Commit Graph

14 Commits

Author SHA1 Message Date
Brecht Van Lommel
46d82a2a12 Fix #32618: cycles multithreaded image loading could crash with CUDA, was a
threading issue that happens once every X frames.
2012-09-27 17:42:09 +00:00
Brecht Van Lommel
adea12cb01 Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
2012-09-04 13:29:07 +00:00
Sergey Sharybin
8dc3d4e3fd Remove "Loading byte/float" debug messages. They were added at the time
we've been looking into texture limit for Mango and it's not needed now.

Anyway, this prints didn't cover all the cases when images were loading.
2012-07-31 15:28:36 +00:00
Campbell Barton
679847bd99 add prints for texture loading (we're running into texture limit a lot so its handy to see whats actually loading from the blend files) 2012-07-24 13:01:55 +00:00
Campbell Barton
16e6b7b867 cycles changes:
- images that can't be loaded because of the limit are printed in the console.
- textures that can't be found show up as pink (so we know somethings wrong).
2012-07-04 11:48:42 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Brecht Van Lommel
dd9c1b7fbf Cycles: OpenCL image texture support, fix an attribute node issue and refactor
feature enabling #defines a bit.
2012-05-13 12:32:44 +00:00
Brecht Van Lommel
072a882d03 Fix #31379: cycles not recognizing 16 bit tiff as float image. 2012-05-10 17:09:36 +00:00
Brecht Van Lommel
2314b77eba Fix float image loading crash in cycles after multithreading changes. 2012-05-06 22:06:14 +00:00
Brecht Van Lommel
8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00
Brecht Van Lommel
9fba458a7f Cycles: float texture support. Due to GPU limitations there are now 95 byte,
and 5 float image textures. For CPU render this limit will be lifted later
on with image cache support. Patch by Mike Farnsworth.

Also changed color space option in image/environment texture node, to show
options Color and Non-Color Data, instead of sRGB and Linear, this is more
descriptive, and it was not really correct to equate Non-Color Data with
Linear.
2012-03-07 12:27:18 +00:00
Brecht Van Lommel
18387f3e3f Cycles: fix small memory leak in image loading. 2011-08-15 19:30:24 +00:00
Brecht Van Lommel
966e004bbe Cycles: OSL build & image manager fixes. 2011-05-31 16:21:30 +00:00
Ton Roosendaal
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00