The idea is to avoid memory allocation when only one segment step is to be allocated.
This gives some speedup which is difficult to measure on this trashcan from hell, but
it's about from 7% to 10% in the extreme case with single volume filling the whole of
the viewport. This seems to depends on the phase of the bug-o-meter in the studio.
On the linux boxes it's not that spectacular speedup, it's about 2% on my laptop and
about 3% on the studio desktop. This is likely because of the awesomeness of jemalloc.
Most of the unused functions were removed. Some of them were if-defed
because they are referenced from the code which was already if-defed.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D868
Add compile-time check for particular glibc version which fixed the issue.
This makes it so own-compiled blender is the fastest in the world, and the
only issue remains what should we do for release builds.
After some discussion with Campbell we decided to keep it as is for now
because slowdown is not that much noticeable. We'll disable this workaround
for release builds when all the majority of the distros will switch to the
new version of glibc.
Even though GLSL allows to have polymorphic functions our codegen
is not aware of this at all.
Let's rename the functions for now, but in the future would be handy
to make codegen aware of the polymorphic functions.
Decouple color picker hsv data from the whole block. Basically, each
color picker now takes care of creating its own color picker role. For
this bug report it can be seen that probably HSV is not the best space
for gamma/lift/gain workflow because it is bounded at 1.0 but this is a
separate issue.
Looks like material node trees are stored directly in the material. The
reason I thought this was fixed was because my test file didn't connect
the lamp data node in the rest of the tree.
Thanks to Campbell for catching this :)
To ensure there's space for more than a few characters in the rename text fields of the File Browser, we now use a width relative to the column width (for all display modes).
Includes some edits from @campbellbarton - thanks for this!
in practice often we want to breakpoint here (instead of flooding output)
but its confusing the option does nothing in release builds.
Devs can comment out locally.
* The `NODE_OT_parent_clear` operator has been removed. This was a very
simplistic operator that detached every selected node, which is not very
useful in case of hierarchical frames. The `NODE_OT_detach` operator
only detaches the top parent nodes in the selection, keeping the
hierarchy of selected nodes intact.
* The `ALT+P` shortcut has been reassigned to the `NODE_OT_detach`
operator which replaces the previous `NODE_OT_clear` mapping with
similar behavior (also gives a menu entry shortcut now).
* Shortcuts for `NODE_OT_detach_translate_attach` have been removed, due
to crowded and messy keymap and unintuitive shortcut `ALT+F`. This macro
operator is still registered, in case hardcore users want to make their
own keymaps, but not mapped by default. Node keymaps may need some
redesign in the future for these things.
Quite striaghtforward implementation, with the only weird thing that for some reason
my video driver wasn't happy with calling the function "clamp" giving some weirdo
shader compilation error messages.
Called the GPU function clamp_val which can handle float and vec3.
That code was mainly needed for the transition period, now we've
got all platforms updated to new OSL.
Plus there are some crucial fixes baking in the current upstream
sources which we'll need to have for the next Blender release.