Merge branch 'blender-v4.2-release'
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commit
c3c69c8956
@ -127,7 +127,7 @@ template<typename T> static void shrink_array(T **array, int *num, const int shr
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bool Action::is_empty() const
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{
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/* The check for emptyness has to include the check for an empty `groups` ListBase because of the
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/* The check for emptiness has to include the check for an empty `groups` ListBase because of the
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* animation filtering code. With the functions `rearrange_action_channels` and
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* `join_groups_action_temp` the ownership of FCurves is temporarily transferred to the `groups`
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* ListBase leaving `curves` potentially empty. */
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@ -1271,8 +1271,8 @@ static bool write_file_handle(Main *mainvar,
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FOREACH_MAIN_ID_END;
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}
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/* Recompute all ID usercounts if requested. Allows to avoid skipping writing of IDs wrongly
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* detected as unused due to invalid usercount. */
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/* Recompute all ID user-counts if requested. Allows to avoid skipping writing of IDs wrongly
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* detected as unused due to invalid user-count. */
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if (!wd->use_memfile) {
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if (USER_EXPERIMENTAL_TEST(&U, use_recompute_usercount_on_save_debug)) {
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BKE_main_id_refcount_recompute(mainvar, false);
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@ -253,7 +253,7 @@ void main()
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{
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uint l_idx = gl_GlobalInvocationID.x;
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/* We are dispatching (with padding) over the culled light array.
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* This array is not contiguous. Visible local lights are packed at the begining
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* This array is not contiguous. Visible local lights are packed at the beginning
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* and directional lights at the end. There is a range of uninitialized value in between that
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* needs to be avoided. */
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bool valid_local = (l_idx < light_cull_buf.visible_count);
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@ -7,7 +7,7 @@
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#pragma BLENDER_REQUIRE(gpu_shader_utildefines_lib.glsl)
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/**
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* Select the smallest viewport that can contain the given rect of tiles to render.
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* Select the smallest viewport that can contain the given rectangle of tiles to render.
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* Returns the viewport size in tile.
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*/
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ivec2 shadow_viewport_size_get(uint viewport_index)
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@ -55,7 +55,7 @@ void main()
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dst_coord_buf[page_index] = page_packed;
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src_coord_buf[page_index] = packUvec4x8(
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uvec4(relative_tile_co.x, relative_tile_co.y, view_index, 0));
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/* Tag tile as rendered. Should be safe since only one thread is reading and writting. */
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/* Tag tile as rendered. Should be safe since only one thread is reading and writing. */
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tiles_buf[tile_index] |= SHADOW_IS_RENDERED;
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/* Statistics. */
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atomicAdd(statistics_buf.page_rendered_count, 1);
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@ -269,7 +269,7 @@ ShadowRayPunctual shadow_ray_generate_punctual(LightData light, vec2 random_2d,
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/* Clip the ray to not cross the near plane.
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* Avoid traces that starts on tiles that have not been queried, creating noise. */
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float clip_distance = length(lP - shadow_position) - clip_near;
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/* Still clamp to a minimal size to avoid isssue with zero length vectors. */
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/* Still clamp to a minimal size to avoid issue with zero length vectors. */
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direction *= saturate(1e-6 + clip_distance * inversesqrt(length_squared(direction)));
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/* Compute the ray again. */
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@ -349,6 +349,7 @@ dict_custom = {
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"reupload",
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"reusability",
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"rotationally",
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"sanitization",
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"saveable",
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"schemas",
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"scrollable",
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