Don't use quick sort for small arrays, bubble sort works way faster for small
arrays due to cache coherency. This is what qsort() from libc is doing actually.
We can also experiment unrolling some extra small arrays, for example 3 and 4
element arrays.
This reduces tangent space calculation for dragon from 3.1sec to 2.9sec.
Brings tangent space calculation from 4.6sec to 3.1sec for dragon model in BI.
Cycles is also somewhat faster, but it has other bottlenecks.
Funny thing, using simple `static inline` already gives a lot of speedup here.
That's just answering question whether it's OK to leave decision on what to
inline up to a compiler..
Would be nice to be able to catch this with assert as well, will see what would
be the best way to do this/.\
Need to verify with Mai that this solves crash for her and maybe consider
porting this to 2.79.
scripts being "Artwork" which is your sole property and free to license.
I've removed the reference to scripts in this text.
This was from 2002! With our Python scripts becoming part of how Blender runs,
such scripts now are officially required to be compliant with GNU GPL.
For more information; check the FAQ or consult foundation@blender.orghttps://www.blender.org/support/faq/
We have a hardcored limit of 1000 images to be baked.
However anything anove 100 would be leading to overflow in the code.
Caught by warning from builder bot (my compiler doesn't even complain
about this, but it should).
Fishy cat benchmark was rendering with wrong shadows. Cause is unclear,
adding printf or rearranging code seems to avoid this issue, possibly a
compiler bug. This reverts the fix and solves the OSL bug elsewhere.
This was needed when we accessed OSL closure memory after shader evaluation,
which could get overwritten by another shader evaluation. But all closures
are immediatley converted to ShaderClosure now, so no longer needed.
While unlikely to have had any serious effects because of limited use, the
previous implementation was not actually atomic due to a data race and
incorrectly coded CAS loop. We also had duplicates of this code in a few
places, it's now been moved to a single location with all other atomic
operations.
We need to make sure we can store all volume closures for all objects in volume
stack. This is a bit tricky to detect what would be the "nestness" level of
volumes so for now use maximum possible stack depth. Might cause some slowdown,
but better to give reliable render output than to fail quickly.
Should be safe for 2.79 after extra eyes.
We were showing "search for unknown menutype WM_MT_button_context" messages in terminal which were not helpful for users, so now they are disabled.
To be backported to 2.79
It is possible to have same image used multiple times at different frames,
which means we can not free it's buffers without any guard. From quick tests
this seems to be doing what it is supposed to.
Need more testing and port this to 2.79.
This was meant to be generic but introduced possible type errors
and unnecessary complication.
Replace with typed PyC_Tuple_PackArray_* functions.
Also add PyC_Tuple_Pack_* macro which replaces some uses of
Py_BuildValue, with the advantage of not having to parse a string.