
would not match the window size on startup, drawing small and on top
of Blender's window.
While there are still glitches with fractional-scaling & libdecor
(which doesn't support fractional scaling),
see #109194 this at least resolves one of the worst issues.
When a new window is created the final buffer scale isn't known
so setting the buffer scale assuming the final state was just a guess
and only had the minor advantage of preventing rounding the window size
on startup.
Removing this to resolve a bug with LIBDECOR & fractional scaling
relating to #109194 (will commit separately).
When running Blender inside renderdoc an extension can be used to print
from any shader stage to the console. This is useful during developing,
but not so during running/triaging. For now we remove the extension to
not confuse by incorrect error messages.
Pull Request: https://projects.blender.org/blender/blender/pulls/113654
This PR adds workarounds for platforms that don't support `shaderOutputLayer`
or `shaderOutputViewportIndex`. Some NVIDIA laptop GPUs and ARM GPUs don't
have those device features.
The workaround uses the same approach as OpenGL. A geometry shader is injected
to emulate the feature.
For testing the workarounds they have also been connected to the
`--debug-gpu-force-workarounds` command line argument.
Fixes#113475 by implementing #113529
Pull Request: https://projects.blender.org/blender/blender/pulls/113605
Windows mouse warping bounds margin needs to be different when not
GHOST_kGrabHide, or else the visible wrapping occurs within the
area at an odd location. Making it 2, like it used to be.
Update the OSL script for the "Geometry" node to follow the correct
Tangent code path when working with point clouds.
There should be no functional change for the end user since the correct
code path was already taken by accident.
Pull Request: https://projects.blender.org/blender/blender/pulls/113472
The issue was caused by the custom code which was ensuring that closing
About window does not leave application without any key
windows.
Turns out that the windowWillClose is executed when menu is closed,
forcing the custom code to ensure a key window.
The solution is to only perform manual re-ordering if the closing window
was a key window. This both keeps old behavior of ensuring there is a
key window after closing About, and solves the ordering issues when a
window is created or activated via menus.
Pull Request: https://projects.blender.org/blender/blender/pulls/113515
Cycles implements the "Taming the Shadow Terminator" paper by Matt Jen-Yuan
Chiang to solve shadow terminator issues when a bump map is applied, as well
as similar approach for the glossy reflection to ensure ray does not get
reflected to inside of the object.
This correction term is applied unconditionally, which makes it harder to have
full control over shading via normals for stylistic reasons.
This change exposes this corrective term as an option called "Bump Map
Correction" which is available in the shader settings next to the
"Transparent Shadows".
The reason to make it per-shader rather than per-object is to allow flexibility
of a control: it is possible that an object has multiple shaders attached to it,
and only some of them used for bump mapping. Another, and possibly stronger
reason to have it per-shader is ease of assets control: shader brings settings
which are needed for its proper behavior. So if material at some point
decides to take over normals, artists would not need to update settings on
every asset which uses that material.
The option is enabled by default, so there is no changes for existing setups.
Pull Request: https://projects.blender.org/blender/blender/pulls/113480
CYCLES_ONEAPI_SPIR64_GEN_DEVICES -> CYCLES_ONEAPI_INTEL_BINARIES_ARCH
so it's more aligned with the name for the other backends, such as
CYCLES_CUDA_BINARIES_ARCH.
The first public Windows driver version with a higher number is
101.4824, so we bump the min-required driver version on Windows to this
one to ensure compatibility.
Update the Glass BSDF to internally use Generalized Schlick fresnel.
This allows for easier expansion of certain features in the future.
There should be no functional change from the users perspective.
Pull Request: https://projects.blender.org/blender/blender/pulls/112701