Commit Graph

7613 Commits

Author SHA1 Message Date
Sergey Sharybin
dd65e9901f Fix Light Tree option causing wrong renders on macOS AMD
The light tree itself is disabled on the AMD GPUs due to a compiler issue.

There are couple of places where this was not fully checked:

- The `light_sample` function in the kernel.
- The light threshold during synchronization

The former one is solved as easy as just adding an ifdef block.
The latter one is solved by delaying the threshold assignment for
later on.

Pull Request #105022
2023-02-21 16:50:06 +01:00
Brecht Van Lommel
6583acb880 Fix Cycles MetalRT access of macOS 11 features when unavailable
After recent changes in 2d994de.

Pull Request #104976
2023-02-21 12:03:21 +01:00
Julian Eisel
3eed00dc54 Revert "GPencil: Include UV information in simplify->sample modifier."
This reverts commit 19222627c6.

Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
2023-02-20 11:20:07 +01:00
YimingWu
19222627c6 GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

Pull Request #104942
2023-02-19 11:45:22 +01:00
Dalai Felinto
4ec9aff2af Revert "Fix #104850: Create Geometry Nodes operators fails if not in English"
This reverts commit 68181c2560.

I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
 then changed it in the last minute to be against 3.5 via the
 web-interface unaware that I shouldn't do it without updating the
 patch.

 Original Pull Request: #104889
2023-02-17 18:45:42 +01:00
Dalai Felinto
68181c2560 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names
translated, while the built-in nodes don't.

So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:39:17 +01:00
Campbell Barton
e424931cf7 Cleanup: rename Byte to Bytes in Python string utilities
These functions operate on byte arrays, not a single byte,
match naming for CPython's PyBytes_AS_STRING.
2023-02-15 16:19:14 +11:00
Lukas Stockner
1e449bee21 Cycles: Temporary fix for Principled Hair albedo
The proper fix (bb9eb262d4) caused compilation problems with HIP, so we're
delaying it until 3.6.
To fix the original bug report (#104586), this is a quick workaround that'll
hopefully not upset the compiler.

Pull Request #104723
2023-02-14 12:18:10 +01:00
Campbell Barton
0fa34aa0ec Cleanup: spelling in comments, reference enum types in doc-strings
Also use doxy formatting for structs in sculpt_uv.c.
2023-02-14 10:29:48 +11:00
Lukas Stockner
bb9eb262d4 Revert "Cycles: Clean up the Principled Hair BSDF implementation"
This reverts commit cb77865c21.

Appears to break HIP compilation, so delay until 3.6.
2023-02-13 23:32:53 +01:00
Sebastian Parborg
1f615690e6 Cycles: Add support for CUDA 12
CUDA 12 no longer supports sm_3*, in particular 35 and sm_37,
so skip building those if only CUDA 12+ is available.

Pull Request #104713
2023-02-13 23:04:02 +01:00
Brecht Van Lommel
6a0b1eae8c Fix #104097: re-enable Cycles AMD Vega support
The internal compiler error appears to be gone. Unclear why it appeared in the
first place and why it's gone now. Just random kernel code changes causing it.

Pull Request #104719
2023-02-13 22:53:08 +01:00
Lukas Stockner
cb77865c21 Cycles: Clean up the Principled Hair BSDF implementation
- Rename roughness variables for more clarity - before, the SVM/OSL code would
  set s and v to the linear roughness values, and the setup function would over-
  write them with the distribution parameters. This actually caused a bug in the
  albedo code, since it intended to use the linear roughness value, but ended up
  getting the remapped value.
- Deduplicate the evaluation and sample functions. Most of their code is the
  same, only the middle part is different.
- Changed albedo computation to return the sum of the intensities of the four
  BSDF lobes. Previously, the code applied the inverse of the color->sigma
  mapping from the paper - this returns the color specified in the node, but
  for very dark hair (e.g. when using the Melanin controls) the result is
  extremely low (e.g. 0.000001) despite the hair still reflecting a significant
  amount of light (since the R lobe is independent of sigma). This causes issues
  with the light component passes, so this change fixes #104586.
- There's quite a few computations at the start of the evaluation function that
  are needed for sampling, evaluation and albedo computation, but only depend on
  the view direction. Therefore, just precompute them - we still have space in
  PrincipledHairExtra after all.
- Fix a tiny bug - the direction sampling code did not account for the R lobe
  roughness modifier.

