Commit Graph

1960 Commits

Author SHA1 Message Date
3eabe064ab Fix T38900: cycles OSL crash running getmessage("trace", "geom:name", name) 2014-03-01 14:58:05 +01:00
76a7c2173b Cleanup: Fix some typos in the code. 2014-03-01 01:21:46 +01:00
de6b64bca6 Fix use of uninitialized variable in some cases with scatter + emission volume. 2014-02-27 23:41:00 +01:00
4d1159627c Fix cycles wrong volume scatter value in light path node.
Thanks to Thomas for spotting this.

Differential Revision: https://developer.blender.org/D370
2014-02-27 21:15:23 +01:00
74ae900c67 Cycles: Fix mistake in PathRayFlag, one value was used twice. 2014-02-27 20:41:36 +01:00
7808360c5f Cycles: fix crash in SSE hair and half-floats on x86+vc2008
MSVC 2008 ignores alignement attribute when assigning from unaligned
float4 vector, returned from other function. Now Cycles uses unaligned
loads instead of casts for win32 in x86 mode.
2014-02-27 15:01:20 +04:00
e1e247a99b Fix T38710: volume render issue with transparent surfaces. 2014-02-26 18:47:50 +01:00
b826032200 Fix T38779: cycles SSS and object scale render issue. 2014-02-24 15:26:38 +01:00
2bf591762a Cycles: equi-angular sampling for homogeneous volumes
This adds an option in the Volume Sampling panel, which helps rendering lamps
inside or near volumes with less noise. It can also increase noise though and
needs improvements to support MIS and heterogeneous volumes, but since it's
useful in some cases already (especially world volumes) it's there now.

Based on the code in the old branch by Stuart, with modifications by Thomas
and Brecht.

Differential Revision: https://developer.blender.org/D291
2014-02-14 17:37:34 +01:00
8547d17739 Fix T38615: cycles rendering beckmann/GGX refraction wrong with IOR equal to 1. 2014-02-12 22:50:31 +01:00
78f23ce9fc Cycles: mix hair minimum width code with SSE intersection code
Gives 6.5% speedup for hair.blend from testsuite.

This commit was previously reverted, but should work ok now. Patch by Sv. Lockal.
2014-02-11 18:49:38 +01:00
842a66b07c Cycles: Code refactor for Clamping/Inf Rejection, combined into 1 function. Also avoid some conditionals.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D310
2014-02-11 17:44:41 +01:00
bd44dcb632 Better fix for T38501: blender crashes right after adding image texture to
material in cycles

Buggy MSVC 2008 in 32-bit mode ignores stack align attribute for float3.
Now it uses reference to __m128, which is always aligned.
2014-02-11 17:48:23 +04:00
0203c5f2a2 Cycles: Clamp Direct now affects the Background too.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D306
2014-02-11 12:18:47 +01:00
e29a45b396 Cycles: Separation of Indirect and Direct clamping.
Indirect and Direct samples can now be clamped individually. This way we can clamp the indirect samples (fireflies), while keeping the direct highlights.
Example render: http://www.pasteall.org/pic/show.php?id=66586

WARNING: This breaks backwards compatibility. If you had Clamping enabled in an old file, you must re-enable either Direct/Indirect clamping or both again.

Reviewed by: brecht
Differential Revision: https://developer.blender.org/D303
2014-02-10 21:46:02 +01:00
7096529704 Fix T38501: blender crashes right after adding image texture to material
in cycles

Also fix very similar problem in half-float SSE conversion.
2014-02-10 17:19:26 +04:00
685c7a2272 Code cleanup: Remove Debug closure declaration. 2014-02-09 14:41:45 +01:00
9c83ed774b Fix T36979: wrong render of textured mesh lights with multiple importance sampling. 2014-02-07 15:09:34 +01:00
a41648c1dc Cycles: add pass alpha threshold value to render layers.
Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.
2014-02-06 15:24:15 +01:00
502f9312d8 Attempt to fix OSL build error on Linux with latest OSL master. 2014-02-04 22:50:11 +01:00
bd438de8c6 Cycles: bvh_cardinal_curve_intersect intro SSE optimization
Gives 5% speedup for koro_final.blend, 10-15% for hair.blend

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D225
2014-02-04 23:39:02 +04:00
28e6d05e09 Fix cycles crash with float image textures on CPU without AVX support.
The AVX kernel functions for reading image textures could be get used from non-AVX
kernels. These are C++ class methods and need to be marked for inlining, all other
functions are static so they don't leak into other kernels.
2014-02-04 16:07:50 +01:00
cb96cf0b63 Cycles: small optimization for SSE 4.1 bvh intersector
Gives 0.7% - 1.3% speedup for BMW1M-MikePan scene.

