Blender Git Commits

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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
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
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.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021