Pull Request #104669
2023-02-13 22:49:01 +01:00
Alaska
9fecf1f8b8 Cycles: Replace resolution divider loop with an analytical formula
As a side effect of this change, more resolution divisions are now available.
Before this patch the possible resolution divisions were all powers of two.
Now the possible resolution divisions are the multiples of pixel_size.

This increase in possible resolution divisions is the same idea proposed in https://archive.blender.org/developer/D13590.
In that patch there were concerns that this will increase the time between a user navigating
and seeing the 1:1 render. To my knowledge this is a non-issue and there should be
little to no increase in time between those two events.

Pull Request #104450
2023-02-13 13:02:47 +01:00
Clément Foucault
da0c182a61 Cycles: Fix compilation after recent GPU cleanups 2023-02-13 12:17:46 +01:00
Clément Foucault
dd171f7743 Cleanup: GPUShader: Rename GPU_shader_uniform_vector
Rename to `GPU_shader_uniform_float/int_ex` to make more sense as a
general purpose function.
2023-02-13 11:22:38 +01:00
Clément Foucault
b68bac7ced Cleanup: GPUShader: Remove GPU_shader_uniform_int/float
Simplify the API, leaving only one function to set uniform without the
uniform name.
2023-02-13 11:22:38 +01:00
Hans Goudey
86b3073c9e Cleanup: Quiet unused variable warning
Also name another argument for consistency.
2023-02-12 22:27:07 -05:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Michael Jones (Apple)
01480229b1 Cycles: Fix MetalRT checkbox not hooked up to device on AMD
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.

Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
2023-02-10 10:55:39 +01:00
Damien Picard
22edf04458 I18n: use format strings for Cycles version error messages
The required version numbers for various devices was hardcoded in the
UI messages. The result was that every time one of these versions was
bumped, every language team had to update the message in question.

Instead, the version numbers can be extracted, and injected into the
error messages using string formatting so that translation updates
need happen less frequently.

Pull Request #104488
2023-02-09 15:48:19 +01:00
Brecht Van Lommel
9c03a1c92f Fix Cycles link error with debug/asan builds after recent bugfix
Pull Request #104487
2023-02-08 23:20:29 +01:00
Lucas Tadeu
a1282ab015 Fix Cycles debug build error after host falback changes
Introduced in dcfb6df9ce6.

Co-authored-by: Lucas Tadeu Teixeira <lucas@lucastadeu.com>

Pull Request #104454
2023-02-08 19:27:40 +01:00
Campbell Barton
2609ca2b8e Cleanup: tweaks to cycles/metal preferences
- Auto-format.
- Use raw string for regex.
- Remove redundant assignment.
- Remove duplicate arm64 check.
- Break early out of loop.
2023-02-07 17:30:13 +11:00
Campbell Barton
a99022e22d Cleanup: spelling in comments 2023-02-07 14:17:01 +11:00
Nikita Sirgienko
6dcfb6df9c Cycles: Abstract host memory fallback for GPU devices
Host memory fallback in CUDA and HIP devices is almost identical.
We remove duplicated code and create a shared generic version that
other devices (oneAPI) will be able to use.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17173
2023-02-06 22:19:32 +01:00
Michael Jones
2d994de77c Cycles: MetalRT optimisation for subsurface intersection queries
This patch optimises subsurface intersection queries on MetalRT. Currently intersect_local traverses from the scene root, retrospectively discarding all non-local hits. Using a lookup of bottom level acceleration structures, we can explicitly query only the relevant instance. On M1 Max, with MetalRT selected, this can give a render speedup of 15-20% for scenes like Monster which make heavy use of subsurface scattering.

Patch authored by Marco Giordano.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17153
2023-02-06 19:12:29 +00:00
Brecht Van Lommel
773a36d2f8 Fix Cycles OneAPI build error after recent changes 2023-02-06 15:36:49 +01:00
Patrick Mours
f2538c7173 Fix T104335: MNEE + OptiX OSL results in illegal address error
The OptiX pipeline created for OSL was missing sufficient continuation
stack to handle the MNEE ray generation program.
2023-02-06 15:06:52 +01:00
Brecht Van Lommel
9ad3a85f8b Fix Cycles GPU binaries build error after recent changes for Metal 2023-02-06 13:17:57 +01:00
Michael Jones
654e1e901b Cycles: Use local atomics for faster shader sorting (enabled on Metal)
This patch adds two new kernels: SORT_BUCKET_PASS and SORT_WRITE_PASS. These replace PREFIX_SUM and SORTED_PATHS_ARRAY on supported devices (currently implemented on Metal, but will be trivial to enable on the other backends). The new kernels exploit sort partitioning (see D15331) by sorting each partition separately using local atomics. This can give an overall render speedup of 2-3% depending on architecture. As before, we fall back to the original non-partitioned sorting when the shader count is "too high".

