The traversable handle of a BLAS may be zero when the relevant geometry
is empty (no triangles/curves/points/...), as no BLAS is built in such cases.
It is not correct to attach a zero handle to a TLAS, so filter out such instances.
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.
This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.
The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.
**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
term, to be consistent with the user-facing "sharp faces" wording,
and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
make sure defaults are the same.
- Versioning for the edge mode extrude node is particularly complex.
New nodes are added by versioning to propagate the attribute in its
old inverted state.
- A lot of access is still done through the `CustomData` API rather
than the attribute API because of a few functions. That can be
cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
single value for when all faces are sharp.
Pull Request: https://projects.blender.org/blender/blender/pulls/104422
When running unit tests or other fast completing renders, forced crashes can occur if there are any slow, outstanding PSO compilation requests (due to the `std::terminate` fall-back case in `~ShaderCache`).
This patch eliminates the need for this shutdown hack by using of the async version of `newComputePipelineStateWithDescriptor` when creating a PSO for the first time. In doing so, we are able to explicitly respond to app shutdown instead of waiting for the pipeline to finish compiling (..and then timing out and force-crashing). We still use the blocking version of `newComputePipelineStateWithDescriptor` when loading from an archive, as this can handle loading from a corrupted archive gracefully. Finally, we move `addComputePipelineFunctionsWithDescriptor` to *after* the PSO is built (as this will trigger a full blocking compile if the PSO has not yet been built, which would bring back the original issue).
Pull Request: https://projects.blender.org/blender/blender/pulls/105506
Some UI functions have a "translate" argument, which if set to False
specifies that the message is not to be translated. This sometimes
means that it was already translated beforehands.
But many messages were still getting extracted, sometimes twice in
different contexts. Some featured errors because the arguments of
various functions would be concatenated, such as:
```
col.label(text=iface_("Branch: %s") % bpy.app.build_branch.decode('utf-8', 'replace'), translate=False)
```
which would get extracted as:
```
msgid "Branch: %sutf-8replace"
```
Pull Request #105417
This commit implements three OSL microfacet closures that are needed to support
MaterialX: dielectric_bsdf, conductor_bsdf and generalized_schlick_bsdf.
Internally these map to existing microfacet closures, only the Fresnel term is
different.
Currently, we use the closure type to encode the type of microfacet distribution
(GGX/Beckmann/Sharp/MultiGGX), the lobes we're interested in
(Reflection/Refraction/both) AND the Fresnel type (None or Principled v1).
This results in the mess of dozens of options that we currently have. Since
adding Principled v2 and the MaterialX OSL closures will involve adding more
Fresnel types, this clearly doesn't scale.
But, since the earlier Fresnel rework (D17101), the Fresnel type only matters
in one place now. This allows to significantly clean up the closure type
handling. To do this, MicrofacetBsdfs now separately store their Fresnel type,
and instead of a single MicrofacetExtra we have one struct per Fresnel type
(unless no extra data is needed).
Further, instead of having one _setup() function per combination, the Fresnel
setup is also split into separate functions. This decouples the implementation
of new Fresnel terms from most of the Microfacet logic, and makes it a very
simple and clean operation.
This commit replaces the current Glass approach, where Glass is a virtual closure
that gets replaced with a Glossy and a Refractive closure, with a combined
closure that handles Fresnel after sampling the microfacet. That way, the Fresnel
term is more accurate since it accounts for the microfacet normal, not the
shading normal.
Also updates the BSDF sampling to use a 3D sampler now, since we need two
dimensions to pick the microfacet normal and then a third dimension to pick
reflection/refraction. This can also be used to get rid of the LCG in the
Principled Hair BSDF, which means we can remove it altogether once MultiGGX is
gone.
Also, "sharp" is now supported as a microfacet distribution in OSL, and 2
is supported as the "refract" argument to microfacet() in order to get glass.
This patch fixes hanging unit tests when MetalRT is enabled. It simplifies and fixes the kernel selection logic by baking the MetalRT-specific options into `kernels_md5` rather than expanding out and testing MetalRT bit flags explicitly.
Pull Request #105270
To improve mesh upload speeds and reduce the size of the scene data which allows larger scenes to be rendered.
The meshes in Cycles are currently stored as flattened meshes, where each triangle is stored as a set of 3 vertices. Unflattening writes out the vertices in a list according to the index buffer. This uses a lot of memory and for current hardware does not provide a noticeable benefit. This change unflattens the mesh by directly using the meshes vertex and index buffers directly and skips the unflattening. This change allows for larger scenes and also a reduction in the sizes of the meshes. Further it results in a decrease the amount of time it takes to upload the data to a GPU. This is especially important for when multiple GPUs are used in a single machine.
Pull Request #105173
This is a workaround for [issue #104087](https://projects.blender.org/blender/blender/issues/104087). We encounter crashes when using shader binary archives on AMD, so this disables them while we investigate a proper fix. Kernels will still be cached automatically by the OS file system cache. This cache may occasionally be purged due to external factors, in which case kernels will get compiled again.
Pull Request #105186
Cycles fallback display shader previously did not use viewport.
This would crash or cause the display not to show when using
GPU backends other than OpenGL, if another display shader
was unavailable.
Now use ShaderCreateInfo for Cycles fallback display.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #104987
This fixes issue [#105100](https://projects.blender.org/blender/blender/issues/105100) where multi-pass renders can be incorrect due to kernels using stale specialisation constants (e.g. when rendering Pokedstudio).
This patch adds a new group of md5 hashes (`global_defines_md5`) to track whether the injected block of #defines is stale and regenerate the source string as appropriate. It also renames the existing group of md5 hashes from `source_md5` to `kernels_md5` to clarify that these refer to a specific kernel set rather than just the source (which might build an arbitrarily large number of kernel sets).
Pull Request #105103
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
Contributed by Yulia Kuznetcova at Apple.
NanoVDB is patched to give add address spaces required by Metal. We hope that
in the future Metal will support the generic address space.
For AMD and Intel this is currently not available since it causes a performance
regression also on scenes without volumes.
Pull Request #104837
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.
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
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
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
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
- 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
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