They were never running anyway since there's no checkout of
tests folder. We should either make tweaks to buildbot master
to make it to send cloning commands for tests folder and keep
tests working (currently some of them are broken).
Currently unused, but will be handy for an upcoming changes.
It'll also be nice to be able to do scoped_lock() for both
Mutex and Spin, but currently it's not really easy to do,
need some changes in typedefs and such, will happen as a
separate commit.
This has following advantages:
- Localizes all the run-time storage into a single structure,
which could easily be extended further.
- Storage could be created per-thread, so once builder is
threaded we wouldn't have any conflicts between threads.
- Global nature of the storage avoids memory re-allocation
on the runtime, keeping builder as fast as possible.
Currently it's just API changes, which don't affect user at all.
Uses new StackAllocator from util_stack_allocator. Some tweaks to the stack
storage size are possible, read notes in the code about this.
At this point we might want to rename allocator files to util_allocator_foo.c,
so the stay nicely grouped in the folder.
When non-random, particle distribution used a small start offset (to avoid
zero-weight faces), which is fine with "continuous" entities like faces, but not
for discrete ones like vertices - in that case it was generating some undesired
"jump" over a few verts in case step was small enough
(i.e. total number of verts/particles was big enough).
Point-cached particles (those using simulations) would not update at all outside of
first frame, due to PSYS_RECALC_RESET flag being ingnored in `system_step()`...
For some mysterious reasons, udate is still non-fully functional outside of startframe
(e.g. changing face distribution between random and jittered), but at least when choosing
'Vertices' you get particles from verts and not faces!
This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.
Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such.
While we can't support all possible renderfarm-related features in
Cycles it's nice to support really commonly used stuff.
Here's a command how to run Blender with the new feature enabled:
blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2
This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based).
This feature might be changed a bit after we'll do some tests here
in the studio with it.