October 25, 2016, 15:34 (GMT) |
API: Fix Links Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out` Reviewers: mont29 Tags: #bf_blender, #python, #infrastructure:_websites Differential Revision: https://developer.blender.org/D2297 |
Revision 42a91f7 by Sergey Sharybin October 25, 2016, 14:53 (GMT) |
Partial fix for T49836: Camera DOF properties not updating via graph editor Do this for the new dependency graph: was missing handle of OB_UPDATE_TIME in tag update. Hopefully it's all correct still. Old dependency graph needs work, but i'm tempting to call it unsupported and move on to 2.8 branch. |
Revision c543814 by Sergey Sharybin October 25, 2016, 14:10 (GMT) |
Cycles: Enable SSE math optimization for AVX kernels This gives about 5% speedup for AVX processors. Benefit of such optimization on other microarchitectures is still under investigation. |
Revision 8c761ff by Sergey Sharybin October 25, 2016, 13:27 (GMT) |
Cycles: Use new SSE version of offset calculation for all QBVH flavors Gives up to ~1% speedup again. While it seems to be small, still nice since the code now is actually more clean that it used to be before. |
Revision f7cf2f6 by Sergey Sharybin October 25, 2016, 13:08 (GMT) |
Cycles: Move QBVH near/far offset calculation to an utility function Just preparing for new optimization to be used in all traversal implementation. Should be no measurable difference. |
Revision 064caae by Sergey Sharybin October 25, 2016, 12:47 (GMT) |
Cycles: BVH-related SSE optimization Several ideas here: - Optimize calculation of near_{x,y,z} in a way that does not require 3 if() statements per update, which avoids negative effect of wrong branch prediction. - Optimization of direction clamping for BVH. - Optimization of point/direction transform. Brings ~1.5% speedup again depending on a scene (unfortunately, this speedup can't be sum across all previous commits because speedup of each of the changes varies from scene to scene, but it still seems to be nice solid speedup of few percent on Linux and bigger speedup was reported on Windows). Once again ,thanks Maxym for inspiration! Still TODO: We have multiple places where we need to calculate near x,y,z indices in BVH, for now it's only done for main BVH traversal. Will try to move this calculation to an utility function and see if that can be easily re-used across all the BVH flavors. |
Revision 81c9e0d by Sergey Sharybin October 25, 2016, 12:18 (GMT) |
Cycles: Avoid branching in SSE version of intersection pre-calculation Similar to the previous commit, avoid negative effect of bad branch prediction. Gives measurable performance up to ~2% in tests here. Once again, thanks to Maxym Dmytrychenko! |
Revision af411d9 by Sergey Sharybin October 25, 2016, 11:54 (GMT) |
Cycles: Implement SSE-optimized path of util_max_axis() The idea here is to avoid if statements which could cause wrong branch prediction. Gives a bit of measurable speedup up to ~1%. Still nice :) Inspired by Maxym Dmytrychenko, thanks! |
Revision 821fa24 by Dalai Felinto October 25, 2016, 11:18 (GMT) |
Viewport: fix depth not being cleared in ortho mode |
Revision b4f849b by Dalai Felinto October 25, 2016, 11:18 (GMT) |
Merge remote-tracking branch 'origin/master' into blender2.8 |
Revision 392551b by Mike Erwin October 25, 2016, 09:31 (GMT) |
OpenGL: mesh batch cache (WIP) Gawain batches are built on demand while drawing, then kept in this per-DerivedMesh cache. A mesh's batches try to share vertex buffers as much as possible. Not sure if this file is the best home for this code, but functions in this file are the only users of the cache. So maybe. Big part of T49165 |
Revision d8d42e1 by Mike Erwin October 25, 2016, 08:46 (GMT) |
make View3D depth debug code optional Quick hack to optionally disable depth buffer debugging at compile time. Will this be useful for users or just during development? |
Revision bc566e9 by Mike Erwin October 25, 2016, 08:39 (GMT) |
OpenGL: 3D View background & depth buffer details Surveying buffer usage & clears for new viewport. Not yet perfect, but closer. Committing from Mac so I can test this on Windows. Using new matrix API (T49450) for gradient background. |
Revision 3e71006 by Sergey Sharybin October 25, 2016, 08:22 (GMT) |
CMake: Followup to previous commit, try to ensure -ldl is always last Seems CMake will rearrange and copy libraries which are passed to the linker when some of the libraries is listed twice (for example, -lz from png libraries and -l for blender itself). This was causing libopenimageio to be added somewhere at the end of linking flags without -ldl followed after which was causing linking issues. |
Revision d2fe875 by Sergey Sharybin October 25, 2016, 07:28 (GMT) |
Fix possible compilation error with OIIO enabled OIIO library has plugin API which uses dlopen()/dlclose() so need to link OIO libraries against dl library. |
Revision 94e14a2 by Mike Erwin October 25, 2016, 07:19 (GMT) |
OpenGL: new built-in shaders for mesh edges |
Revision c507294 by Mike Erwin October 25, 2016, 05:02 (GMT) |
OpenGL: clean up glActiveTexture usage Removed some of my earlier glActiveTexture calls. After reviewing the code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls, same results. Fixed some misuse of glActiveTexture & glUniformi, mostly my fault. Caught by --debug-gpu on Windows. Don't know why this appeared to be working previously! Plus some easy cleanup nearby. |
Revision 4d11b2f by Dalai Felinto October 24, 2016, 19:40 (GMT) |
Viewport: original gradient background Last but not least, fix the original 3d view background based on @merwin's comment. |
Revision 1458f01 by Dalai Felinto October 24, 2016, 19:05 (GMT) |
Viewport: move the background to the "modern" viewport This also leaves room for the gradient background Mike Erwin wants to implement. |
Revision 744718f by Dalai Felinto October 24, 2016, 17:26 (GMT) |
immediate mode: background There is a problem here, which is that we can't use immediate mode here until we rely on `GPU_material_bind`. (cc: @merwin) |
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