March 19, 2021, 19:30 (GMT) |
Geometry Nodes: Add geometry instances data to the spreadsheet This patch adds data about instances generated by geometry nodes to the spreadsheet. The transform data is decomposed into position, rotation, and scale, and there is a name column to display the name of the instanced object or collection. This data is implemented specifically for the spreadsheet, because we're not sure that we want to expose this data as attributes for the use elsewhere. Differential Revision: https://developer.blender.org/D10770 |
March 19, 2021, 19:28 (GMT) |
BLI: Add accessors for translation, rotation, and scale of float4x4 |
March 19, 2021, 19:24 (GMT) |
Cleanup: rename x1/x2/y1/y2 to x/y/width/height |
March 19, 2021, 19:09 (GMT) |
Geometry Nodes: Refactor / fix point separate node The point separate node was failing in situations where one of the outputs was empty. In addition, the code was not structured very well. This new implementation stores less temporary information, is more geometry component type agnostic, and is more self-descriptive. It also solves the problems mentioned above. Fixes T86573 Differential Revision: https://developer.blender.org/D10764 |
March 19, 2021, 19:08 (GMT) |
Merge branch 'master' into sculpt-dev |
March 19, 2021, 18:15 (GMT) |
Cycles: Avoid temporary buffer allocation for GPUDisplay update on CPU The idea is to request GPUDisplay to map memory, so that the film conversion can happen directly into that memory. Additionally, move away from task to a kernel call. In an own tests here the full viewport render time on a very simple file is now about 6% faster, although is unclear whether it is due to TBB or due to avoiding extra memory copy. Still nice. The GPU part still needs work, and will be handled separately. |
March 19, 2021, 18:12 (GMT) |
Cycles: Make buffer parameters more coupled to PathTraceWork It is annoying to pass scaled parameters to every call. More correct approach it seems to be to make them more "sticky": they become a property of path trace work, together with the render buffers. The idea is to have the following in the long term: - PathTrace allocates render buffers for every PathTraceWork - PathTrace updates parameters of every PathTraceWork on resolution divider change. - PathTrace re-allocates the buffer when balancing is needed to accomodate for performance difference of different render devices. This way PathTraceWork always knows its buffer pointer and effective parameters and always uses them in all the API calls. |
March 19, 2021, 18:00 (GMT) |
Merge branch 'master' into temp-lineart-contained |
March 19, 2021, 17:57 (GMT) |
Merge branch 'master' into temp_bmesh_multires |
March 19, 2021, 17:56 (GMT) |
LineArt: Added back the missing "allow_clipping_boundaries" option. This option was missing from the UI. Also add missing camera settings depsgraph relation. |
March 19, 2021, 17:44 (GMT) |
Merge branch 'master' into sculpt-dev |
March 19, 2021, 17:31 (GMT) |
LineArt: Modifier defaults settings optimization. Make options that are usually only useful in edge cases off by default. These settings would requite extra work and thus the modifier evaluation would be needlessly slower as most users do not need these options to be on. |
March 19, 2021, 17:26 (GMT) |
LineArt: Remove geometry space chaining It caused some chaining errors when used in combination with image space chaining. After some internal discussion, we realized it is not useful as chaining in image space essentially does the same thing. |
March 19, 2021, 17:21 (GMT) |
Merge branch 'master' into greasepencil-object |
March 19, 2021, 17:21 (GMT) |
Merge branch 'master' into temp-gpencil-io |
March 19, 2021, 17:21 (GMT) |
Merge branch 'master' into eevee-gpencil |
March 19, 2021, 16:43 (GMT) |
Cycles: Avoid explicit CPU-side buffer in GPUDisplay The idea is to use OpenGL texture and pixel buffer object to push pixels from PathTrace to the GPU for draw. The need of the PBO is because updating texture from the copy_pixels_to_texture() function turned out to be quite expensive in terms of CPU time spent, degrading viewport render performance. The downside of this approach is that the peak memory might be higher when rendering on a multiple devices compared to partial direct texture updates. Although this is hard to tell for sure, since it depends on exact way of how driver schedules updates and manages memory. The upside of this change is that it makes it so PBO is there, ready to be used by CUDA's GL graphics for direct update without CPU memory round-trip. The performance is a bit hard to measure, since the timing varies quite a bit, but on the CPU it is the same ballpark. |
March 19, 2021, 16:43 (GMT) |
Draw manager: Add utility functions for context creation Some special logic is needed to release the active DrawManager OpenGL context when new context needs to be created by a render engine. This change introduces functionality which is needed for such process, including a simple example usage in the comment. |
March 19, 2021, 16:40 (GMT) |
Small cleanup |
March 19, 2021, 16:38 (GMT) |
Larger width for name column, use values for object and collection specifically |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021