Patch from be28706 made it so integrator will use last shader's transparent
shadow flag, which is wrong since last shader might not have transparent
shadow while shaders prior to it might have one.
CYCLES_OPENCL_TEST was removed, there was an insonsistency between
opencl_kernel_use_split() and opencl_get_usable_devices().
From now on, to test non whitelisted devices please use either
CYCLES_OPENCL_MEGA_KERNEL_TEST or CYCLES_OPENCL_SPLIT_KERNEL_TEST.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.
This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.
Reviewed by Sergey and Brecht, thanks for some hlp with this.
I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
The issue was caused by OSL using TLS which is required to be freed before the
Cycles session is freed. This is quite tricky to do in Cycles because different
render session are sharing the same task scheduler, so when one session is being
freed TLS might need to be active still.
In order to solve this, we are now doing JIT optimization ahead of the time
which ensures either TLS of JIT is freed before the render on multi-core system
or freed on OSLRenderSession destroy on single-core system.
This might increase synchronization time due to JIT of unused function, but
that we can solve later with some smart idea,
This commit overrides the user's choice of tile order in the case of viewport rendering and always uses bottom-to-top instead.
This was already done until the TileManager redesign, but since it removed the distinction between viewport and regular rendering
in the manager, the viewport was now also using the selected order. Since this requires sorting of the generated tiles,
it slows down rendering a bit. With the forced bottom-to-top order, this sorting step can now be avoided again.
Since the tile order is invisible anyways for viewport rendering, this commit won't have any impact on users (apart from a slight speedup).
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.
Reviewers: dingto, sergey
Subscribers: cekuhnen
Differential Revision: https://developer.blender.org/D1699
This is an attempt to emulate real CMOS cameras which reads sensor by scanlines
and hence different scanlines are sampled at a different moment in time, which
causes so called rolling shutter effect. This effect will, for example, make
vertical straight lines being curved when doing horizontal camera pan.
This is controlled by the Shutter Type option in the Motion Blur panel.
Additionally, since scanline sampling is not instantaneous it's possible to have
motion blur on top of rolling shutter.
This is controlled by the Rolling Shutter Time slider which controls balance
between pure rolling shutter effect and pure motion blur effect.
Reviewers: brecht, juicyfruit, dingto, keir
Differential Revision: https://developer.blender.org/D1624
Vector mapping node was doing some weird mapping of both original and mapped
coordinates. Mapping of original coordinates was caused by the clamping nature
of the LUT generated from the node. Mapping of the mapped value again was quite
totally obscure -- one needed to constantly keep in mind that actual value will
be scaled up and moved down.
This commit makes it so values in the vector curve mapping are always absolute.
In fact, it is now behaving quite the same as RGB curve mapping node and the
code could be de-duplicated. Keeping the code duplicated for a bit so it's more
clear what exact parts of the node changed.
Reviewers: brecht
Subscribers: bassamk
Differential Revision: https://developer.blender.org/D1672
This gives about 2x speedup (3.2sec vs. 11.9sec with 32716 handled nodes) when
updating shader for the shader tree.
Reviewers: brecht, juicyfruit, dingto, lukasstockner97
Differential Revision: https://developer.blender.org/D1700
This makes it possible to move some parts of evaluation from host to the device
and hopefully reduce memory usage by avoid having full RGBA buffer on the host.
Reviewers: juicyfruit, lukasstockner97, brecht
Reviewed By: lukasstockner97, brecht
Differential Revision: https://developer.blender.org/D1702
Main goal is to make kernel signatures editing easier and less prone to the
errors caused by missing function signature update or so.
This will also make it easier to add new CPU architectures.
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: dingto, lukasstockner97, brecht
Differential Revision: https://developer.blender.org/D1703
The idea is to have separate sets per node name in order to speed up the
comparison process. This will use a bit more memory and slow down simple
shaders, but this extra memory is not so much huge and time penalty is
not really measurable (at least from initial tests).
This saves orders of magnitude seconds when de-duplicating 17K nodes and
overall process now takes 0.01sec on my laptop,
Use Summary structure to collect all summary related on the shader compilation
process which then could be either simply reported to the log or be passed to
some user interface or so.
This is type of the summary / report which is most flexible and useful and
something we could use for other parts like shader optimization.
The idea of this commit is to merge nodes which has identical settings
and matching inputs into a single node in order to minimize number of
SVM instructions.
This is quite simple bottom-top graph traversal and the trickiest part
is how to compare node settings without too much trouble which seems to
be solved is quite clean way.
Still possibilities for further improvements:
- Support comparison of BSDF nodes
- Support comparison of volume nodes
- Support comparison of curve mapping/ramp nodes
Reviewers: brecht, juicyfruit, dingto
Differential Revision: https://developer.blender.org/D1673
Issue was that dispatchEvent might call removeWindowEvents/
removeTypeEvents which will delete the event before we can do so.
To address this, handled events are now put in a separate list.
Reported by psy-fi and reviewed by brecht in IRC.
The events are allocated on the heap, then pushed on a stack. Before
being processed, they are popped from the stack, and deleted after
processing is done. When the manager is destroyed (e.g. application
closing), any remaining event in the stack is detroyed.
Issue is that when the "application closing" event is processed, it is
never freed, because the manager gets destroyed before the call to
`delete` is made and the event is not on the stack anymore.
Now events are left on the stack while they are processed, and only
popped and deleted after processing is done.
As a slight bonus refactor: use void as return type for dispatch events
functions, as no caller is checking the return value, and it is not
clear what it means (suggested by the reviewer).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1695
Historically blender had an audio sample rate of 44.1 kHz as default which is mostly popular because it's the sample rate of audio CDs. Audaspace kept using this default from the pre 2.5 era. It was about time to change to 48 kHz, which is a more widespread standard nowadays, especially in video. It is the recommended sampling rate of the Audio Engineering Society.
Further reading: https://en.wikipedia.org/wiki/44,100_Hz#Status