Commit Graph

24 Commits

Author SHA1 Message Date
6121c28501 Fix T75895: Unable to Compile Cycles on NAVI/Linux
This patch will add some compiler hints to break unrolling in the
nestled for loops of the voronoi node.

Reviewed by: Brecht van Lommel

Differential Revision: https://developer.blender.org/D7574
2020-04-30 15:04:40 +02:00
Jeroen Bakker
e527544b76 Cycles: OpenCL Performance
When using OpenCL with Cycles the rendering time increased substantial.
After doing some tests the bottleneck was found in 4d voronoi and 2d and
3d smooth voronoi.

This change will hide these behind a specific compile directive so the
speed will improve.

AMD RX480 + BMW scene

    2.80 (3:10)
    2.81 (5:48)
    2.81 excluding 4d voronoi+2d/3d smooth (3:50)

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D6231
2019-11-13 12:55:44 +01:00
6b0d1ef7e1 Cleanup: compiler warnings 2019-09-13 16:51:51 +02:00
OmarSquircleArt
613b37bc2c Shading: Add More Features To The Voronoi Node.
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:

- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.

And it removes the following three modes of operation:

- F3.
- F4.
- Cracks.

The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.

This breaks backward compatibility in many ways, including the base case.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5743
2019-09-12 13:09:31 +02:00
2b999c6a68 Cycles: change svm node decoding for more efficient code generation on GPU
These functions no longer accept NULL. They were renamed for clarity and to
avoid hidden merge issues.

Ref D5363
2019-08-26 10:26:53 +02:00
c47d669f24 Cleanup: comments (long lines) in cycles 2019-05-01 21:41:07 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
658a9c6cf5 Cycles: Cleanup, style
I wouldn't mind changing style to have space after keyword, but there was
no official code style change proposed.
2018-08-24 14:36:18 +02:00
e92e90c30e Cycles: Fix wrong looking voronoi of second 2nd closest
Was only happening for release builds made with GCC-8. Probably some
optimization strtegy was confused by uninitialized variable.
2018-08-24 12:29:13 +02:00
a6f750dd41 Fix T54455, T56053, T55564: Cycles OpenCL build error after recent changes. 2018-07-20 19:10:45 +02:00
83a4e1aaf9 Cycles: add voronoi features and distance settings from Blender.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.

Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.

Differential Revision: https://developer.blender.org/D3503
2018-07-15 00:45:42 +02:00
4697604331 Cleanup: use float3 SSE instead of ssef for voronoi texture. 2018-07-14 23:58:20 +02:00
1daa20ad9f Cleanup: strip trailing space for cycles 2018-07-06 10:17:58 +02:00
20f6a0f2d7 Cleanup: Remove unused Voronoi texture code.
Let's finally delete this code, after 4 years of being unused,
there really is no excuse anymore.

If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
2015-05-28 00:36:33 +02:00
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
ab32a1807d Cycles: SSE optimization for Voronoi cells texture
Gives 5-6% speedup for Caterpillar_PatazStudio.blend.

Reviewed By: brecht, dingto

Differential Revision: https://developer.blender.org/D419
2014-04-03 23:35:10 +04:00
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
c18712e868 Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.

Ref T37477.
2013-11-18 08:48:15 +01:00
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
ceedd5bd35 Fix cycles CUDA sm 1.3 build with 32 bit compiler, tweaked voronoi
and brick code so that it can be uninlined.
2012-11-30 07:27:17 +00:00
2c1abe1f58 style cleanup: assignment & indentation. 2012-06-09 18:56:12 +00:00
fb56dbc2af Cycles: procedural texture nodes reorganization. This will break existing files
using them, but rather do it now that I have the chance still. Highlights:

* Wood and Marble merged into a single Wave texture
* Clouds + Distorted Noise merged into new Noise node
* Blend renamed to Gradient
* Stucci removed, was mostly useful for old bump
* Noise removed, will come back later, didn't actually work yet
* Depth setting is now Detail socket, which accepts float values
* Scale socket instead of Size socket

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
2011-11-06 21:05:58 +00:00
eac2674f1d Cycles: some tweaks to try to get sm_13 shader compiling. 2011-08-29 17:17:40 +00:00
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00