July 19, 2021, 20:05 (GMT) |
Compositor: Full frame Mix node Adds full frame implementation to this node operations. No functional changes. 2.3x faster than tiled fallback on average. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11686 |
July 19, 2021, 20:05 (GMT) |
Compositor: Full frame Brightness node Adds full frame implementation to this node operation. No functional changes. 2.4x faster than tiled fallback. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11677 |
July 19, 2021, 20:05 (GMT) |
Compositor: Export operation results as debug option When fixing issues, seeing operation results can be helpful for detecting which operation went wrong. This commit adds an option for exporting all operations results to image files. Exceptions are: - Output operations: They are already exported or can be seen in UI. - Constant operations: There are too many and is rarely useful. They are exported to "<temp session folder>/COM_operations/" with filenames "<operation class name>_<operation id>.png". Only works on full frame execution mode. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11722 |
July 19, 2021, 19:26 (GMT) |
Compositor: Full frame Ellipse Mask node Adds full frame implementation to this node operation. No functional changes. 3x times faster than tiled fallback. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11635 |
July 19, 2021, 18:06 (GMT) |
Compositor: Buffer iterators Currently we mostly iterate buffer areas using x/y loops or through utility methods extending from base classes. To simplify code in simple operations this commit adds wrappers for specifying buffer areas and their iterators for raw buffers with any element stride: - BufferRange: Specifies a range of contiguous buffer elements from a given element index. - BufferRangeIterator: Iterates elements in a BufferRange. - BufferArea: Specifies a rectangle area of elements in a 2D buffer. - BufferAreaIterator: Iterates elements in a BufferArea. - BuffersIterator: Simultaneously iterates an area of elements in an output buffer and any number of input buffers. - BuffersIteratorBuilder: Helper for building BuffersIterator adding buffers one by one. For iterating areas coordinates it adds `XRange` and `YRange` methods that return `IndexRange`. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11882 |
Revision 0053d2f by Clément Foucault (draw-viewport-data, eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) July 19, 2021, 17:47 (GMT) |
DRW: Move buffer & temp textures & framebuffer management to DrawManager This is a necessary step for EEVEE's new arch. This moves more data to the draw manager. This makes it easier to have the render or draw engines manage their own data. This makes more sense and cleans-up what the GPUViewport holds Also rewrites the Texture pool manager to be in C++. This also move the DefaultFramebuffer/TextureList and the engine related data to a new `DRWViewData` struct. This struct manages the per view (as in stereo view) engine data. There is a bit of cleanup in the way the draw manager is setup. We now use a temporary DRWData instead of creating a dummy viewport. Differential Revision: https://developer.blender.org/D11966 |
Revision 6206a30 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) July 19, 2021, 17:01 (GMT) |
EEVEE: GBuffer: Change layout This change the gbuffer layout to use more of the hardware to converting data back and forth. Normals are encoded as two 16 bits components and colors as R11G11B10F format. This was motivated by the need of better quality normals. The issue is that this increase the GBuffer size consequently. In order to balance this we chose to merge the refraction and Diffuse/SSS data to use the same buffer. This means we need to stochastically chose one of these layers (so noise appear). Given that Glass BSDFs are rarely mixed with Diffuse BSDFs, we think this is a good tradeoff. |
July 19, 2021, 16:55 (GMT) |
adaptive_cloth: Add UI for size_min of static_remesh |
July 19, 2021, 16:35 (GMT) |
adaptive_cloth: implement and run static_remesh() Sets the same "sizing" for all the `Vert`s of the `AdaptiveMesh` and then runs `mesh.split_edges()`. TODO(ish): Add mesh.collapse_edges() within static_remesh() |
July 19, 2021, 16:35 (GMT) |
adaptive_cloth: AdaptiveMesh: split_edges() Splits edges whose "size" is greater than 1.0 TODO(ish): Need to flip edges of those faces that have been affected by the split edge operation. |
July 19, 2021, 16:31 (GMT) |
adaptive_cloth: AdaptiveMesh: get_splittable_edge_indices_set() Gets the maximal independent set of splittable edge indices in the `AdaptiveMesh`. |
July 19, 2021, 16:30 (GMT) |
adaptive_cloth: AdaptiveMesh: VertData: add flag Add flag to be able to tag the `Vert`. |
July 19, 2021, 16:29 (GMT) |
adaptive_cloth: AdaptiveMesh: extra data interp Add interp() function to the extra data of `AdaptiveMesh` |
July 19, 2021, 16:28 (GMT) |
Cleanup: Move asset library reference C++ wrapper to own files Although currently only the asset list code uses the asset library reference wrapper, it can stand on its own and may be used in more places in the future. So I prefer to give it its own source & header file. Also removed unused includes, added proper namespaces as per our C++ style guidelines, and removed an unnecessary TODO comment. |
July 19, 2021, 16:25 (GMT) |
bli: float2x2: linear_blend() Linearly blend between the 2 matrices. |
July 19, 2021, 16:25 (GMT) |
adaptive_cloth: Mesh elements: get_self_index() |
July 19, 2021, 16:10 (GMT) |
Fix wrong MIS weight with transparent surfaces and volumes, leading to noise |
July 19, 2021, 16:10 (GMT) |
Cleanup: move all MIS weighting to integrator/ module |
July 19, 2021, 16:10 (GMT) |
Merge branch 'master' into curve-nodes-modifier |
July 19, 2021, 15:56 (GMT) |
Cleanup: Remove unused function, unused declaration |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021