It is possible that the image editor redraw happens prior to the
"Loading render kernels" status is reported from status but after
the display driver is created. This will make the image editor to
wait on the scene mutex to update the display pass in the film.
If it happens to be that the kernels are actually to be compiled
then the Blender interface appears to be completely frozen, without
any information line in the image editor.
This change makes it so the amount of time the scene mutex is held
during the kernel compilation is minimal.
It is a bit unideal to unlock and re-lock the scene mutex in the
middle of update, while nested reset mutex is held, but this is
already what is needed for the OptiX denoiser optimization some
lines below. We can probably reduce the lifetime of some locks,
avoiding such potential out-of-order re-locking. Doing so is
outside of the scope of this patch.
The scene update only happens from the single place in the session,
which makes it easy to ensure the kernels are loaded prior the rest
of the scene update.
Not only this change makes it so that the "Loading render kernels"
status appears in the image editor, but also allows to pan and zoom
in the image editor, potentially allowing artists to re-adjust their
point of interest.
Differential Revision: https://developer.blender.org/D16581
This prevents Blender from crashing with an access violation when
stopping a VR session using the DirectX backend. The issue occurred for
any headset on Windows+Nvidia when using the SteamVR runtime and thus
affected a large number of users.
The workaround presented here is to simply skip unregistering the
shared resources on exit, as either of the calls to
`wglDXUnregisterObjectNV()` or `wglDXCloseDeviceNV()` will result in an
access violation. While not ideal, this avoids the crash and doesn't
present any issues when starting a new VR session.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D16569
This resolves some issues with correlation artifacts at higher sample counts.
Fix T101356, correlation issues in new PMJ pattern.
Differential Revision: https://developer.blender.org/D16561
Commit c8dd33f5a37b6a6db0b6950d24f9a7cff5ceb799 in OSL changed behavior of
parameters that reference each other and are also overwritten with an
instance value. This is causing the "NormalIn" parameter of a few OSL nodes
in Cycles to be set to zero somehow, which should instead have received the
value from a "node_geometry" node Cycles generates and connects automatically.
I am not entirely sure why that is happening, but these parameters are
superfluous anyway, since OSL already provides the necessary data in the
global variable "N". So this patch simply removes those parameters (which
mimics SVM, where these parameters do not exist either), which also fixes
the rendering artifacts that occured with recent OSL.
While this fixes built-in shader nodes, custom OSL scripts can still have
this problem.
Ref T101222
Differential Revision: https://developer.blender.org/D16470
Regression in [0] which exposed a problem with GHOST_kGrabHide on Win32
and to some extent X11.
Prior to [0], walk mode used it's own warping logic (hiding the cursor
& recording the motion between events). Using GHOST's grabbing makes
sense in this case as it's not very convenient for operators to
implement their own cursor warping, however doing so exposed a problem
where the mouse cursor could leave the window.
This would happen because the cursor needed to be within 2px of the
screen edge before warping.
Resolve by warping within a small region in the middle of the window.
Note that warping to the window center on each motion would be ideal
but is more involved as the logic for Win32 & X11 doesn't work properly
when every motion warps, so this needs further investigation to support.
This problem doesn't apply to GHOST/Cocoa which warps every motion event
on the spot and GHOST/Wayland doesn't set the mouse position at all to
implement this functionality.
[0]: 4c4e8cc926
For some pixels with transparent surfaces, no depth value would be written
when sampling chooses a reflection/refraction BSDF instead of transparent
BSDF. Now ensure we always write at some some depth value to the pass.
This is still not ideal as the resulting depth values are noisy same as they
are for depth of field and motion blur, but at least there should be no gaps.
The issue here was that the Barbershop benchmark scene was saved with a
custom OCIO config, which leads to some textures having a unknown
colorspace when loading with a default installation.
This is automatically fixed by Blender during image loading, but since
Cycles queried the colorspace before actually loading the image, it
didn't get the updated value in the first render.
To fix this, just re-query the colorspace after the image is loaded.
Note that non-packed images still get treated as raw data if the
colorspace is unknown, but this is at least consistent and doesn't
magically change when you press F12 a second time.
Differential Revision: https://developer.blender.org/D16427
* Sort Training Samples first, since it affects both Surface and Volume guiding.
