February 22, 2017, 11:19 (GMT) |
Clay Engine: Fix Memory Leak. |
February 22, 2017, 11:10 (GMT) |
Cycles: Use correct index for sd_dl_shadow after removing ccl_fetch |
February 22, 2017, 10:19 (GMT) |
Revert "Cycles: Faster version of driver workaround for OpenCL" Was getting infrequent hangs, unfortunately we have to take the performance hit of clFinish for now. This reverts commit 122743e7f23f8df908bcd10322d39f951ebc83e2. |
February 22, 2017, 10:19 (GMT) |
Cycles: Fix buffer offsets in split kernel Was getting wrong renders with multiple devices. |
February 22, 2017, 10:19 (GMT) |
Cycles: Remove ccl_fetch and SOA |
February 22, 2017, 10:00 (GMT) |
Cycles: Remove all split kernel stuff from opencl.h |
February 22, 2017, 09:54 (GMT) |
Cycles: Fix shading with autosmooth and custom normals New logic of split_faces was leaving mesh in a proper state from Blender's point of view, but Cycles wanted loop normals to be "flushed" to vertex normals. Now we do such a flush from Cycles side again, so we don't leave bad meshes behind. Thanks Bastien for assistance here! |
February 22, 2017, 09:06 (GMT) |
Cycles: Additionally report all OpenCL cflags This way we can control exact spaces and such added to the cflags which is crucial to troubleshoot certain drivers. |
February 22, 2017, 08:40 (GMT) |
Refactor Mesh split_faces() code to use loop normal spaces. Finding which loop should share its vertex with which others is not easy with regular Mesh data (mostly due to lack of advanced topology info, as opposed with BMesh case). Custom loop normals computing already does that - and can return 'loop normal spaces', which among other things contain definitions of 'smooth fans' of loops around vertices. Using those makes it easy to find vertices (and then edges) that needs splitting. This commit also adds support of non-autosmooth meshes, where we want to split out flat faces from smooth ones. |
February 21, 2017, 18:02 (GMT) |
Fix Drawing nested box layouts (D2508) |
February 21, 2017, 12:24 (GMT) |
Cycles: Speedup by avoiding extra calculations in noise texture when unneeded Noise texture is now faster when the color socket is unused. Potential for speedup spotted by @nutel. Some performance results: Render Time Before After Difference Gooseberry benchmark 47:51.34 45:55.57 -4% Koro 12:24.92 12:18.46 -0.8% Simple cube (Color socket) 48.53 48.72 +0.3% Simple cube (Fac socket) 48.74 32.78 -32.7% Goethe displacement 1:21.18 1:08.47 -15.6% Cycles brick displacement 3:02.38 2:16.76 -25.0% Large displacement scene 23:54.12 20:09.62 -15.6% Reviewed By: sergey Differential Revision: https://developer.blender.org/D2513 |
February 21, 2017, 08:12 (GMT) |
Cycles: Reenable debug tile size for viewport rendering Not a problem now that split kernel global size is decoupled from tile size. |
February 21, 2017, 01:21 (GMT) |
Cleanup: use proper link to the api |
February 20, 2017, 23:04 (GMT) |
manta script cleanup |
February 20, 2017, 20:21 (GMT) |
OpenGL immediate mode: interface_widgets.c Added rgba_float_args_set_ch to BLI_math_color.h |
February 20, 2017, 20:21 (GMT) |
OpenGL immediate mode: interface_panel.c |
February 20, 2017, 12:02 (GMT) |
Cycles: Report device maximum allocation and detected global size |
February 20, 2017, 10:56 (GMT) |
Fix T50718: Regression: Split Normals Render Problem with Cycles The issue seems to be caused by vertex normal being re-calculated to something else than loop normal, which also caused wrong loop normals after re-calculation. For now issue is solved by preserving CD_NORMAL for loops after split_faces() is finished, so render engine can access original proper value. |
February 20, 2017, 10:47 (GMT) |
Mesh faces split: Add missing vertex normal copy |
February 20, 2017, 10:02 (GMT) |
Fix T50719: Memory usage won't reset to zero while re-rendering on two video cards Was only visible with Persistent Images option ON. |
|
|
|


Master Commits
MiikaHweb | 2003-2021