March 11, 2021, 19:07 (GMT) |
Attempt to silence warning. |
March 11, 2021, 18:21 (GMT) |
remove debug print |
March 11, 2021, 18:20 (GMT) |
Use a structure to store the result of a cache lookup |
March 11, 2021, 18:14 (GMT) |
Merge branch 'master' into temp-gpencil-bezier-v2 |
March 11, 2021, 18:08 (GMT) |
temporary fix for reading normals |
Revision 3d706bb by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 11, 2021, 17:05 (GMT) |
Do proper updates when local asset data changes Makes sure the asset list is updated and redrawn correctly an local asset data changes: Creating assets, removing assets, clearing assets, undo/redo, reading files (with and without UI), parallel reading of asset data from files, ... For redraws there now is a listener callback in the uiList type (C only) that asks the asset lists if it needs a redraw after a given notifier. For the case of asset data-block removal there is a ID remapping function in the asset list now (just tags the list for a complete re-read). File reading, undo, redo and the "Mark Asset"/"Clear Asset" operators explicitly tag asset lists showing main data as dirty (via the global asset storage). |
March 11, 2021, 16:53 (GMT) |
Merge branch 'master' into sculpt-dev |
Revision d71b7ff by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 11, 2021, 16:50 (GMT) |
Merge branch 'master' into ui-asset-view-template |
March 11, 2021, 16:44 (GMT) |
fix missing update when modifying attributes |
March 11, 2021, 15:56 (GMT) |
Vulkan: Implementation of VKTexture Implementation is a first draft and needs to be refined over time. |
March 11, 2021, 15:55 (GMT) |
Vulkan: Bypass BGL when running with the vulkan backend This avoids a crash at startup. |
March 11, 2021, 15:02 (GMT) |
Vulkan: Fix crash because of null active framebuffer |
March 11, 2021, 15:01 (GMT) |
Vulkan: Add allocator and command pool to VKContext This allows memory backed object (Textures, VertexBuffers, ...) to be created. Also adds functions for one time use command buffers. |
March 11, 2021, 14:38 (GMT) |
GPUContext: Pass GHOST context handle for GPUContext creation This is because we need to have a direct reference to the context to get the vulkan resources. |
March 11, 2021, 14:01 (GMT) |
Cycles: Rename Denoiser to DenoiserPipeline The goal is to have clarity on entity names. The proposed/desired convention: - Device: low-level "glue" logic, which takes care of running functions on a particular device. Algorithm implementation does not belong to device. - Denoiser: breaks down specific denoising algorithm into a function calls which happens on a device. It does not belong to the device because denoising can happen regardless of where noisy image came from: could be file, could be single render buffer, could be multiple render buffers rendered by multiple devices. - DenoiserPipeline: takes care of performing all steps needed to denoise a sequence of frames. In an ideal world DenoiserPipeline will implement a frame accessor of some sort, and use Denoiser to perform actual denoising on a configured device/denoising algorithm. This change only modifies the class name, making room for implementing an actual denoising algorithms as dedicated entities. Further cleanup in naming and structure is needed. It will be revisited once the cross-frame denoising will be worked on as an official core functionality. |
March 11, 2021, 14:01 (GMT) |
Cycles: Support denoiser in the new integrator Implemented as own classes which provide higher level API for rendering pipeline. Currently placed in the integrator folder, which feels a bit strange, but is easy to move these files around. The idea is the following: - Have every implementation to implement Denoiser interface, which goes away from previous implementation on a device level. This allows to more naturally consider Device a way to invoke kernels, without business logic. - Currently Denoiser operates on an entire RenderBuffer. In the future this would need to be changed to operate on a list of render buffers to support denoising of renders done on multi-device. Seems to be "just" a straightforward extension of the currently implemented simple API. Currently Session is requesting denoising as a dedicated call of PathTrace. This is something I am not really sure about: in a way this feels wrong and Session can/should have direct access to denoiser. But on another hand, having denoising done in the PathTracer allows to have a more centralized and comprehensive logic around decision of how many samples to render before update, when to start denoising and things like this. From actual implementation is only OpenImageDenoise with color buffer is implemented. The rest would need a support from kernel. |
Revision 048a5e5 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 11, 2021, 13:58 (GMT) |
Merge branch 'master' into ui-asset-view-template |
March 11, 2021, 13:54 (GMT) |
Pose library: Use scrollwheel to set the blend factor This is not the final UI, but gives a way to at least set it to some value. |
March 11, 2021, 13:53 (GMT) |
GHOST: Window: Add drawing context handle getter This is in order to retrieve the vulkan/gl context from a window handle. |
March 11, 2021, 13:46 (GMT) |
Cleanup: remove unused code and rename variables/fields No functional changes. |
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Master Commits
MiikaHweb | 2003-2021