Revision 070a668 by Brecht Van Lommel October 23, 2017, 23:25 (GMT) |
Code refactor: move more memory allocation logic into device API. * Remove tex_* and pixels_* functions, replace by mem_*. * Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices. * No longer create device_memory and call mem_* directly, always go through device_only_memory, device_vector and device_pixels. |
Revision aa8b4c5 by Brecht Van Lommel October 23, 2017, 23:25 (GMT) |
Code refactor: use device_only_memory and device_vector in more places. |
Revision 7ad9333 by Brecht Van Lommel October 23, 2017, 23:03 (GMT) |
Code refactor: store device/interp/extension/type in each device_memory. |
Revision ae41f38 by Brecht Van Lommel October 23, 2017, 23:03 (GMT) |
Code refactor: pass device to scene, check OSL with device info. |
Revision 254daf8 by Julian Eisel October 23, 2017, 22:38 (GMT) |
Fix T53141: Assert when using transformation in new 3D View editor Was actually possible to invoke this assert failure in two ways: * Transforming in newly created 3D View (like described in the report). * Transforming in newly appended workspace from default workspaces.blend. Issue was that default workspaces.blend was saved in 2.8.1, but in a branch state that didn't include the transform-orientation changes. So versioning code wouldn't run when needed. Note that files saved with this bug will still cause the assert to fail. Can be ignored then. This is not related to manipulators (as suggested in the report). |
Revision 23a5726 by Dalai Felinto October 23, 2017, 20:18 (GMT) |
Refactor: Move rna_scene.c layer/collection to rna_layer.c rna_scene.c was getting way too big with data that was related to DNA_layer_types.h. I tried doing it earlier, but failed. But now with the new changes I think it's better to do this sooner than later. |
Revision 4db67aa by Antonis Ryakiotakis October 23, 2017, 19:22 (GMT) |
Fix OpenGL extension report in system info operator. |
Revision cc96cdd by Campbell Barton October 23, 2017, 11:28 (GMT) |
Revision 1aa5b63 by Campbell Barton October 23, 2017, 10:57 (GMT) |
Revision c8edac6 by Campbell Barton October 23, 2017, 03:38 (GMT) |
Merge branch 'master' into blender2.8 |
Revision af067f2 by Campbell Barton October 23, 2017, 03:19 (GMT) |
Correct gtest error in recent beautify change |
Revision 7dcf8be by Julian Eisel October 23, 2017, 00:11 (GMT) |
Cleanup: Remove unused function declaration |
Revision 147f958 by Julian Eisel October 22, 2017, 22:04 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 6dfe4cb by Campbell Barton October 22, 2017, 14:40 (GMT) |
Polyfill Beautify: half-edge optimization Was using an edge hash for triangle -> edge lookups, updating triangle indices for each edge-rotation. Replace this with half-edge which can rotate edges much more simply, writing triangles back once the solution has been calculated. Gives ~33% speedup in own tests. |
Revision 57a0cb7 by Brecht Van Lommel October 21, 2017, 18:58 (GMT) |
Code refactor: avoid some unnecessary device memory copying. |
Revision 92ec486 by Brecht Van Lommel October 21, 2017, 18:58 (GMT) |
Code refactor: simplify image device memory allocation. |
Revision 0836795 by Brecht Van Lommel October 21, 2017, 18:57 (GMT) |
Fix issue with resumable rendering in recent changes. |
Revision 6199a60 by Brecht Van Lommel October 21, 2017, 18:29 (GMT) |
Cycles: disable progressive refine if denoising or save buffers is used. Progressive refine undoes memory saving from save buffers, so enabling both does not make much sense. Previously enabling progressive refine would disable denoising, but it should be the other way around since denoise actually affects the render result. Includes some code refactor for progressive refine render buffers, and avoids recomputing tiles for each progressive sample. |
Revision dc9eb82 by Brecht Van Lommel October 21, 2017, 18:13 (GMT) |
Cycles: combined CPU + GPU rendering support. CPU rendering will be restricted to a BVH2, which is not ideal for raytracing performance but can be shared with the GPU. Decoupled volume shading will be disabled to match GPU volume sampling. The number of CPU rendering threads is reduced to leave one core dedicated to each GPU. Viewport rendering will also only use GPU rendering still. So along with the BVH2 usage, perfect scaling should not be expected. Go to User Preferences > System to enable the CPU to render alongside the GPU. Differential Revision: https://developer.blender.org/D2873 |
Revision efd70ab by Julian Eisel October 21, 2017, 14:48 (GMT) |
Move & rename uiLayoutOperatorButs to interface_templates.c |
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