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D16909
2023-02-06 11:18:26 +00:00
Michael Jones
46c9f7702a Cycles: Enable MetalRT opt-in for AMD/Navi2 GPUs
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17043
2023-02-06 11:14:11 +00:00
Michael Jones
be0912a402 Cycles: Prevent use of both AMD and Intel Metal devices at same time
This patch removes the option to select both AMD and Intel GPUs on system that have both. Currently both devices will be selected by default which results in crashes and other poorly understood behaviour. This patch adds precedence for using any discrete AMD GPU over an integrated Intel one. This can be overridden with CYCLES_METAL_FORCE_INTEL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17166
2023-02-06 11:13:33 +00:00
Michael Jones
0a3df611e7 Fix T103393: Cycles: Undefine __LIGHT_TREE__ on Metal/AMD to fix perf
This patch fixes T103393 by undefining `__LIGHT_TREE__` on Metal/AMD as it has an unexpected & major impact on performance even when light trees are not in use.

Patch authored by Prakash Kamliya.

Reviewed By: brecht

Maniphest Tasks: T103393

Differential Revision: https://developer.blender.org/D17167
2023-02-06 11:12:34 +00:00
Lukas Stockner
329eeacc66 Cleanup: Cycles: Remove isotropic microfacet closure setup functions
Turns out these are 100% redundant, so get rid of them.
2023-02-06 04:26:36 +01:00
Campbell Barton
731c3efd97 Cleanup: format 2023-02-06 12:32:45 +11:00
Lukas Stockner
73000c792d Cycles: Reorganize Fresnel handling in Microfacet closures
This is both a cleanup and a preparation for the Principled v2 changes.
Notable changes:
- Clearcoat weight is now folded into the closure weight, there's no reason
  to track this separately.
- There's a general-purpose helper for computing a Closure's albedo, which is
  currently used by the denoising albedo and diffuse/gloss/transmission color
  passes.
- The d/g/t color passes didn't account for closure albedo before, this means
  that e.g. metallic shaders with Principled v2 now have their color texture
  included in the glossy color pass. Also fixes T104041 (sheen albedo).
- Instead of precomputing and storing the albedo during shader setup, compute
  it when needed. This is technically redundant since we still need to compute
  it on shader setup to adjust the sample weight, but the operation is cheap
  enough that freeing up the storage seems worth it.
- Future changes (Principled v2) are easier to integrate since the Fresnel
  handling isn't all over the place anymore.
- Fresnel handling in the Multiscattering GGX code is still ugly, but since
  removing that entirely is the next step, putting effort into cleaning it up
  doesn't seem worth it.
- Apart from the d/g/t color passes, no changes to render results are expected.

Differential Revision: https://developer.blender.org/D17101
2023-02-03 21:03:48 +01:00
Weizhen Huang
b454416927 Cycles: add non-uniform scaling to spot light size
Cycles ignores the size of spot lights, therefore the illuminated area doesn't match the gizmo. This patch resolves this discrepancy.
| Before (Cycles) | After (Cycles) | Eevee
|{F14200605}|{F14200595}|{F14200600}|
This is done by scaling the ray direction by the size of the cone. The implementation of `spot_light_attenuation()` in `spot.h` matches `spot_attenuation()` in `lights_lib.glsl`.
**Test file**:
{F14200728}

Differential Revision: https://developer.blender.org/D17129
2023-02-03 18:51:14 +01:00
Campbell Barton
266d8de687 Cleanup: spelling in comments 2023-02-03 12:41:01 +11:00
Patrick Mours
fa9fc59b56 Fix T104240: OptiX OSL texture loading broken with displacement
The image manager used to handle OSL textures on the GPU by
default loads images after displacement is evaluated. This is a
problem when the displacement shader uses any textures, hence
why the geometry manager already makes the image manager
load any images used in the displacement shader graph early
(`GeometryManager::device_update_displacement_images`).
This only handled Cycles image nodes however, not OSL nodes, so
if any `texture` calls were made in OSL those would be missed and
therefore crash when accessed on the GPU. Unfortunately it is not
simple to determine which textures referenced by OSL are needed
for displacement, so the solution for now is to simply load all of
them early if true displacement is used.
This patch also fixes the result of the displacement shader not
being used properly in OptiX.

