Commit Graph

7573 Commits

Author SHA1 Message Date
Campbell Barton
79c82fc1c5 Cleanup: trailing space 2023-01-31 15:49:04 +11:00
Campbell Barton
27b4916b1a Cleanup: spelling in comments
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.
2023-01-31 14:22:23 +11:00
Patrick Mours
129093fbce Cycles: Fix crash when rendering with OSL on multiple GPUs
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
2023-01-30 19:40:22 +01:00
Patrick Mours
4635dd6aed Fix T104157: Deleting an active OSL node causes issues
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
2023-01-27 16:14:25 +01:00
Weizhen Huang
b898e00edc Cleanup: remove unused KernelGlobals in microfacet BSDF 2023-01-25 11:26:51 +01:00
Lukas Stockner
e308b891c8 Cycles: Use faster and exact GGX VNDF sampling algorithm
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
2023-01-24 17:59:29 +01:00
Lukas Stockner
fdcb55b285 Cycles: Switch microfacet code to non-separable shadowing-masking term
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
2023-01-24 17:59:29 +01:00
Lukas Stockner
ce25e3e581 Cycles: Cleanup: Add general-purpose conversion between sin and cos 2023-01-24 17:59:29 +01:00
Xavier Hallade
1c90f8209d Cycles: fix rendering with Nishita Sky Texture on Intel Arc GPUs
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.
2023-01-24 09:58:22 +01:00
Xavier Hallade
8afcecdf1f Cycles: update Intel Graphics compiler to 101.4032 on Windows
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
2023-01-23 19:36:34 +01:00
Brecht Van Lommel
8e56ded86d Cycles: temporarily disable AMD Vega GPU rendering due to compiler bug
To make daily builds pass while we figure this out.

Ref T104097
2023-01-23 17:30:12 +01:00
Brecht Van Lommel
37dfce550f Fix Cycles CUDA compiler warning with if constexpr
This is a C++17 feature, compiler should be able to figure this out
without the hint.
2023-01-20 20:31:40 +01:00
Thomas Dinges
f31f7e3ef0 Cleanup: Remove unused light_sample_is_light() function.
This also fixes compile warnings on MSVC.
2023-01-20 17:36:48 +01:00
Campbell Barton
844cca9984 Cleanup: spelling in comments 2023-01-20 15:19:32 +11:00
Jeffrey Liu
05bdef7ce6 Fix T103094: Cycles ignores small suns in Nishita sky
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.
2023-01-19 18:31:54 -06:00
Brecht Van Lommel
fe552bf236 Cleanup: make format 2023-01-19 22:48:05 +01:00
Brecht Van Lommel
670b3c5013 Cleanup: compiler warnings 2023-01-19 22:48:05 +01:00
Weizhen Huang
f71bfe4655 Fix anisotropic Beckmann regression test failing on Metal
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
2023-01-19 20:12:05 +01:00
Patrick Mours
9066f2e043 Cycles: Add support for OSL texture intrinsic on the GPU
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
2023-01-19 19:14:48 +01:00
Michael Jones
e270a198a5 Cycles: Markup to disable specialisation of kernel data fields (Metal)
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
2023-01-19 17:57:42 +00:00
Michael Jones
08b3426df9 Cycles: Occupancy tuning for new higher end M2 machines
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
2023-01-19 17:56:40 +00:00
Weizhen Huang
9b7c2cca3d Refactor: replace bool beckmann with enum MicrofacetType for readability
Differential Revision: https://developer.blender.org/D17044
2023-01-19 15:55:07 +01:00
Weizhen Huang
320757bc61 Refactor microfacet BSDF to reduce repetition 2023-01-19 12:07:53 +01:00
Weizhen Huang
eb657633ed Fix anisotropic Beckmann using isotropic sampling 2023-01-19 11:22:16 +01:00
Campbell Barton
66dee44088 CMake: quiet references to undeclared variable warnings
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).
2023-01-19 17:10:42 +11:00
Campbell Barton
9676dce317 Cleanup: CMake indentation 2023-01-19 17:10:42 +11:00
Brecht Van Lommel
e8d1d1486e Fix T103960: build issue with GCC 13 in Cycles thread code 2023-01-18 16:43:47 +01:00
Weizhen Huang
6e6ae17335 Fix reversed cosNI and cosNO in Cycles anisotropic beckmann G1 2023-01-18 13:10:45 +01:00
Weizhen Huang
543bf28fb1 Refactor: renamed I -> wi, omega_in -> wo in Cycles
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.
2023-01-17 18:07:13 +01:00
Brecht Van Lommel
93ca4eeec1 Cleanup: remove unused functions 2023-01-16 19:40:25 +01:00
Brecht Van Lommel
a84a8a528d Cycles: remove SSE3 and AVX kernel optimization levels
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
2023-01-16 17:53:36 +01:00
Lukas Stockner
2b4bf586ad Fix T102920: Cycles doesn't support multiple outputs on muted nodes
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.
2023-01-12 00:53:05 +01:00
Lukas Stockner
ff86573d72 Fix T102313: Enabling shadow catcher in viewport render shows self-shadowing
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.
2023-01-11 21:36:46 +01:00
Brecht Van Lommel
df5ebd348b Fix T103556: Cycles viewport unexpected pixel changes when hovering over UI
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.
2023-01-10 16:35:19 +01:00
Hans Goudey
1af62cb3bf Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.

Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).

This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.

One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.

**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.

The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.

Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.

The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.

**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.

**Future Improvements**
* Remove uses of "vert_coords" functions:
  * `BKE_mesh_vert_coords_alloc`
  * `BKE_mesh_vert_coords_get`
  * `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
  * Currently `reinterpret_cast` is used for those C-API functions

Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
Lukas Stockner
39c30f6983 Cycles: Account for negative scale when using one-sided light tree sampling
Differential Revision: https://developer.blender.org/D16952
2023-01-10 02:55:52 +01:00
Lukas Stockner
c41601becd Fix T89037: Cycles: Backfacing node can be wrong for lights with negative scale
When rendering in the viewport (or probably on instanced objects, but I didn't
test that), emissive objects whose scale is negative give the wrong value on the
"backfacing" input when multiple sampling is enabled.

The underlying problem was a corner case in how normal transformation is handled,
which is generally a bit messy.

From what I can tell, the pattern appears to be:
- If you first transform vertices to world space and then compute the normal from
  them (as triangle light samping, MNEE and light tree do), you need to flip
  whenever the transform has negative scale regardless of whether the transform
  has been applied
- If you compute the normal in object space and then transform it to world space
  (as the regular shader_setup_from_ray path does), you only need to flip if the
  transform was already applied and was negative
- If you get the normal from a local intersection result (as bevel and SSS do),
  you only need to flip if the transform was already applied and was negative
- If you get the normal from vertex normals, you don't need to do anything since
  the host-side code does the flip for you (arguably it'd be more consistent to
  do this in the kernel as well, but meh, not worth the potential slowdown)

So, this patch fixes the logic in the triangle emission code.

Also, turns out that the MNEE code had the same problem and was also having
problems in the viewport on negative-scale objects, this is also fixed now.

Differential Revision: https://developer.blender.org/D16952
2023-01-10 02:55:23 +01:00
Lukas Stockner
317a5f61f0 Cycles: Fix recently introduced off-by-one error in an assert
This was added in rB95696d09bc07, but I got the index wrong.
2023-01-10 02:10:20 +01:00
Brecht Van Lommel
b314d92e7d Fix T102942: Cycles wrong alpha for multi-layer PSD files 2023-01-09 19:05:24 +01:00
Bastien Montagne
4887401789 Usual UI messages and i18n fixes and tweaks. 2023-01-09 09:20:37 +01:00
Campbell Barton
63c985e0f7 Cleanup: format 2023-01-09 18:56:54 +11:00
Lukas Stockner
4546e35c92 Fix T95244: Cycles produces incorrect AO pass for shadow catchers
Differential Revision: https://developer.blender.org/D16951
2023-01-09 03:55:10 +01:00
Lukas Stockner
95696d09bc Fix T88849: Motion blur in cycles leaves bright edge on trailing end of blur
The code that computes and inverts the shutter CDF had some issues that caused
the result to be asymmetric, this tweaks it to be more robust and produce
symmetric outputs for symmetric inputs.
2023-01-09 03:08:36 +01:00
Lukas Stockner
e7a554e551 Fix T94698: Cycles: Volume-scattered light is always counted as diffuse
At the first bounce, the diffuse/glossy/transmission weights are stored so that
contributions along the path can be split into the d/g/t indirect passes.

However, volume bounces always set the weight even at indirect bounces, so
even paths that had their first bounce on a purely glossy object would suddenly
start counting towards the diffuse indirect pass after a secondary volume bounce.
2023-01-08 23:09:37 +01:00
Lukas Stockner
2895c67086 Fix T103408: Cycles deadlock during GPU viewport rendering
This was caused by rB0d73d5c1a2, which releases the scene mutex during kernel
loading. However, the reset mutex was still held, which can cause a deadlock
if another thread tries to reset the session, since it will acquire the
released scene mutex and then wait for the reset mutex.

Turns out there's no point in keeping the reset mutex locked after the delayed
reset section, so now we just release it earlier, which resolves the deadlock.
2023-01-07 20:33:32 +01:00
Philipp Oeser
940fd87e77 Fix T103615: OSL image box mapping has flipped textures
This breaks backwards compatibility some in that 3 sides will be mapped
differently now, but difficult to avoid and can be considered a bugfix.

Similar to rBdd8016f7081f.

Maniphest Tasks: T103615

Differential Revision: https://developer.blender.org/D16910
2023-01-06 19:21:33 +01:00
Campbell Barton
14fc02f91d Cleanup: spelling in comments 2023-01-06 14:00:36 +11:00
Lukas Stockner
00a20aec07 Fix T103403: Lightgroup passes can contain lighting on shadow catchers 2023-01-06 02:33:22 +01:00
Lukas Stockner
bc5337a05a Fix T103507: Distant lights partially contribute to wrong lightgroup
The the BSDF-sampling half of MIS next-event estimation for distant lights was
using the background lightgroup instead of the lamp's lightgroup.
2023-01-06 01:40:44 +01:00
Brecht Van Lommel
87f7b630b5 Cleanup: make format 2023-01-05 19:43:19 +01:00