Commit Graph

6064 Commits

Author SHA1 Message Date
Kévin Dietrich
a284e559b9 Fix T82561: shader compilation crashes in OSL
The "type" sockets on shader nodes were renamed in rB31a620b9420cab to
avoid clashes with the `NodeType type` member from the Node base class,
but the OSL shader compilation was missing those changes.
2020-11-10 16:05:47 +01:00
Brecht Van Lommel
cde2bd1828 Merge branch 'blender-v2.91-release' 2020-11-09 17:37:21 +01:00
Brecht Van Lommel
ec6a9322e8 Fix T78956: banding artifacts of vertex colors in Cycles
Byte colors must be encoded in sRGB and converted to linear on lookup,
to avoid precision loss.
2020-11-09 17:30:34 +01:00
Kévin Dietrich
021c40167d Cycles: fix Node::tag_modified not setting modified flag's upper bits
Previous code was flipping the bits on a 32-bit number and doing a zero extension to cast to 64-bit, so mark the constant as long to begin with.

This would also erase previously set bits in this part the flag.
2020-11-09 14:52:48 +01:00
Sergey Sharybin
ed75a50119 Cycles: Fix function inline attributes
forceinline attribute is only applicable for function which are
marked inline. Interestingly, it can be used for class methods
without explicit inline statement. But for functions it is another
story.
2020-11-09 14:41:00 +01:00
Patrick Mours
118e31a0a9 Cycles: Fix tricubic sampling with NanoVDB
Volumes using tricubic sampling were producing different results with NanoVDB compared
to dense textures. This fixes that by using the same tricubic sampling algorithm in both
cases. It also fixes some remaining offset issues and some minor things that broke OpenCL
kernel compilation on NVIDIA.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D9491
2020-11-09 12:37:47 +01:00
Campbell Barton
2bd8f7e059 Cleanup: use string APPEND/PREPEND
Replace 'set' with 'string(APPEND/PREPEND ...)'.
This avoids duplicating the variable name.
2020-11-06 12:32:54 +11:00
Campbell Barton
c19e4b706e Cleanup: clang-format 2020-11-06 12:32:54 +11:00
Robert Guetzkow
69e567cfe8 Merge branch 'blender-v2.91-release' 2020-11-05 21:35:27 +01:00
Brecht Van Lommel
b053312bdd Fix T80043: missing Cycles displacement update when relinking output sockets 2020-11-05 19:35:39 +01:00
Kévin Dietrich
6a2a6fa514 Fix T82428: Cycles crashes when building volume meshes
The Volume Node did not have all of the sockets from its Mesh base class
which are now required due to the recent socket API change.
2020-11-05 18:46:26 +01:00
Kévin Dietrich
c937f9c4e7 Cycles: fix another race condition in Geometry synchronization
This was forgotten in the previous fix, we should not modify sockets
updated in a separated thread.
2020-11-04 16:35:00 +01:00
Brecht Van Lommel
b63490bc4b Merge branch 'blender-v2.91-release' 2020-11-04 16:07:03 +01:00
Brecht Van Lommel
4dddd54393 Fix T82016: Cycles assert with empty OpenVDB volumes 2020-11-04 15:51:39 +01:00
Patrick Mours
fd9124ed6b Fix Cycles volume render differences with NanoVDB when using linear sampling
The NanoVDB sampling implementation behaves different from dense texture sampling, so this
adds a small offset to the voxel indices to correct for that.
Also removes the need to modify the sampling coordinates by moving all the necessary
transformations into the image transform. See also T81454.
2020-11-04 15:09:06 +01:00
Kévin Dietrich
17ccda4fe1 Cycles: fix multithreading issue introduced in previous commit
The issue is that the shaders are stolen from the original Geometry by
the temporary Geometry used to accumulate data, but the main thread
still needs them for syncing the attributes.

So make a copy of the shader array to preserve the data on the original
Geometry.
2020-11-04 14:03:35 +01:00
Kévin Dietrich
31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00
Kévin Dietrich
57d1aea64f Cycles: add support for BVH refit in OptiX
This avoids recomputing the BVH for geometries that do not have changes in topology but whose vertices are modified (like a simple character animation), and gives up to 40% speedup for BVH building.

