This reverts commit 1a3928f33c and 1a3928f3. This is not working stable
with some Wintab implementations, so reverting for now. This leaves only
the Windows Ink changes for 2.83.
CMake: `WITH_CYCLES_DEVICE_OPTIX` did not respect `WITH_CYCLES_CUDA_BINARIES` causing the optix kernel to be always build at build time.
Code: `device_optix.cpp` did not count on the optix kernel not existing in the default location.
For this to work, one should have before starting blender
1) working nvcc environment
2) Optix SDK installed and the OPTIX_ROOT_DIR environment variable pointing to it which is not set by default
Differential Revision: https://developer.blender.org/D7400
Reviewed By: Brecht
Some Wintab drivers report a zero length queue, this causes an unplanned never ending loop.
Differential Revision: https://developer.blender.org/D7392
Reviewed by: Ray Molenkamp
Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.
Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.
Differential Revision: https://developer.blender.org/D7065
Rather than using the last state of the tablet, we now query the history of
pointer events so strokes can follow the pen even if Blender does not handle
events at the same rate.
Differential Revision: https://developer.blender.org/D6675
Issue was that the noise simulation was trying to bake with a minimized domain size (adaptive domain initializes domain with size (1,1,1)). Similarly to the base resolution bake, there should be no noise baking happening at those domain sizes - a domain at this size is considered empty.
For a real-world distortion the payload is quite uniformly
distributed across scanlines. Surely, in the corners more
iterations of minimizer is needed, but that happens in threads
without scheduling overhead.
Need to communicate available number of threads to the camera
intrinsics implementation, otherwise default value of 1 is used.
Must have been single-threaded for a very long time.
All DirectX management happens on Ghost level now, higher level code can
just assume everything is OpenGL (except of the upside-down drawing that
still needs to be done for DirectX). This is similar to how the
metal-layer is hidden outside of Ghost.
The Ghost-XR graphics binding for DirectX is responsible for managing
the DirectX compatibility now.
This patch adds an AVX implementation of Perlin noise in Cycles.
An avxi type was also added as a utility based on the respective
type in Intel Embree.
Only 3D and 4D noise were implemented, there is no benefit for
utilizing AVX in 1D and 2D noise. The SSE trilinear interpolation
function was used in the AVX implementation because there is no
benefit from using AVX in interpolating the last three dimensions.
Differential Revision: https://developer.blender.org/D6680
Removing the GHOST_kKeyUnknown check from processKeyEvent() produces
epeated unknown key events whenever a modifier key is held down, due
to the way ghost uses GHOST_kKeyUnknown as a filter value for modifier
key events.
Differential Revision: https://developer.blender.org/D7257