Merge remote-tracking branch 'origin/master' into blender2.8

This commit is contained in:
Dalai Felinto
2017-09-18 14:44:44 +02:00
3 changed files with 15 additions and 19 deletions

View File

@@ -154,6 +154,7 @@ ccl_device_forceinline void kernel_path_background(
#ifndef __SPLIT_KERNEL__
#ifdef __VOLUME__
ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
KernelGlobals *kg,
ShaderData *sd,
@@ -165,7 +166,6 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
ShaderData *emission_sd,
PathRadiance *L)
{
#ifdef __VOLUME__
/* Sanitize volume stack. */
if(!hit) {
kernel_volume_clean_stack(kg, state->volume_stack);
@@ -252,10 +252,10 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
# endif /* __VOLUME_SCATTER__ */
}
}
#endif /* __VOLUME__ */
return VOLUME_PATH_ATTENUATED;
}
#endif /* __VOLUME__ */
#endif /* __SPLIT_KERNEL__ */
@@ -400,6 +400,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* Find intersection with lamps and compute emission for MIS. */
kernel_path_lamp_emission(kg, state, ray, throughput, &isect, emission_sd, L);
#ifdef __VOLUME__
/* Volume integration. */
VolumeIntegrateResult result = kernel_path_volume(kg,
sd,
@@ -417,6 +418,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
else if(result == VOLUME_PATH_MISSED) {
break;
}
#endif /* __VOLUME__*/
/* Shade background. */
if(!hit) {
@@ -558,6 +560,7 @@ ccl_device_forceinline void kernel_path_integrate(
/* Find intersection with lamps and compute emission for MIS. */
kernel_path_lamp_emission(kg, state, ray, throughput, &isect, emission_sd, L);
#ifdef __VOLUME__
/* Volume integration. */
VolumeIntegrateResult result = kernel_path_volume(kg,
&sd,
@@ -575,6 +578,7 @@ ccl_device_forceinline void kernel_path_integrate(
else if(result == VOLUME_PATH_MISSED) {
break;
}
#endif /* __VOLUME__*/
/* Shade background. */
if(!hit) {

View File

@@ -45,6 +45,7 @@
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_render.h"
/* Deprecated, only provided for API compatibility. */
EnumPropertyItem rna_enum_render_pass_type_items[] = {
@@ -298,7 +299,7 @@ static void engine_update_render_passes(RenderEngine *engine, struct Scene *scen
/* RenderEngine registration */
static void rna_RenderEngine_unregister(Main *UNUSED(bmain), StructRNA *type)
static void rna_RenderEngine_unregister(Main *bmain, StructRNA *type)
{
RenderEngineType *et = RNA_struct_blender_type_get(type);
@@ -308,6 +309,9 @@ static void rna_RenderEngine_unregister(Main *UNUSED(bmain), StructRNA *type)
RNA_struct_free_extension(type, &et->ext);
RNA_struct_free(&BLENDER_RNA, type);
BLI_freelinkN(&R_engines, et);
/* Stop all renders in case we were using this one. */
ED_render_engine_changed(bmain);
}
static StructRNA *rna_RenderEngine_register(

View File

@@ -869,25 +869,13 @@ static bool wm_draw_update_test_window(wmWindow *win)
static int wm_automatic_draw_method(wmWindow *win)
{
/* Ideally all cards would work well with triple buffer, since if it works
* well gives the least redraws and is considerably faster at partial redraw
* for sculpting or drawing overlapping menus. For typically lower end cards
* copy to texture is slow though and so we use overlap instead there. */
/* We assume all supported GPUs now support triple buffer well. */
if (win->drawmethod == USER_DRAW_AUTOMATIC) {
/* Windows software driver darkens color on each redraw */
if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_WIN, GPU_DRIVER_SOFTWARE))
return USER_DRAW_OVERLAP_FLIP;
else if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_UNIX, GPU_DRIVER_SOFTWARE))
return USER_DRAW_OVERLAP;
/* drawing lower color depth again degrades colors each time */
else if (GPU_color_depth() < 24)
return USER_DRAW_OVERLAP;
else
return USER_DRAW_TRIPLE;
return USER_DRAW_TRIPLE;
}
else
else {
return win->drawmethod;
}
}
bool WM_is_draw_triple(wmWindow *win)