OpenImageDenoise API exposes two modes, high quality and balanced.
This currently only has effect on Nvidia devices, on which it
provides a noticeable performance improvement without visible
difference in quality. This change sets quality to balanced for
the viewport, and high quality for final frame rendering, as
it's what makes the most sense.
Ref #115045
Co-authored-by: Werner, Stefan <stefan.werner@intel.com>
Pull Request: #115265
With drivers 101.4972 to 101.5085, some Arc and Meteor Lake devices
ignore the prebuilt GPU binaries and since the addition of Meteor Lake
binaries, fail caching newly generated ones on Windows.
This got fixed in drivers 101.5186 so it's preferable to require these
new drivers to be used.
ROCm 6 brings some changes to the HIP API. This pull request is meant to be
backward and forward compatible.
That is Blender could be compiled with either ROCM 6 or 5 and run on either.
The main change is the hipMemoryType enum, which we check based on the
runtime version to use the correct enum values.
Without this, HIP will not work on Windows with upcoming 23.40 driver.
Pull Request: https://projects.blender.org/blender/blender/pulls/116713
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.
DEBUG was a Blender specific define, that has now been removed.
_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/115774
OpenImageDenoise V2 comes with GPU support for various backends. This adds a new class, OIDNDenoiserGPU, in order to add this functionality into the existing Cycles post processing pipeline without having to change it much. OptiX and OIDN CPU denoising remain as they are. Rendering on a supported Intel GPU will automatically select the GPU denoiser.
Device support is initially limited to the oneAPI devices that are supported by Cycles, but can be extended.
Ref #115045
Co-authored-by: Stefan Werner <stefan.werner@intel.com>
Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108314
Empty hair geometry in Cycles may still report having one curve, even when
there are no actual segments in that curve. This caused an attempt to build
an acceleration structure with zero primitives, which due to other setup
OptiX rejected with an error. Fix that by checking the number of segments
rather than the number of curves in the hair geometry, since the former will
always be zero for empty geometry.
Pull Request: https://projects.blender.org/blender/blender/pulls/115044
The first problem was triangles with motion blur were all grouped into
one category without separating the ones with and without triangle
motion steps.
The second problem was HIP RT uses the generic motion triangle
intersection function and this function checks prim_visibility buffer.
HIP RT doesn't provide the buffer per primitive but passes it to HIP RT
core per instance.
The buffer name was changed to prim_visibility from visibility to be
the same as what Cycles uses but when the motion triangle intersection
function is called from HIP RT kernels, the instance id is passed to
the function instead of primitive id.
Pull Request: https://projects.blender.org/blender/blender/pulls/114555
This PR works around an issue where zero-filled motion TLAS instance descriptors can cause unexpected hangs during downstream TLAS builds on M3. Instead of zeroing the descriptor we insert an explicit "null" BLAS, achieving the same result.
Pull Request: https://projects.blender.org/blender/blender/pulls/114544
In order to speedup compilation, we upgrade IGC to 1.0.14828.26 along
with ocloc and the associated dependencies.
We also bump min-driver version accordingly to 26918.
Ref !114341
This PR adds tunings for the [newly announced](https://www.youtube.com/watch?v=ctkW3V0Mh-k) M3 family of chips. In particular, MetalRT will be enabled as the automatic default for intersection testing on M3 and beyond to take advantage of hardware raytracing. This will result in significant path-tracing speedups, as well as faster BVH builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/114296
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
_(NOTE: This is a clone of [PR 114067](https://projects.blender.org/blender/blender/pulls/114067), but targeting `blender-v4.0-release` as originally intended)_
This PR removes the "experimental" disclaimer from the MetalRT control now that the unit tests all render correctly with it enabled. As well as "Off" and "On", this adds a third "Auto" setting - a new default which can be used to pick the best option.
Pull Request: https://projects.blender.org/blender/blender/pulls/114232
This fixes an issue where animation frames occasionally get corrupted (e.g. when rendering "Pokedstudio" Blender 2.77 splash screen). This happens when the KernelData is refreshed but the MD5 isn't immediately regenerated which can cause the wrong PSO to be selected.
Pull Request: https://projects.blender.org/blender/blender/pulls/114153
This PR adds `@autoreleasepool` blocks around functions that have been observed to create hidden temporary NSObjects, and eventually cause command buffer failures. A couple of allocations needed to be tweaked in order to maintain correct retain/release behaviour. This PR also fixes the command buffer error text to show more useful information.
This PR removes the "experimental" disclaimer from the MetalRT control now that the unit tests all render correctly with it enabled. As well as "Off" and "On", this adds a third "Auto" setting - a new default which can be used to pick the best option.
Pull Request: https://projects.blender.org/blender/blender/pulls/114067
The increased amount of BSDF code from Principled BSDF v2 and the
microfacet BSDF led to a big performance regression on Metal and AMD.
We have not been able to find a good workaround for all scenes.
This change disables the Principled Hair BSDF code when it is not used
in the scene. This makes common benchmark scenes faster, but
performance is still bad in scenes that do use it.
Ref #112596
Pull Request: https://projects.blender.org/blender/blender/pulls/113904