Simply backport small part of work from asset-experiments here (using double and
adding tera-bytes unit), looks like off_t is not always 64bits even on a 64bit OS...
This way we solve possible issues caused by regular allocator not being aware of
some classes preferring 16 bytes alignment needed for SSE to work properly. This
caused random crashes during rendering.
Now we always use aligned allocation in GuardedAllocator which shouldn't be any
measurable performance impact and the code is only used by developers after
defining special symbol, so there is no impact on release builds at all.
it is the same issue as described in the previous commit, original changes
in this area were wrong and only worked on a bugger optimus driver which
simply appeared to work by co-incident and in fact used wrong device..
It was annoying copy-paste happened across OpenCL device constructor, device
enumeration and split kernel checks. Now those areas are using an utility
function which returns pairs of platform and device IDs for devices which are
supported by Cycles and enumeration is happening inside that list.
This makes it so filtering is happening in a single place, so there's no need
to keep 3 different functions in sync.
This commit also fixes a bug with wrong enumeration of devices caused by recent
fixes. Those fixes were in fact wrong and only happened to appear to be working
on laptop with optimus card on Linux. Root of those issues is in fact in bad
Linux driver for optimus cards.
With multiview/multilayer OpenEXR file, `load_image_single()` will return NULL ibuf,
since it has already populated ima (with `image_create_multiview()` or
`image_create_multilayer()` calls).
Also, added some more checks before doing `IMB_ImBufFromStereo3d()`, to be sure
we do have enough slots in ibuf_arr, and we do not overwrite second ibuf either.
Issue is data race between preview job and GPU nodetree evaluation when
localizing the nodetree. Data race happens due to localizations doing
overrides on original nodes' new_node variable.
Solution here could probably be to use a hash for mapping of old to new
nodes but will prefer simple brute force lock for now.
This reverts commit 0e02ad8b64.
Initial commit was done so visual result fits with animation cursor
in timeline but this makes it so it looks like one extra frame is
rendered. Other idea would be to render one less frame for sequencer
but this is not so nice either. Generally here's no way to be
fully consistent here, but at least let's be workflow-consistent
Code here calculated speed based on underlying strip start position,
which was not really visible, making prediction of the result really
difficult. Things here are simple: As long as the strip exists,
manipulate the current frame by the provided factor.
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).
Reviewers:panzergame