* Add SubdAttributeInterpolation class for linear attribute interpolation.
* Dicing computes ptex UV and face ID for interpolation.
* Simplify mesh storage of subd primitive counts
* Remove kernel code for subd attribute interpolation
* Remove patch table packing and upload
The old optimization adds a fair amount of complexity to the kernel, affecting
performance even when not using the feature. It's also not that useful as it
does not work for UVs that needs special interpolation. With this simpler code
it should be easier to make it feature complete.
Pull Request: https://projects.blender.org/blender/blender/pulls/135681
This is preparation for #129495.
Currently, all of OSL is managed by the OSLShaderManager. This makes it so that the general OSL setup is handled by a general OSLManager, and both the OSLShaderManager and (in the future) the Camera can use it to manage their scripts.
Pull Request: https://projects.blender.org/blender/blender/pulls/135050
These have bugs in with the latest HIP-RT and HIP SDK, so just disable them
as we do not expect a fix in time, and rolling back would re-introduce other
bugs. As RDNA1 does not have hardware raytracing, it is also less important
to use HIP-RT.
Note that only RDNA2+ is officially supported by HIP, so these GPUs working
at all is somewhat lucky.
Fix#134979Fix#134978Fix#134975
Pull Request: https://projects.blender.org/blender/blender/pulls/135179
After the recent HIP SDK 6.3 update on Windows, the minimum GPU driver
required to use HIP in Cycles has increased.
This commit increases the required driver version listed in the UI and
adds a check to avoid showing HIP devices if they're below a certain
driver version number as they don't work properly.
Pull Request: https://projects.blender.org/blender/blender/pulls/134965
Remove GP legacy obtype and unused functions
Few hidden bugs are fixed with that:
- Outliner drag-drop for GP material/effect elements now works
- Correct stats are shown in status bar.
Pull Request: https://projects.blender.org/blender/blender/pulls/133957
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.
The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.
This makes object attributes work on lights.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
The current usage of software-based texture operations in
the oneAPI implementation puts additional register pressure on
the GPU compiler during register allocation. And it also creates
code that requires maintenance. This commit is intended to address
this situation by utilizing a recently productized SYCL bindless
texture API to enable HW-based texture operations using
Intel GPUs' hardware sampler.
This currently translates to 1-11% rendering speedups (scene-specific)
on my Arc A770 and Arc B580. At the moment, there are small
performance regressions with NanoVDB texture operations on Arc B580
and small performance regressions in shade surface MNEE and Raytrace
kernels on Arc A770, but they look recoverable and will be handled
in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/133457
Replace `const char *` with `StringRef` for the API in `BKE_attribute.h`.
The benefits are slightly simpler code and possibly slightly improved
performance through avoiding the need to measure string length.
Pull Request: https://projects.blender.org/blender/blender/pulls/134183
The issue here is that motion_steps handling is a bit complex, and the
parallel synchronization of geometry does not play well with it.
The obvious result of this was a crash related to the main thread
checking attributes while the geometry sync was changing them, but
there was also another race condition that could result in ending up
with the wrong motion_steps.
Specific changes:
- Change place where `motion_steps` is set to avoid concurrent access
- Change the default `motion_steps` to zero, since they won't be
explicitly set if there's no motion now
- Don't skip `motion_steps` copy in `sync_X` since it's no longer set
in `sync_object` and we need to transfer the value in case it was set
to 3 by the velocity code since that's no longer the default
Pull Request: https://projects.blender.org/blender/blender/pulls/133669
The problem here was that the sync code overwrites the point data, but didn't
reset the transform_applied flag, so the rest of the code assumed that the
points are already in world space and didn't apply the transform again.
Cycles has a sample offset feature allowing users to render X samples
in a single frame on one device, then the remaining Y samples later or
on a different device and combine them back together at the end.
However in most situations the result from using this method was
different, and usually lower quality than rendering all the samples in
one go.
This was because Cycles tunes it's random number sequence for the
number of samples being rendered. And the random number sequence was
being tuned for the wrong number of samples in the case that a user
was using the sample offset.
This commit fixes this issue by adding a "sample subset" feature.
The user specifies the total sample count being rendered across all
devices in the existing `Max Samples` parameter, then specifies per
device which subset of samples will be rendered (E.g. Render samples
0-1024 out of a 0-2048 range).
This commit also contains some additional clean up work
inside Cycles related to the area being changed.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/132961
Check was misc-const-correctness, combined with readability-isolate-declaration
as suggested by the docs.
Temporarily clang-format "QualifierAlignment: Left" was used to get consistency
with the prevailing order of keywords.
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
* Use .empty() and .data()
* Use nullptr instead of 0
* No else after return
* Simple class member initialization
* Add override for virtual methods
* Include C++ instead of C headers
* Remove some unused includes
* Use default constructors
* Always use braces
* Consistent names in definition and declaration
* Change typedef to using
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
This caused build errors on the docs builder, I can't seem to reproduce
locally, so revert for now and have another look at some point in the
future.
Sadly as these changes usually go, this took 5c515e26bb and
2f0fc7fc9f with it as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/132559