* Remove "Guiding" from Surface and Volume entries (UI only, the property
still has Guiding in the name)
Change reviewed in the render-cycles module channel.
This was previously needed due to poor compatibility between Visual Studio and
NVCC. But it has not been used for a while now as compatibility seems to have
improved.
Some of these functions should use locks although they didn't show up
as needing locks at runtime (using valgrind's helgrind), as some aren't
called often or aren't used at all. Add locks for correctness & to
prevent errors in the future.
- GHOST_SystemWayland::disposeContext
- GHOST_SystemWayland::getAllDisplayDimensions
- GHOST_SystemWayland::getButtons
- GHOST_SystemWayland::getMainDisplayDimensions
- GHOST_SystemWayland::getNumDisplays
- GHOST_WindowWayland::setWindowCustomCursorShape
libdecor has a workaround where creating the window would loop until
the windows configure callback ran.
Simplify this workaround by setting the initial state on the underlying
xdg_toplevel struct.
Also correct mixup between bool / GHOST_TSuccess types.
Avoid keeping allocated overly large events_pending vector in case of
long delays between processing events.
While in practice this isn't likely to cause problems, it's better to
avoid keeping unnecessarily large allocations.
Also remove invalid comment.
Consume events in a thread to prevent Wayland's event buffer from
overflowing Waylands internal buffer and closing the connection.
From a users perspective this seemed like a crash.
Details:
- This is a workaround for a known bug in Wayland [0].
Threaded event handling has been if-defed so it can be removed when
it's no longer needed.
- GTK & QT use threaded event handling to avoid this problem
(SDL on the other hand doesn't).
- The complexity and number of locks needed to handle events in a
separate thread is a significant down-side, but as far as I can see
this is necessary.
- Re-connecting to the Wayland server is possible but not practical as
the OpenGL context is lost and as far as I can tell it's not possible
to keep it active (see: D16492).
[0]: https://gitlab.freedesktop.org/wayland/wayland/-/issues/159
Using a single draw works in my tests and I couldn't reproduce the
issue noted in the comment.
Also apply minor cleanup, assigning a variable before calling methods to
reduce diff-noise in planned changes.
Without this, a fatal error simply floods the stderr with the same
message without exiting.
Also add note on why reconnecting to the display server isn't practical.
OSD Lists as 0, 0, 0 this is due to opensubdiv_capi.cc not actually including
the OSD version header, so it's not getting the version define, and the code
in openSubdiv_getVersionHex is really well prepared to deal with any or no
version at all of OSD, catches the problem and returns 0, 0, 0
Given this file is only build when OSD is enabled we can just blindly include
opensubdiv/version.h here
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D16398
It wasn't so obvious which functions were part of the GHOST API
and which system functions were utilities.
This convention was already in place but not always followed.
Add a non-blocking version wrapper for wl_display_dispatch_pending.
This uses roughly the same logic as Wayland_PumpEvents in SDL.
Noticed this when investigating T100855.
Note that performing a round-trip doesn't seem necessary from looking
into QT/GTK & SDL event handling loops.
Some of the previous commits in Wayland related code added use
of this function, but did not update the dynamic loader. This
broke compilation of configurations which use dynamic loader
for Wayland (which is the official way oh how Blender is built).
rB67e23b4b2967 revealed the bug. But the bug already existed before,
it just wasn't triggered.
Apparently the problem happens because the python code generated in
`initGuiding()` cannot be executed twice.
The second time the `initGuiding()` code is executed, the local python
variables are removed to make way for the others, but the reference to
one of the grids in a `Solver` object (name='solver_guiding2') is still
being used somewhere. So an error is raised and a crash is forced.
The solution is to prevent the python code in `initGuiding()` from being
executed twice.
When `FLUID_DOMAIN_ACTIVE_GUIDE` is in `fds->active_fields` this
indicates that the pointer in `mPhiGuideIn` has been set and the guiding
is already computed (does not need to be computed again).
Maniphest Tasks: T102257
Differential Revision: https://developer.blender.org/D16416
If no OPTIX_ROOT is set, nvcc fails to compile because there is a stray "-I"
in the arguments. Detect if the include path is empty and act accordingly.
Differential Revision: https://developer.blender.org/D16308