Commit Graph

222 Commits

Author SHA1 Message Date
12cdc67d83 Bump maximum threads number to 1024
This commit contains all the changes required for most optimal maximum threads
number bump. This is needed to avoid possibly unneeded initialization or data
allocation on systems with lower threads count.

TODO: Still need to review arrays in render data structures from render_types.h,

P.S. We might remove actual bump of max threads from this patch, so when we'll
be applying the patch we can do all the preparation work and then do actual
bump of max threads.

Reviewers: mont29, campbellbarton

Reviewed By: mont29, campbellbarton

Maniphest Tasks: T43306

Differential Revision: https://developer.blender.org/D1343
2016-07-15 16:47:30 +02:00
4a64b36029 Cleanup: use bool 2016-04-12 11:26:06 +10:00
e2a79e8b6c Cleanup: shadowing (render) 2015-11-23 17:40:10 +11:00
196d26fb14 Fix T46144: blender internal face texture color wrong in raytraced reflection. 2015-09-20 23:14:55 +02:00
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00
1bede8644a Fix T44880: transparency filter is only valid with raytransp, not ztransp. 2015-05-29 12:26:58 +02:00
02cbc3c1e0 Cleanup: indentation 2015-05-17 17:25:57 +10:00
9e9cd77b8d Compiler warning: double-promotion 2015-02-01 01:17:21 +11:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
46e2d5ee41 Cleanup: typo 2014-11-21 14:16:35 +01:00
52d571e189 Avoid calling powf with integer exponent in more places
Move powX functions from particle code into math library and use them.
2014-11-11 18:16:20 +01:00
52330e5349 Fix T41993: Constant jittered bug
Rotated coordinate of the ray start was used when calculating
the ray direction, ending up with wrong direction.
2014-09-29 17:41:07 +06:00
3a40aed3d5 Cleanup: use float versions of functions when in/output are floats 2014-09-24 14:55:02 +10:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
f2d25975b5 Code cleanup: use 'const' for arrays (render) 2014-04-27 00:25:15 +10:00
15169c71a6 Blender Internal: remove BLI BVH for raytracing.
It has no benefits over other BVH types, as far as I know it was only added
because it was possible. This also fixes T39344.
2014-04-11 13:20:41 +02:00
35747ee3d5 Rename "BLI_cpu.h" to "BLI_system.h" and add to it BLI_getpid() helper.
There is not much sense to have a whole BLI file just to check SSE2 on CPUs...
So idea is to rename it to more generic "BLI_system", and add to it more system-related
utils, like e.g. an include helper for getpid(), which allows to hide unix/windows
internals from rest of the code...

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D439
2014-04-02 11:59:43 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
faf529d036 BLI_rand: Add BLI_rng_get_float_unit_v3, was static rayshade func 2014-03-30 15:04:20 +11:00
ec55074f89 Code cleanup: jitter, use 2d float array 2014-03-18 10:52:38 +11:00
1dbd3ae629 Fix T38831: blender internal enabling shadow pass changes material node diffuse.
It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.
2014-02-26 16:55:50 +01:00
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
15927e05e4 Fix T37675: blender internal viewport render not updating properly with volumes. 2013-12-18 15:46:30 +01:00
aa8488421f style cleanup: whitespace & odd indentation 2013-09-21 10:46:58 +00:00
108a4c41c4 code cleanup: warnings and redundant checks. 2013-09-08 20:25:31 +00:00
a31a85ac9c Fix #36541: blender internal raytrace render hangs with high ray depth. The code
here is not efficient for such cases, a ray depth can give up to 2^depth rays due
to the ray splitting in two at each depth. A proper solution requires a better
algorithm, for now I've ensured that you can at least cancel such renders. The
overhead from the extra test_break is negligible.
2013-08-24 15:02:12 +00:00
c2ad963e28 code cleanup: use NULL rather then zero for pointers 2013-08-07 03:30:23 +00:00
7b2172cb0b 3D Viewport rendering (Blender Internal)
Added incremental re-render on view changes. That means all data preprocessing
only needs to be done once on view changes, quite faster that way.

Also fixed a bug in raytracing strands with soft shadows, was wrongly changing
coordinates in a static array.

Note: proper signals for re-renders is still on the todo. Many button options
don't signal a re-render yet. Work around: press G+ESC for quick full renders.
2013-05-17 11:13:46 +00:00
afb4b65167 Random number generator: replace a bunch of usage of the global random number
generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.

Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
2013-04-15 23:12:40 +00:00
874b692e80 More UI message i18n fixes and improvements...
Rendering messages are now translatable.
2013-03-10 16:55:01 +00:00
441c7fb79a fix for crashes running some operators in background mode and some divide by zero errors. 2013-02-06 02:48:03 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
460a961975 Multires baker: made octree aware of user-defined resolution in performance panel 2012-12-18 17:46:54 +00:00
6571713ddb Ambient occlusion baker from multi-resolution mesh
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.

Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.

Works in single-thread yet, multi-threading would be implemented later.
2012-12-18 17:46:42 +00:00
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
1767b65846 style cleanup: also rename bmesh_decimate.c --> bmesh_decimate_collapse.c 2012-10-23 03:38:26 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
9f8070d047 code cleanup:
- define array sizes for functions that take vectors.
- quiet some -Wshadow warnings.
- some copy/paste error in readfile.c made it set the same particle recalc flag twice.
2012-10-20 08:02:18 +00:00
c41e1e434a code cleanup: replace MIN2/MAX2 with minf/maxf 2012-07-29 16:59:51 +00:00
32cf7fcdb1 code cleanup: spelling 2012-07-16 23:23:33 +00:00
cfb7aee017 style cleanup 2012-07-07 22:51:57 +00:00
de6af75d4d code cleanup: use array size and const for vector args 2012-05-26 16:04:31 +00:00
af3e348430 code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also replace do prefix with do_ for bool vars. 2012-05-19 13:28:19 +00:00
305d341ec2 code cleanup: use vector math function minmax_v3v3_v3() and other minor vector function edits. 2012-05-13 11:05:52 +00:00
343edf2722 style cleanup: function calls & whitespace. 2012-04-29 17:11:40 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
4f19c1a995 spelling cleanup 2012-03-18 07:38:51 +00:00