Revision 82b0a9e by Campbell Barton April 4, 2016, 21:38 (GMT) |
PyDriver support for all RNA property types Support for driver variables that don't resolve to numbers, eg: objects, bones, curves... etc. Without this, Python expressions to access this data needed to use an absolute path from `bpy.data`, however this is inconvenient, breaks easily (based on naming) and wouldn't set the dependencies correctly. |
Revision 65f279b by Sergey Sharybin April 4, 2016, 17:30 (GMT) |
Cycles: Fix wrong camera in volume check when domain is only visible to camera rays |
Revision ac8f4ba by Sergey Sharybin April 4, 2016, 16:24 (GMT) |
Cycles: Fix regression caused by recent camera-in-volume commit Stupid me forgot that we don't have stop-element in the stack yet. |
Revision a3d6552 by Sergey Sharybin April 4, 2016, 16:11 (GMT) |
Cycles: Fix regular BVH not having proper visibility flags This was caused by recent threading commit. Now because of all children are set when they're ready need to explicitly update all parent's visibility. |
Revision d82d9e1 by Bastien Montagne April 4, 2016, 13:49 (GMT) |
Fix T48045: Freestyle ID user decrement error. This fixes reported issue, but there could be more of those hidden in Freestyle code, it did not handle user refcount at all (and the fact it by-passes BKE in some places for efficiency does not help here). Note that this should be relatively harmless, since freestyle uses own Main during render, so everything is cleaned up in the end in any case... But better try to handle IDs correctly here too. :) |
Revision f76dec9 by Sergey Sharybin April 4, 2016, 13:22 (GMT) |
Update hash for an OBJ unit test |
Revision bf55afb by Sergey Sharybin April 4, 2016, 12:43 (GMT) |
Cycles: Make spatial split BVH multi-threaded The title actually covers it all, This commit exploits all the work being done in previous changes to make it possible to build spatial splits in threads. Works quite nicely, but has a downside of some extra memory usage. In practice it doesn't seem to be a huge problem and that we can always look into later if it becomes a real showstopper. In practice it shows some nice speedup: - BMW27 scene takes 3 now (used to be 4) - Agent shot takes 5 sec (used to be 80) Such non-linear speedup is most likely coming from much less amount of heap re-allocations. A a downside, there's a bit of extra memory used by BVH arrays. From the tests amount of extra memory is below 0.001% so far, so it's not that bad at all. Reviewers: brecht, juicyfruit, dingto, lukasstockner97 Differential Revision: https://developer.blender.org/D1820 |
Revision be2186a by Sergey Sharybin April 4, 2016, 12:13 (GMT) |
Cycles: Solve possible issues with running out of stack memory allocator Policy here is a bit more complicated, if tree becomes too deep we're forced to create a leaf node and size of that leaf wouldn't be so well predicted, which means it's quite tricky to use single stack array for that. Made it more official feature that StackAllocator will fall-back to heap when running out of stack memory. It's still much better than always using heap allocator. |
Revision 5ab3a97 by Sergey Sharybin April 4, 2016, 11:43 (GMT) |
Cycles: Log overall time spent on building object's BVH We had per-tree statistics already, but it's a bit tricky to see overall time because trees could be building in parallel. In fact, we can now print statistics for any TaskPool. |
Revision ba7c2b7 by Sergey Sharybin April 4, 2016, 10:56 (GMT) |
Cycles: Log allocation slop factor for BVH arrays Currently they're staying at 1 (actual size over capacity), but we will be changing it quite soon in order to avoid having too much memory re-allocation happening at a BVH build time and will be playing with different policies for that. |
Revision 5d25579 by Bastien Montagne April 4, 2016, 10:35 (GMT) |
Fix missing ID_SO sound type in outliner's ID types. Note that we may want to review that some day, we have quite a bit of ID types here that are 'blend file' view only, might be worth splitting the check based on this. |
Revision 61a8d12 by Sergey Sharybin April 4, 2016, 10:23 (GMT) |
Cycles: Tweak to stack allocator used by BVH builder In some files stack memory was overruning the pre-allocated stack. Perhaps we should fall-back to a hep-allocated stack so release builds don't crash in works case but just becoming slower. |
Revision 8cc7460 by Sergey Sharybin April 4, 2016, 09:58 (GMT) |
Revision 673ddd4 by Sergey Sharybin April 4, 2016, 09:39 (GMT) |
Cycles: Make curves modified by a taper object with modifier considered a deform modified That might consider a bit more objects to be considered deform modified, but it covers common case of using taper object without require of doing recursive checks. In worst case it'll be just some extra synchronization time, no render time difference will happen for false-positive because of extra checks happening in Cycles. |
Revision 2f08d5f by Sergey Sharybin April 4, 2016, 09:30 (GMT) |
Fix T48002: Wrong behavior with "RGB to Intensity" in Image textures There was some extra linearization happening in such cases. |
Revision f4875be by Campbell Barton April 4, 2016, 08:36 (GMT) |
Fix curve editmode adding 3D primitives w/ 2D curves |
Revision 0a7ed17 by Campbell Barton April 4, 2016, 08:36 (GMT) |
Fix curve adding 3D nurbs when 2D is set Ctrl-LMB ignored 2D constraint |
Revision 097b895 by Campbell Barton April 4, 2016, 08:36 (GMT) |
Fix curve hide keeping spline active |
Revision c868945 by Campbell Barton April 4, 2016, 08:36 (GMT) |
Fix curve, missing update on Ctrl-LMB |
Revision 3de9b2c by Campbell Barton April 4, 2016, 08:36 (GMT) |
Fix curve add-vertex w/ 2D curves Project the point onto the 2d place where possible. |
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