Viewport drawing has moved to offscreen buffers, and we no longer need to have
depth, stencil, aa samples, sRGB buffers as part of the window. So all that
code is removed now. The depth buffer was the only one still being allocated,
its removal save a bit of memory.
Code by Germano and Brecht.
Differential Revision: https://developer.blender.org/D4708
This never really worked as it was supposed to. The main goal of this is to
turn noise from sampling tiny hairs into multiple layers of transparency that
do not need to be sampled stochastically. However the implementation of this
worked by randomly discarding hair intersections in BVH traversal, which
defeats the purpose.
If it ever comes back, it's best implemented outside the kernel as a preprocess
that changes hair radius before BVH building. This would also make it work with
Embree, where it's not supported now. But it's not so clear anymore that with
many AA samples and GPU rendering this feature is as helpful as it once was for
CPU raytracers with few AA samples.
The benefit of removing this feature is improved hair ray tracing performance,
tested on NVIDIA Titan Xp:
bmw27: +0.37%
classroom: +0.26%
fishy_cat: -7.36%
koro: -12.98%
pabellon: -0.12%
Differential Revision: https://developer.blender.org/D4532
Shader nodes are now shared with Eevee, so makes more sense to have it in
the core and not be Cycles specific.
Fix T62415: issues with append/link of old Cycles settings.
Now that B-Bone shape data is kept in bPoseChannel_Runtime, the
armature level cache only holds one quaternion value per bone.
It can also be moved to runtime, and the structure removed.
This has an additional effect that, as far as I can tell, now
the Armature modifier can run as soon as all of the bones it
actually needs are done, thus making T59848 a purely depsgraph
level problem.
This is an odd-ball: it's a library which has own style and
guidelines, and just happened to be developed by Blender developers
and also happened to rely on some functionality of intern/ for its
C-API.
Might consider using Google's clang-format in the future (this is
what the style is supposed to be in this library).
Use CMake's target_link_libraries instead of manually maintaining
library dependencies in a single list.
In practice adding new libraries often ended up being guess-work,
now each library lists the libraries it uses.
This was used for the game player executable so libraries
could optionally link to stubs.
If we need this functionality it can be done using target-properties
as described in T46725.
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
GCC 9 started implementing the OpenMP 4.0 and later behavior. When not using
default clause or when using default(shared), this makes no difference, but
if using default(none), previously the choice was not specify the const
qualified variables on the construct at all, or specify in firstprivate
clause. In GCC 9 as well as for OpenMP 4.0 compliance, those variables need
to be specified on constructs in which they are used, either in shared or
in firstprivate clause. Specifying them in firstprivate clause is one way to
achieve compatibility with both older GCC versions and GCC 9,
another option is to drop the default(none) clause.
This patch thus drops the default(none) clause.
See https://gcc.gnu.org/gcc-9/porting_to.html#ompdatasharing
Signed-off-by: Robert-André Mauchin <zebob.m@gmail.com>
The new implementation uses WM_POINTERDOWN, WM_POINTERUP and WM_POINTERUPDATE
and the pointer API to process stylus events. This avoids the delays that comes
with the WM_MOUSE and WM_xBUTTON events. The implementation should work on
Windows 8, and Windows 10 with both legacy and new pen interaction.
It also changes how the pressure is reset when the Windows Ink implementation
is enabled. The previous version reset the pressure to full when the pen left
the screen, however for some hardware implementations this allowed a small
window where Blender may process the final move event and read the pressure
as full leaving a dot on the last event.
Differential Revision: https://developer.blender.org/D4314
Previously Automatic tablet API mode would handle both Windows Ink and
Wintab events. This is unpredictable and causes problems with the fix
coming in the next commit.
Instead assume that in most cases where Windows Ink is desired there
will be no Wintab. If that's not the case, it can be adjusted under
Preferences > Input > Tablet.
This fixes popups and preferences appearing behind the main window, as
well as flickering artifacts when Blender is in fullscreen.
Patch contributed by phocomelus.
Differential Revision: https://developer.blender.org/D4634
This way you can't accidentally close Blender when toggling the console
window to be visible. When Blender is started from the command promt the
close button remains.
Differential Revision: https://developer.blender.org/D4627
Do it only for meshes/curves since those are potentially slow and need user
feedback to see things are not stuck. For object instances and lights assume
it's fast enough.
Printing too much can have a performance impact on slow Windows command
prompt or when logging complex scene renders.