Doing this in a fully 'clean' way is far from obvious, especially
unregister, you often end up leaving nasty 'orphanned' keymap items
referring to unregistered operators...
This seems to happen on Windows only, happened to Thomas and Nathan already.
Similar patch Thomas was showing, but i do not see it committted. So comitting
now in order to get more developers and users happy.
Ever since we merged the extra texture types (half etc) and spit kernel the compile time for cycles_kernel has been going out of control.
It's currently sitting at a cool 1295.762 seconds with our standard compiler (2013/x64/release)
I'm not entirely sure why msvc gets upset with it, but the inlining of matrix near the bottom of the tri-cubic 3d interpolator is the source of the issue, this patch excludes it from being inlined.
This patch bring it back down to a manageable 186 seconds. (7x faster!!)
with the attached bzzt.blend that @sergey kindly provided i got the following results with builds with identical hashes
58:51.73 buildbot
58:04.23 Patched
it's really close, the slight speedup could be explained by the switch instead of having multiple if's (switches do generate more optimal code than a chain of if/else/if/else statements) but in all honesty it might just have been pure luck (dev box,very polluted, bad for benchmarks) regardless, this patch doesn't seem to slow down anything with my limited testing.
{F532336}
{F532337}
Reviewers: brecht, lukasstockner97, juicyfruit, dingto, sergey
Reviewed By: brecht, dingto, sergey
Subscribers: InsigMathK, sergey
Tags: #cycles
Differential Revision: https://developer.blender.org/D2595
It's possible that cancellation occured between the creation of the reader
and the creation of the Blender object, in which case reader->object()
returns a NULL pointer.
BKE_libblock_free_us() was called on the object data, which decrements
its user count, after which the same function was called on the object,
which decrements the user count of the object data again. This double
decrement was too much.
The state mask wasnt applied before comparison giving false results. It
shouldnt really happen that a ray state contains any flags that need to
be masked away, but if it does happen its better to not get stuck.
Previously, a GHash was used to store a flattened mapping of parent
information based on the Alembic hierarchy, and then that hash was used to
set parent pointers on Blender objects. This resulted in errors and
some duplicate objects. The new approach stores parent pointers while
traversing the Alembic hierarchy, which means that there is much more
information about the actual context of the Alembic object itself,
producing a more stable import.
Also replaced the bool param "to_yup" with "AbcAxisSwapMode mode", so that
it's more explicit that axes are swapped.
Also added unittests for create_swapped_rotation_matrix.
There was a problem with parent-child relations not getting set up
correctly when an Alembic object was both the transform for a mesh object
and the parent of other mesh objects.
convert_matrix() now only converts from Imath::M44d to float[4][4] (taking
different camera orientations into account). Import-time scaling is now
performed by the caller.
Also renamed AbcObjectReader::readObjectMatrix to
setupObjectTransform, as it does more than just reading the object
matrix; it also sets up an object constraint if the Alembic Xform is
animated.