Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
The `MultiDevice` implementation of `get_cpu_osl_memory` returns a
nullptr when there is no CPU device in the mix. As such access to that
crashed in `update_osl_globals`. But that only updates maps that are not
currently used on the GPU anyway, so can just skip that when the CPU
is not used for rendering.
Maniphest Tasks: T104216
Paths to vulkan libraries, paths and related components were
hardcoded in the platform cmake file. This patch separates
this by using adding CMake modules for Vulkan and ShaderC.
This change has only been applied to the macOs configuration as
that is currently our main platform for development. Other platforms
will be added during the development of the Vulkan back-end.
Removing all OSL script nodes from the shader graph would cause that
graph to no longer report it using `KERNEL_FEATURE_SHADER_RAYTRACE`
via `ShaderManager::get_graph_kernel_features`, but the shader object
itself still would have the `has_surface_raytrace` field set.
This caused kernels to be reloaded without shader raytracing support, but
later the `DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE`
kernel would still be invoked since the shader continued to report it
requiring that through the `SD_HAS_RAYTRACE` flag set because of
`has_surface_raytrace`.
Fix that by ensuring `has_surface_raytrace` is reset on every shader update,
so that when all OSL script nodes are deleted it is set to false, and only
stays true when there are still OSL script nodes (or other nodes using it).
Maniphest Tasks: T104157
Differential Revision: https://developer.blender.org/D17140
Based on "Sampling the GGX Distribution of Visible Normals" by Eric Heitz
(https://jcgt.org/published/0007/04/01/).
Also, this removes the lambdaI computation from the Beckmann sampling code and
just recomputes it below. We already need to recompute for two other cases
(GGX and clearcoat), so this makes the code more consistent.
In terms of performance, I don't expect a notable impact since the earlier
computation also was non-trivial, and while it probably was slightly more
accurate, I'd argue that being consistent between evaluation and sampling is
more important than absolute numerical accuracy anyways.
Differential Revision: https://developer.blender.org/D17100
This gives closer results to what I've seen in papers and other renderers when
using the code to precompute albedo later (to replace MultiGGX).
It's usually a tiny difference, the only case where I've seen it matter is
in the `shader/node_group_float.blend` test - but that's a (single-scatter) GGX
closure with 0.9 roughness, so it's not too surprising. In any case, the new
result looks closer to Eevee, so that's good I guess.
Differential Revision: https://developer.blender.org/D17099
Speckles and missing lights were experienced in scenes with Nishita Sky
Texture and a Sun Size smaller than 1.5°, such as in Lone Monk and Attic
scenes.
Increasing the precision of cosf fixes it.
A noticeable (>5%) performance regression in oneAPI backend came with
a501a2dbff. Updating to latest graphics
compiler from driver 101.4032 fixes it.
I've tested it with current min-supported drivers and it runs well but
since compatibility of graphics compiler with older drivers isn't
guaranteed, I'm also bumping the min-supported driver versions.
If end-users consider latest drivers too fresh to switch to (version
isn't released as stable on Linux as of today but should be before
Blender 3.5 release), CYCLES_ONEAPI_ALL_DEVICES=1 env variable can be
used.
Intel Graphics Compiler on Linux will be updated in a later commit
so we can then close D16984.
Reviewed By: sergey, LazyDodo
Improve handling for cases where maximum in-flight command buffer count is exceeded. This can occur during light-baking operations. Ensures the application handles this gracefully and also improves workload pipelining by situationally stalling until GPU work has completed, if too much work is queued up.
This may have a tangible benefit for T103742 by ensuring Blender does not queue up too much GPU work.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T103742
Depends on D17018
Reviewed By: fclem
Maniphest Tasks: T103742, T96261
Differential Revision: https://developer.blender.org/D17019
This isn't correct as window activation is handled separately
from the cursor entering/leaving a window.
This would call de-activate when the cursor moved outside the window
even though the window remained focused.
Rely on focus changes which already handle activate/deactivate events.
Swap-buffers was being deferred (to prevent it being called
from the event handling thread) however when it was called the
OpenGL context might not be active (especially with multiple windows).
Moving the cursor between windows made eglSwapBuffers report:
EGL Error (0x300D): EGL_BAD_SURFACE.
Resolve this by removing swapBuffer calls and instead add a
GHOST_kEventWindowUpdateDecor event intended for redrawing
client-side-decoration.
Besides the warning, this results an error with LIBDECOR window frames
not redrawing when a window became inactive.
