There are some changes in API of OpenImageIO, but those are quite
simple to keep working with older and newer library versions.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4064
Gathers information about object geometry and textures. Very basic at
this moment, but need to start somewhere.
Things which needs to be included still:
- "Runtime" information, like BVH. While it is not directly controllable
by artists, it's still important to know.
- Device array sizes. Again, not under artists control, but is added to
the overall size.
- Memory peak at different synchronization stages.
At this point it simply prints info to the stdout after F12 is done,
need better control over that too.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3566
There is no reason or justification to have helper functions as
class methods: they do not depend on anything in the class itself.
There are probably more cases like that.
Textures in 16 bit integer format are sometimes used for displacement, bump and normal maps and can be exported by tools like Substance Painter. Without this patch, Cycles would promote those textures to single precision floating point, causing them to take up twice as much memory as needed.
Reviewers: #cycles, brecht, sergey
Reviewed By: #cycles, brecht, sergey
Subscribers: sergey, dingto, #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D3523
The automatic mode checks all Enviroment Texture nodes and picks the largest image's resolution.
If there are no Enviroment Textures, it just uses the old default.
Also, the sampling map now isn't limited to square shapes. The automatic detection uses the exact image size,
the manual UI option now halves the value to get the height.
A default aspect ratio of 2:1 makes sense since this is what most HDRIs use.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3477
With copy-on-write we can no longer assumes the point density data is
available after Cycles synchronization with Blender data is done. So
force it to be loaded earlier, even if it's not great for interactivity.
around the volume.
We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.
This gives up to 2x speedups in some scenes.
Reviewed by: brecht, dingto
Reviewers: #cycles
Subscribers: lvxejay, jtheninja, brecht
Differential Revision: https://developer.blender.org/D3038
* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
through device_only_memory, device_vector and device_pixels.
Steps to reproduce:
- Create shader Image texture -> Diffuse BSDF -> Output. Do NOT select image yet!
- Start viewport render.
- Select image from the ID browser of Image Texture node.
Thing is: with the memory manager we always need to inform device that memory
was freed.
Image textures were being packed into a single buffer for OpenCL, which
limited the amount of memory available for images to the size of one
buffer (usually 4gb on AMD hardware). By packing textures into multiple
buffers that limit is removed, while simultaneously reducing the number
of buffers that need to be passed to each kernel.
Benchmarks were within 2%.
Fixes T51554.
Differential Revision: https://developer.blender.org/D2745
This commit unifies the flattened texture slot names for bindless and regular CUDA textures. Texture indices are now identical across all CUDA architectures, where before Fermi used different indices, which lead to problems when rendering on multi-GPU setups mixing Fermi with newer hardware.
The issue was caused by unlimited textures commit, root of the issue is that
displacement code updates some of the image slots directly, so it needs to
ensure device vectors are all proper size.
Not sure if this is a proper fix, but was getting frequent crashes, so
committing this real quick just to make master sable again. Can be
reverted later if there's a better fix. The changes to images really
need a closer look...
Previous fix did not work for mixed textures. This one will over-allocate
information array, but it's better than not being able to render at all.
Some more cleanup and improvement is coming.