The issue was caused by SpinLock implementation in old pthreads we ar eusing on
Windows. Using newer one (2.10-rc) demonstrates same exact behavior. But likely
using own atomics and memory barrier based implementation solves the issue.
A bit annoying that we need to change such a core part of Blender just to make
specific CPU happy, but it's better to have artists happy on all computers.
There is no expected downsides of this change, but it is so called "works for
me" category. Let's see how it all goes.
Faces that have the last two indices equal are considered triangles, and not those that the last index is 0
Improvement of 7% in performance of the `polygonize` function
There was some changes about namespaces, which causes ambiguities.
Replaces using namespace with an explicit symbols we need. Is good idea to NOT
pull in the whole namespace anyway!
Previously we picked one of the RGB channels with equal probability, but this
works poorly in a dense volume after many bounces. Now we take into account
the throughput and single scattering albedo.
This makes it a little more practical to do brute force SSS with volumes, but
is still very inefficient because we do direct light sampling at every volume
bounce even when inside an opaque mesh. In theory there could be a light inside
the mesh so we can't automatically disable direct lighting.
In fact this was an existing issue when exceeding the number of available
closure, but it's more common now that we set the number to 0 for shadows
and emission
Before this patch, the XBlur/YBlur compositor nodes would crash for me when run in a MSVC 2015 debug build (test scene: BMW27_cpu). I added the compiler instructions to explicitly align the local variables that the SSE instructions are accessing.
This was wrong since it's concenption in 28ee0f9218.
The if statement was returning true when pinid was NULL, and false otherwise.
However when scene is pinned we also want to run this code.
Code snippet by Brecht Van Lommel.
Goal is to reduce OpenCL kernel recompilations.
Currently viewport renders are still set to use 64 closures as this seems to
be faster and we don't want to cause a performance regression there. Needs
to be investigated.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2775
* Fix saving a multiview render from the image editor giving invalid files.
* Fix failure to load multiview images with a single view per part.
* Fix loss of multiview metadata when saving/loading a single view.
* Fix Z-Buffer writing option for single layer EXR not being respected.
Multiview EXRs are now always handled as multilayer internally, significantly
reducing the amount of code.
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D2887
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803