This is only available for viewport renders at the moment.

Reviewed By: pmoursnv, brecht

Differential Revision: https://developer.blender.org/D9353
2020-11-03 18:05:29 +01:00
Alexander Gavrilov
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
Alexander Gavrilov
91d320edc3 Cycles: immediately store the used_shader list in Blender interface.
Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.

Ref D2057
2020-11-03 16:35:43 +03:00
Patrick Mours
cf7343a355 Fix Cycles kernel compile error with NanoVDB because of type redefinition
Cycles defines some basic integer types since it cannot use the standard headers when
compiling with NVRTC. NanoVDB however only does this when the "__CUDACC_RTC__" define
is set and otherwise includes the standard "stdint.h" header which clashes with those typedefs.
So for compatibility do the same thing in the Cycles kernel headers. See also T81454.
2020-11-02 18:00:13 +01:00
Lukas Stockner
64faa59846 Cycles: Fix debug compilation after tile stealing commit 2020-10-31 14:04:30 +01:00
Lukas Stockner
517ff40b12 Cycles: Implement tile stealing to improve CPU+GPU rendering performance
While Cycles already supports using both CPU and GPU at the same time, there
currently is a large problem with it: Since the CPU grabs one tile per thread,
at the end of the render the GPU runs out of new work but the CPU still needs
quite some time to finish its current times.

Having smaller tiles helps somewhat, but especially OpenCL rendering tends to
lose performance with smaller tiles.

Therefore, this commit adds support for tile stealing: When a GPU device runs
out of new tiles, it can signal the CPU to release one of its tiles.
This way, at the end of the render, the GPU quickly finishes the remaining
tiles instead of having to wait for the CPU.

Thanks to AMD for sponsoring this work!

Differential Revision: https://developer.blender.org/D9324
2020-10-31 01:57:39 +01:00
Brecht Van Lommel
0270223552 Merge branch 'blender-v2.91-release' 2020-10-30 17:37:23 +01:00
Brecht Van Lommel
8b806c86e1 Fix T82027, T81718: Cycles crash with volume animation playback 2020-10-30 17:36:41 +01:00
Brecht Van Lommel
a8c165f2a4 Merge branch 'blender-v2.91-release' 2020-10-30 15:16:04 +01:00
Brecht Van Lommel
a1d8559a42 Fix Cycles map range node missing clamp socket
No effect on the Blender integration yet, but needs to be solved for the
upcoming change to encapsulate sockets.
2020-10-30 14:58:34 +01:00
Dalai Felinto
ff73dc244c Merge remote-tracking branch 'origin/blender-v2.91-release' 2020-10-30 10:52:25 +01:00
Dalai Felinto
4a8146eb8f Cycles: silence unused variable warning 2020-10-29 18:33:29 +01:00
Kévin Dietrich
d9b22b8094 Merge branch 'blender-v2.91-release' 2020-10-29 17:41:46 +01:00
Kévin Dietrich
8c3d42bd0f Fix T82129: Cycles "Persistent Images" incorrectly retains scene data
The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created.

Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated.

To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called.

Reviewed By: brecht

Maniphest Tasks: T82129

Differential Revision: https://developer.blender.org/D9378
2020-10-29 17:39:21 +01:00
Brecht Van Lommel
f75b09e7e6 Cycles: abort rendering when --cycles-device not found
Rather than just printing a message and falling back to the CPU. For render
farms it's better to avoid a potentially slow render on the CPU if the intent
was to render on the GPU.

Ref T82193, D9086
2020-10-29 16:01:38 +01:00
Alexander Gavrilov
70040e7b0b Cycles: internal support for alpha output for attribute node
Not exposed in Blender yet.

Ref D2057
2020-10-28 12:43:42 +01:00
Alexander Gavrilov
b7558e3c9c Cycles: internal support for per-instance and per-geometry attributes
The existing code for this was incomplete. Each instance can now have a set
of attributes stored separately from geometry attributes. Geometry attributes
take precedence over instance attributes.

