* Cycles Mix closure could render strange effects, when the user entered a value out of the 0...1 range. This was already clamped for OSL, clamp for SVM as well.
the second time, as for example Intel CPU startup time is 9 seconds.
* Adds an cache for contexts and programs for each platform and device pair,
which also ensure now no two threads try to compile and write the binary cache
file at the same time.
* Change clFinish to clFlush so we don't block until the result is done, instead
it will block at the moment we copy back memory.
* Fix error in Cycles time_sleep implementation, does not affect any active code
though.
* Adds some (disabled) debugging code in the task scheduler.
Patch #35559 by Doug Gale.
Added an option to show backtrace from where
non-freed datablock was allocated from.
To enable this feature, simply enable DEBUG_BACKTRACE
in mallocn.c file and all unfreed datablocks will
be followed up by a backtrace.
Currently works on linux and osx only,
windows support is on TODO.
This feature is for sure disabled by default,
so does not affect any builds which don't
explicitly define DEBUG_BACKTRACE.
* Support using devices from all OpenCL platforms, so that you can use e.g. both
Intel and NVidia OpenCL implementations if you have them installed.
* Fix compile error due to missing fmodf after recent math node change.
* Enable advanced shading for Intel OpenCL.
* CYCLES_OPENCL_DEBUG environment variable for generating debug symbols so you
can debug with gdb. This crashes the compiler with Intel OpenCL on Linux though.
To make this work the preprocessed kernel source code is written out, as gdb
needs this.
* Show OpenCL compiler warnings even if the build succeeded.
* Some small fixes to initialize cdDevice to NULL, add missing NULL check when
creating buffer and add missing space at end of build options for Apple OpenCL.
* Fix crash with multi device + opencl, now e.g. CPU + GPU render should work.
I did a few tweaks to the code and also:
* Fix viewport render failing sometimes with Apple CPU OpenCL, was not taking
workgroup size limits into account properly.
* Add compile error when advanced shading in the Blender binary and OpenCL kernel
are not in sync.
* Some closures (Toon, Diffuse Ramp) were not assigned to a CLOSURE_IS_* define, which made them invisible on render passes.
* Westin closures had wrong type, Sheen is Diffuse, Backscatter is Glossy.
* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code.
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
This was caused by a "hack" Daniel Genrich introduced in his moving obstacles commit in r46050. I suppose it was originally added to prevent issues with too fast moving obstacles, but now it ended up limiting maximum velocity of higher resolution simulations.
Here is an comparision of 184 resolution simulation (simulation area limited by adaptive domain):
https://www.miikah.org/blender/smoke_with_pressure_limit_hack.pnghttps://www.miikah.org/blender/smoke_without_pressure_limit_hack.png
I now reverted that hack until a better solution is found. Daniel, can you check this out? Pressure was limited to maximum of dt * dx (= dt / res) which doesn't make sense to limit pressure based on grid resolution. Maybe better to limit with a constant factor instead?
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects.
Only available via OSL, added an example OSL shader to the Templates (Text Editor).
* Also do pressure interpolation for brush size and spacing.
* Do smoothing of pressure when smooth stroke and sample average is enabled.
* Revert the OS X specific pressure change to pressure ^ 2.5, for low pressure
values like 0.05 it makes the pressure 100x lower, which is problematic. If
we need to adjust the pressure curve it should be done for all platforms.
Still weak:
* Pressure of first touch on tablet is difficult to control, usually it's low
which makes the stroke start out small or soft, but other times not. Finer
event capturing at ghost level would help, along with pressure changes without
mouse movement, but this may also need different paint stroke logic.
* Brush radius is rounded to integers, this gives noticeable stepping.
* Brush falloff is not antialiased, gives noticeable aliasing for small brush
sizes which was always a problem, but is more common with size pressure control.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.