Reviewers: juicyfruit

Differential Revision: https://developer.blender.org/D280
2014-02-03 20:49:07 +04:00
eff3bd4e98 Fix T38439: allow IOR in range [0, inf] instead of [1, inf] in Cycles.
The same can be achieved by flipping normals on the mesh, but it can be
convenient to do this in the shader.
2014-02-03 17:08:34 +01:00
1dc1d92dab Code cleanup: white space and cmake was broken on all platforms 2014-02-03 13:56:34 +11:00
5c06b2d33e Code cleanup / Cycles: Remove encasing_ratio variable, it was already hard coded, so define it in the kernel only. 2014-02-02 19:53:04 +01:00
41cc86a666 Add include needed for clang, quiet warning 2014-02-02 21:33:52 +11:00
1ff299b317 Cycles: less instructions for CPU perlin code
Also move shuffle() in bvh traversal back (was accidentally lost in SSE hair revert)
2014-02-01 14:07:53 +04:00
184294782e patch by liblib (lid b)
Default installation path of cuda nvcc.exe contain spaces

Reviewers: juicyfruit

Differential Revision: https://developer.blender.org/D239
2014-01-27 11:43:41 +01:00
62f6d5351f Revert "Cycles: mix hair minimum width code with SSE intersection code"
Code is not equivalent in min/max part (SSE works with NaNs differently), this results in black dots with cardinal_curve hair.

This reverts commit b886c26d1f.
2014-01-20 00:23:17 +04:00
da523185fb Fix compilation of Cycles AVX kernel with cmake. 2014-01-16 18:32:54 +01:00
de28a4d4b2 Cycles: Add an AVX kernel for CPU rendering.
* AVX is available on Intel Sandy Bridge and newer and AMD Bulldozer and newer.
* We don't use dedicated AVX intrinsics yet, but gcc auto vectorization gives a 3% performance improvement for Caminandes. Tested on an i5-3570, Linux x64.
* No change for Windows yet, MSVC 2008 does not support AVX.

Reviewed by: brecht
Differential Revision: https://developer.blender.org/D216
2014-01-16 17:04:11 +01:00
d9e52ac98b Code cleanup: move half float functions to separate header file. 2014-01-15 15:29:22 +01:00
8af782ad22 Code cleanup: some reshuffling of SIMD defines moving more code to util_optimization.h. 2014-01-15 15:11:50 +01:00
5cd321203e Fix compilation error with stricg GCC flags 2014-01-15 16:21:53 +06:00
0f3fed2970 OS X linker does not like empty compilation unit by itself in a library. Scons creates one library (.a) per kernel. This fixes that 2014-01-14 22:48:31 +01:00
993b946681 DingTo forgot to make sure kernel_sse41 is compiled in even when empty 2014-01-14 21:49:48 +01:00
9351ac0d85 Cycles: Skip the compilation of the dedicated SSE2 kernel on x86-64, we can assume SSE2 here, so just re-use the regular one. Saves 500kb in the blender binary.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D199
2014-01-14 20:39:54 +01:00
1c49eb0072 Cycles, Code cleanup: simplify code for color linear interpolation and float math
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D215
2014-01-14 22:55:02 +04:00
e9984653a8 Cycles: Fix Wave texture difference between OSL and SVM, OSL wasn't using the "Scale" properly for distortion. 2014-01-13 22:01:39 +01:00
6b61f7f755 Code cleanup / Cycles: Don't pass scale to texture functions, do the multiplication in the function call already. 2014-01-13 21:17:55 +01:00
9cf6946d31 Fix cycles texture crash on win x86-64 + msvc 11
Use union for __m128 aliasing; while gcc supports no-strict-aliasing attribute, unions are the most common way to deal with __m128 in msvc.
2014-01-13 18:31:02 +04:00
d6c022d6d7 Fix compilation for OpenCL (and small stype fixes) 2014-01-12 18:18:43 +04:00
47c5898fa1 Cycles: SSE for Voronoi textures (targeted for Haswell CPUs)
Gives up to 15% speedup scenes with voronoi-based textures (up to 25% with volumes) on Haswell. The performance change for other CPUs is much smaller: 1-2%.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D203
2014-01-12 18:14:00 +04:00
da3fdf0b4b Code Cleanup: in Cycles SSE replace macros with templates, skip unused code with preprocessor, simplify casts 2014-01-11 22:20:03 +04:00
b886c26d1f Cycles: mix hair minimum width code with SSE intersection code
Gives 6.5% speedup for hair.blend from testsuite.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D197
2014-01-11 20:47:30 +04:00
8c0f9365c0 Fix T38134: missing cycles update when removing world volume scatter shader. 2014-01-09 01:26:43 +01:00
20b046d763 Cycles: workaround for noise performance regression in CUDA 5.5
Use manual ternary operation widening in grad(). Without it nvcc 5.5 produces multiple branch splits with very big branches (because of inlining). This solves 19% performance regression for BMW1M-MikePan.blend.

Also remove one redundant instruction in perlin SSE (when h == 12 or h == 14, then h is always >= 4).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D190
2014-01-08 22:25:55 +04:00
7b0a46b1ff Fix CUDA/OpenCL compile errors in scattering commit. 2014-01-07 15:48:04 +01:00
01df756bd1 Cycles Volume Render: scattering support.
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.

This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.

The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
2014-01-07 15:03:41 +01:00