This patch fixes a 32-bit overflow that occurs on 64-bit systems due to a numeric literal being treated as 32-bit.
This patch allows for the generation of images that occupy more than 4GB of RAM, which previously caused a crash.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2975
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
Adds the code to get screen size of a point in world space, which is
used for subdividing geometry to the correct level. The approximate
method of treating the point as if it were directly in front of the
camera is used, as panoramic projections can become very distorted
near the edges of an image. This should be fine for most uses.
There is also no support yet for offscreen dicing scale, though
panorama cameras are often used for rendering 360° renders anyway.
Fixes T49254.
Differential Revision: https://developer.blender.org/D2468
There is even a chance the compilers handles this itself, but we should try to
use the internal storage as much as possible (and save 0.000001s in the process)
For experimental options, outside the scope of typical preferences.
While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.
Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.
Differential Revision: https://developer.blender.org/D2904
The offscreen dicing scale helps to significantly reduce memory usage,
by reducing the dicing rate for objects the further they are outside of
the camera view.
The dicing camera can be specified now, to keep the geometry fixed and
avoid crawling artifacts in animation. It is also useful for debugging,
to see the tesselation from a different camera location.
Differential Revision: https://developer.blender.org/D2891
The code for vertical line was assuming that we necessarily neeeded vertical
lines for all the elements. Which is not true since we are not drawing
vertical and horizontal lines for collections.
Patch made in contribution with Philippe Schmid (@Quetzal).
Use the libraries if they exist in ../lib/linux_x86_64 or similar, so
that you can run "make deps && make full" to get a full static build.
Note that install_deps.sh is still the only officially supported way to
build Blender dependencies on Linux, but this may be useful to some.
Differential Revision: https://developer.blender.org/D2980
Was due to the fact that the instances don't have a "static" obmat that can be referenced to use as a uniform.
Solution : precompute the full matrix for each bone and pass it as instance data. (theses are copied into a buffer and can be discarded right away)
Note: this could be optimized further and make only one drawcall (shgroup) to draw all bone instance of one type (vs. one call per armature).
Remove the critical OMP sections used to protect mem allocation.
First one can be done in a separate loop before main, parallelized one.
Second one only affect 'private' data, so we only need to ensure
guardedalloc thread safety is enabled.
This is committed as separated step to ease troubleshooting in case
bisecting becomes necesary.
Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms)
With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms.
This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters.
The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation).
We replaced the linked list system used to track shadow casters by a huge bitflag.
We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly.
Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection.
We use a double buffer system for the shadow casters arrays to detect deleted shadow casters.
Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking.
This needs further investigation.