April 10, 2021, 14:46 (GMT) |
add VMutableArrayForGVMutableArray |
April 10, 2021, 14:37 (GMT) |
add optional ownership |
April 10, 2021, 14:34 (GMT) |
derived span |
April 10, 2021, 14:16 (GMT) |
add optional ownership |
April 10, 2021, 14:13 (GMT) |
add GVArrayForEmbeddedVArray |
April 10, 2021, 14:01 (GMT) |
generic mutable array |
April 10, 2021, 12:45 (GMT) |
Cycles: Correction to previous commit Committing directly because those are rather trivial fixes for something what got broken rather badly. - Fix compilation error in debug mode. - Fix non-combined passes in viewport. - Fix adaptive sampling for final rendering. |
April 10, 2021, 12:11 (GMT) |
add typed mutable virtual array |
April 10, 2021, 12:08 (GMT) |
Cycles: Shorten function name It is inside of viewport parameters, no need to repeat this in the function name. |
April 10, 2021, 12:08 (GMT) |
Cycles: Clarity comment in integrator synchronization |
April 10, 2021, 12:08 (GMT) |
Cycles: Use early output and avoid over-commenting |
April 10, 2021, 12:08 (GMT) |
Cycles: Move use adaptive sampling flag to integrator Makes it closer to the rest of the adaptive sampling settings and allows access from Scene. The current downside is that rendering does need an extra integrator synchronize call which will be removed by a followup development. There should be no functional changes. |
April 10, 2021, 12:08 (GMT) |
Cycles: Use range based loop |
April 10, 2021, 12:08 (GMT) |
Cycles: Add idea of automatically created passes Those are the opposite of the ones which are configured by users in the interface. Currently unused, preparing for taking over of automatically creating adaptive sampling passes. |
April 10, 2021, 12:08 (GMT) |
Cycles: Simplify delayed reset API Avoids passing arguments around. Currently no functional changes, just simplifies some things in the future in the terms of naming. |
April 10, 2021, 12:08 (GMT) |
Cycles: Automatically create adaptive sampling and viewport passes Fixes non-working adaptive sampling in the viewport: the missing passes was the only reason for that. Now the synchronization code is supposed to store passes in Scene and never provide them via BufferParams. The passes are assigned to the BufferParams when dopin session reset. This way the rendering code has access to proper stride information. In the future we can remove passes from BufferParams and pre-compute strides and offsets before passing the BufferParams down the road. Had to explicitly remove the passes: can not rely on the fact that the synchronization code overrides passes in scene as this is not the case for viewport rendering. |
April 10, 2021, 12:08 (GMT) |
Cycles: Remove baking tile reading code The baking needs to be brought back in a better shape. Removing the code which is to be re-written to simplify some upcoming development. |
April 10, 2021, 12:08 (GMT) |
Cycles: Remove passes from BufferParams Now it is the Scene which is the source of truth for passes. The RenderBuffers will store pre-calculated offsets and strides which are set once when the passes are known. There are few things which are good: - Data is no longer duplicated, is clear where passes are to be accessed from. - Code which sues BufferParams can access offsets and strides directly, without re-calculating anything. - DenoiserBuferParams are removed, since it does not bring any new functionality. Some downsides: - Construction of new RenderBuffers is to be done with a bit more care now. - Passes needs to be passed to `get_pass_rect`. A bit annoying, and almost like the RenderBuffers is the wrong place for this function. - `set_pass_rect` is disabled for now. Is unclear whether it will be needed in the future, and what would it final placement be. |
April 10, 2021, 11:55 (GMT) |
more virtual arrays |
April 10, 2021, 11:14 (GMT) |
add virtual array for container |
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Master Commits
MiikaHweb | 2003-2021