Ref D2057
2020-10-28 12:43:42 +01:00
Brecht Van Lommel
0767683496 Cycles: refactor to make attribute lookup slightly more efficient
Ref D2057
2020-10-28 12:43:42 +01:00
Alexander Gavrilov
d58b55b55a Cycles: internal support for float4 geometry attributes
Previously only float3 and byte4 was supported.

Ref D2057
2020-10-28 12:43:42 +01:00
Brecht Van Lommel
ee6b989f8e Cycles: refactor to split surface and volume attribute lookup more
This avoids OpenCL inlining heavy volume interpolation code once for every
data type, which could cause a performance regression when we add a float4
data type in the next commit.

Ref D2057
2020-10-28 12:43:42 +01:00
Brecht Van Lommel
30f626fe4c Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b3. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
2020-10-27 11:40:42 +01:00
Kévin Dietrich
527f8b32b3 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-10-26 23:11:14 +01:00
Patrick Mours
841eaebfa4 Cycles: Add support for OptiX 7.2 SDK 2020-10-26 15:43:55 +01:00
Philipp Oeser
4d5e0a8520 Merge branch 'blender-v2.91-release' 2020-10-26 13:07:00 +01:00
Philipp Oeser
f76f48c3d3 Fix T69911: Adaptive subdivision offscreen dicing does not work correctly if the camera is shifted
Code was assuming frustrum planes are symmetrical which is not the case
for shifting. This lead to a shrinking region if shift was negative (and
a growing region if shift was positive)

So instead of only keeping track of plane on one side (and mirroring
over in code) get the actual planes after shifting and use these
instead.

This code corrects this for ortho and perspective cameras, it does not
touch panoramic cameras.

Reviewed By: brecht

Maniphest Tasks: T69911

Differential Revision: https://developer.blender.org/D9342
2020-10-26 12:52:25 +01:00
Brecht Van Lommel
ae5fd92228 Fix T81893: Cycles viewport crash changing mesh to smoke domain
Now that volume is a dedicated geometry type in Cycles, we need to re-allocate
the geometry when a mesh changes into a volume.
2020-10-26 12:31:01 +01:00
Yevgeny Makarov
622b30225a UI: Capitalization Corrections
Approximately 141 changes of capitalization to conform to MLA title style.

Differential Revision: https://developer.blender.org/D8392

Reviewed by Julian Eisel
2020-10-24 11:42:17 -07:00
Brecht Van Lommel
b37c40a575 Fix Cycles unnecessary overhead cancelling finished task pool 2020-10-24 14:07:05 -04:00
Brecht Van Lommel
23eaf3117c Fix Cycles unnecessary overhead cancelling finished task pool 2020-10-23 19:07:34 +02:00
Brecht Van Lommel
390b28e338 Merge branch 'blender-v2.91-release' 2020-10-23 18:37:22 +02:00
Brecht Van Lommel
6d8e03ddd9 Fix T81102: Cycles crashes in interactive 3D viewport rendering after Embree
Don't allocate a new buffer for refitting meshes, but update the existing one.
It's not clear from the API docs if this is required, but it appears to solve
the issue and should be more efficient.
2020-10-23 18:32:22 +02:00
Olivier Maury
559e87ad08 Fix T81976: Cycles crash after recent geometry sync multithreading change
Avoid accessing mesh emitter and hair at the same time. This is not ideal for
performance, but once we have a dedicated hair object this will resolve itself.

Differential Revision: https://developer.blender.org/D9322
2020-10-23 17:45:11 +02:00
Jagannadhan Ravi
bb49aa0d69 Cycles: multithreaded export of geometry
This improves performance in scene synchronization when there are many
mesh, hair and volume objects. Sync time speedups in benchmarks:

barbershop   5.2x
bmw          1.3x
fishycat     1.5x
koro         1.0x
sponza       3.0x
victor       1.4x
wdas_cloud   0.9x

Implementation by Nicolas Lelong, and Jagannadhan Ravi (AMD).

Differential Revision: https://developer.blender.org/D9258
2020-10-21 18:54:12 +02:00