Maniphest Tasks: T104240

Differential Revision: https://developer.blender.org/D17162
2023-01-31 16:41:00 +01:00
Campbell Barton
79c82fc1c5 Cleanup: trailing space 2023-01-31 15:49:04 +11:00
Campbell Barton
27b4916b1a Cleanup: spelling in comments
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
  (simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
2023-01-31 14:22:23 +11:00
Patrick Mours
129093fbce Cycles: Fix crash when rendering with OSL on multiple GPUs
The `MultiDevice` implementation of `get_cpu_osl_memory` returns a
nullptr when there is no CPU device in the mix. As such access to that
crashed in `update_osl_globals`. But that only updates maps that are not
currently used on the GPU anyway, so can just skip that when the CPU
is not used for rendering.

Maniphest Tasks: T104216
2023-01-30 19:40:22 +01:00
Patrick Mours
4635dd6aed Fix T104157: Deleting an active OSL node causes issues
Removing all OSL script nodes from the shader graph would cause that
graph to no longer report it using `KERNEL_FEATURE_SHADER_RAYTRACE`
via `ShaderManager::get_graph_kernel_features`, but the shader object
itself still would have the `has_surface_raytrace` field set.
This caused kernels to be reloaded without shader raytracing support, but
later the `DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE`
kernel would still be invoked since the shader continued to report it
requiring that through the `SD_HAS_RAYTRACE` flag set because of
`has_surface_raytrace`.
Fix that by ensuring `has_surface_raytrace` is reset on every shader update,
so that when all OSL script nodes are deleted it is set to false, and only
stays true when there are still OSL script nodes (or other nodes using it).

Maniphest Tasks: T104157

Differential Revision: https://developer.blender.org/D17140
2023-01-27 16:14:25 +01:00
Weizhen Huang
b898e00edc Cleanup: remove unused KernelGlobals in microfacet BSDF 2023-01-25 11:26:51 +01:00
Lukas Stockner
e308b891c8 Cycles: Use faster and exact GGX VNDF sampling algorithm
Based on "Sampling the GGX Distribution of Visible Normals" by Eric Heitz
(https://jcgt.org/published/0007/04/01/).

Also, this removes the lambdaI computation from the Beckmann sampling code and
just recomputes it below. We already need to recompute for two other cases
(GGX and clearcoat), so this makes the code more consistent.

In terms of performance, I don't expect a notable impact since the earlier
computation also was non-trivial, and while it probably was slightly more
accurate, I'd argue that being consistent between evaluation and sampling is
more important than absolute numerical accuracy anyways.

Differential Revision: https://developer.blender.org/D17100
2023-01-24 17:59:29 +01:00
Lukas Stockner
fdcb55b285 Cycles: Switch microfacet code to non-separable shadowing-masking term
This gives closer results to what I've seen in papers and other renderers when
using the code to precompute albedo later (to replace MultiGGX).

It's usually a tiny difference, the only case where I've seen it matter is
in the `shader/node_group_float.blend` test - but that's a (single-scatter) GGX
closure with 0.9 roughness, so it's not too surprising. In any case, the new
result looks closer to Eevee, so that's good I guess.

Differential Revision: https://developer.blender.org/D17099
2023-01-24 17:59:29 +01:00
Lukas Stockner
ce25e3e581 Cycles: Cleanup: Add general-purpose conversion between sin and cos 2023-01-24 17:59:29 +01:00
Xavier Hallade
1c90f8209d Cycles: fix rendering with Nishita Sky Texture on Intel Arc GPUs
Speckles and missing lights were experienced in scenes with Nishita Sky
Texture and a Sun Size smaller than 1.5°, such as in Lone Monk and Attic
scenes.
Increasing the precision of cosf fixes it.
2023-01-24 09:58:22 +01:00
Xavier Hallade
8afcecdf1f Cycles: update Intel Graphics compiler to 101.4032 on Windows
A noticeable (>5%) performance regression in oneAPI backend came with
a501a2dbff. Updating to latest graphics
compiler from driver 101.4032 fixes it.

I've tested it with current min-supported drivers and it runs well but
since compatibility of graphics compiler with older drivers isn't
guaranteed, I'm also bumping the min-supported driver versions.

If end-users consider latest drivers too fresh to switch to (version
isn't released as stable on Linux as of today but should be before
Blender 3.5 release), CYCLES_ONEAPI_ALL_DEVICES=1 env variable can be
used.

Intel Graphics Compiler on Linux will be updated in a later commit
so we can then close D16984.

Reviewed By: sergey, LazyDodo
2023-01-23 19:36:34 +01:00