The background evaluation samples the sky discretely, so if the sun is
too small, it can be missed in the evaluation. To solve this, the sun is
ignored during the background evaluation and its contribution is
computed separately.
The lookup table method on CPU and the numerical root finding method on
GPU give quite different results. This commit deletes the Beckmann lookup
table and uses numerical root finding on all devices. For the numerical
root finding, a combined bisection-Newton method with precision control
is used.
Differential Revision: https://developer.blender.org/D17050
This makes it possible to use `texture` and `texture3d` in custom
OSL shaders with a constant image file name as argument on the
GPU, where previously texturing was only possible through Cycles
nodes.
For constant file name arguments, OSL calls
`OSL::RendererServices::get_texture_handle()` with the file name
string to convert it into an opaque handle for use on the GPU.
That is now used to load the respective image file using the Cycles
image manager and generate a SVM handle that can be used on
the GPU. Some care is necessary as the renderer services class is
shared across multiple Cycles instances, whereas the Cycles image
manager is local to each.
Maniphest Tasks: T101222
Differential Revision: https://developer.blender.org/D17032
This patch adds markup to specify that certain kernel data constants should not be specialised. Currently it is used for `tabulated_sobol_sequence_size` and `sobol_index_mask` which change frequently based on the aa sample count, trash the shader cache, and have little bearing on performance.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16968
This patch adds occupancy tuning for the newly announced high-end M2 machines, giving 10-15% render speedup over a pre-tuned build.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17037
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.
- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
wi is the viewing direction, and wo is the illumination direction. Under this notation, BSDF sampling always samples from wi and outputs wo, which is consistent with most of the papers and mitsuba. This order is reversed compared with PBRT, although PBRT also traces from the camera.
While keeping SSE2, SSE4.1 and AVX2. This does not affect hardware support, it
only slightly reduces performance for some older CPUs.
To reduce maintenance cost and improve compile times.
Differential Revision: https://developer.blender.org/D16978
An alternative fix to [0] which caused an error with ASAN
(freeing an GHOST_ISystem instead of a GHOST_System).
Reported by @Baardaap in chat, I'm unable to reproduce the issue.
Instead of calling the destructor directly, add a private method that
deletes data before raising an exception.
[0]: fd36221930
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.
Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.
Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
Recently the event handling thread for Wayland sometimes used 100% of a
CPU core while idle.
Resolve by waiting for changes to the Wayland file-handle when
there are no events to read.
The previous fix from T100855 [0] no longer works on my system
(3.4.1 release also fails for GNOME/KDE/WLROOTS compositors).
Resolve by removing the loop from the wait-on-file handle check.
Also reduce locking/unlocking calls.
[0]: 37b256e26f
User notifications in Blender were always annoying and therefore by default turned off.
- When tweaking compositor/material tree a notification was shown.
- When rendering an animation for each frame a notification was shown.
The reason for this was that it was automatically shown when a background job was
finished and Blender wasn't the top most application.
In stead of migrating user notification to UserNotification.framework it was decided
to remove it for now. If in the future notifications should be added back we should
start with a design to figure out where notifications makes sense.
Reviewed By: sergey, brecht
Maniphest Tasks: T103757
Differential Revision: https://developer.blender.org/D16955
Cycles converts internal links to converter nodes which don't do anything and
later on get collapsed by the graph optimization. However, the previous code
assumed that one Blender input socket maps to one Cycles input socket.
When a node is muted, there might be internal links from one input to multiple
outputs. In Cycles, this meant that one Blender input socket now mapped to
multiple input sockets on all the converter nodes, so only the last one survived.
THe fix is simple, just make the mapping a MultiMap.
The problem here is that whether an object is a shadow catcher or not affects the
visibility flags, but changes to the shadow catcher property did not trigger a
visibility flag update.
With the GPU API the sampler can not be set after texture binding, which caused
a delay of the actual change. Now do both in a single call for correctness and
performance.
OpenGL is deprecated by Apple and triggers a warning when used. The goal
is that OpenGL is replaced by Metal backend, but we are not there yet.
To improve tracability of new warnings we hide deprecation warnings
when the GHOST_ContextCGL.h file is included.
NOTE: This change silences other deprecation warnings as well.
The T103586 fix effectively ran the wl_surface_listener.leave callback
to as WLROOTS based compositors doesn't run them. Remove the workaround
since it's an error in WLROOTS to be fixed upstream.
Temporarily using the wrong window scale when disconnecting a monitor
on configurations that use different DPI per monitor is a minor enough
issue that I don't think it makes sense to workaround in GHOST.