This uses the new implicit conversions and constructors
that have been committed in the previous commit.
I tested these changes on Linux with gcc and on Windows.
This allows us to avoid many calls to `as_span()` methods. I will
remove those in the next commit. Furthermore, constructors
of Vector and Array can convert from one type to another now.
I tested these changes on Linux with gcc and on Windows.
The ff_cfhd_init_vlcs() function was using a lot of stack space, which
made linker on macOS unhappy. Using heap allocation allows to silence
the warning without causing other side-effects.
Kept the patch enabled for all platforms to avoid difference in behavior
and performance on different platforms, which could make certain types
of investigation very tricky.
Differential Revision: https://developer.blender.org/D8248
This was the last of the three network optimizations I developed in
the functions branch. Common subnetwork elimination and constant
folding together can get rid of most unnecessary nodes.
This can be used to find separate islands in meshes efficiently (as is
done in cycles already). Furthermore, this helps to implement some
algorithms on node trees more efficiently.
C++17 does not work on 10.12, and Apple extended support ended for 10.12 in
October 2019.
Maniphest Tasks: T76783, T76184
Differential Revision: https://developer.blender.org/D8179
The spelling and capitalization of package name passed to find_package()
and find_package_handle_standard_args() needs to match.
Silences CMake warning about mismatch.
Differential Revision: https://developer.blender.org/D8247
Those optimizations work on the multi-function network level.
Not only will they make the network evaluation faster, but they also
simplify the network a lot. That makes it easier to understand the
exported dot graph.
This can be useful to save the result of a cloth simulation as a
shape key without destroying the simulation, so it's possible to
e.g. re-run it to get other shapes, or simply use the new shape
key to start the simulation already in a draped state.
It also makes sense to allow applying as shape key even when the
mesh is shared, because the operation itself just adds a shape
key. To support this, split the apply operator into Apply and
Apply As Shapekey so that they can have different poll callbacks.
Differential Revision: https://developer.blender.org/D8173
The problem here was numerical precision: The code calculates the angle between
sun and view direction, and the usual acos(dot(a, b)) approach for that has
poor numerical performance for almost parallel angles.
As a result, the generally tiny difference between floating point computation
between CPU and GPU was enough to make the sun vanish at different radii,
causing different results.
The new version fixes the difference by making the computation much more robust
on both platforms.
This adds new callbacks to `bNodeSocketType` and `bNodeType`.
Those are used to generate a multi-function network from a node
tree. Later, this network is evaluated on e.g. particle data.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8169
The MSVC atomic function is defined for an unsigned type.
Not sure why this became an issue after switch to TBB by default,
maybe some CFLAGS changed to be more strict after that.
The upstream version of nasm does not put version information to the
generated object files, which makes linker to show the following
warning:
building for macOS, but linking in object file
Using own patched version of nasm which puts required information to
the object file, making linker happy.
The plan is to either streamline the patch and provide it to the
upstream, or, it that takes too long, get an independent fix from the
upstream.
Issue is reported on Linux ith Intel HD6xx iGPU. Inside
`gpu_select_sample_query.c` the call to `glGetQueryObjectuiv` froze. After
bisecting this lead to the polyline shader. When using a 3d color shader
in stead of the polyline shader during selection seems to fix the issue.
Other parts of blender might also be effective, but I wasn't able to
freeze blender in these areas. When it does, we might want to add
a similar work-around to button2d, cage2d, cage3d & move3d, navigate.
Backport this patch to 2.83.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8217
The knife code currently calls the `BLI_bvhtree_overlap` function that
tests the overlap between the mesh tree and an AABB that encompasses the
points projected in the clip_start, clip_end and or clip_planes of the
view.
This resulted in many false positives since the AABB is very large.
Often all the triangles "overlapped".
The solution was to create a new function that actually tests the
intersection of AABB with a plane.
Even not considering the clip_planes of the view, this solution is more
appropriate than using overlap.
Differential Revision: https://developer.blender.org/D8229
This was due to a bad driver which was not respecting this bit of the
specification:
`If the current primitive does not originate from an instanced draw command, the value of gl_InstanceID is zero.`
This patch adds support for the curve primitive from OptiX to Cycles. It's currently hidden
behind a debug option, since there can be some slight rendering differences still (because no
backface culling is performed and something seems off with endcaps). The curve primitive
was added with the OptiX 7.1 SDK and requires a r450 driver or newer, so this also updates
the codebase to be able to build with the new SDK.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8223
Don't apply the matrix transform optimization in this case, curve points and
radius can't represent non-uniform scale the way is possible with triangle
meshes and vertices.
This would cause abrupt change if objects had e.g. motion blur in one frame
and not in the next.