The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.
The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.
Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:
2.78c AVX2 2.78c AVX Patch AVX2 Patch AVX
BMW 05:21.09 06:05.34 05:32.97 (+3.5%) 05:34.97 (-8.5%)
Classroom 16:55.36 18:24.51 17:10.41 (+1.4%) 17:15.87 (-6.3%)
Fishy Cat 08:08.49 08:36.26 08:09.19 (+0.2%) 08:12.25 (-4.7%
Koro 11:22.54 11:45.24 11:13.25 (-1.5%) 11:43.81 (-0.3%)
Barcelone 14:18.32 16:09.46 14:15.20 (-0.4%) 14:25.15 (-10.8%)
On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.
Made in collaboration with Maxym Dmytrychenko, big thanks to him!
Reviewers: brecht, juicyfruit, lukasstockner97, dingto
Differential Revision: https://developer.blender.org/D1574
That one was:
* Resetting non-ID pointers (lib_link_xxx funcs should only affect ID
pointers, everything else shall be done in direct_link_xxx func).
* Even worse, always calling lib_link_animdata, even when
LIB_TAG_NEED_LINK tag was unset...
We do not need any special handling anymore for usercount of images used
by faces/polygons (tpage stuff), since we have the 'real_user' handling,
which will gracefully cope with all possible situations.
So better not keep that ugly confusing useless special case.
Mainly:
* Add missing `IDP_LibLinkProperty()` calls for many ID types
(harmless currently, but better be consistent here!).
* Bring lib_link_xxx functions more in line with each other.
* Replace some long if/else by switch.
Simplifies code quite a bit, making it shorter and easier to extend.
Currently no functional changes for users, but is required for the
upcoming work of shadow catcher support with OpenCL.
It uses an idea of accumulating all possible light reachable across the
light path (without taking shadow blocked into account) and accumulating
total shaded light across the path. Dividing second figure by first one
seems to be giving good estimate of the shadow.
In fact, to my knowledge, it's something really similar to what is
happening in the denoising branch, so we are aligned here which is good.
The workflow is following:
- Create an object which matches real-life object on which shadow is
to be catched.
- Create approximate similar material on that object.
This is needed to make indirect light properly affecting CG objects
in the scene.
- Mark object as Shadow Catcher in the Object properties.
Ideally, after doing that it will be possible to render the image and
simply alpha-over it on top of real footage.
Client vertex array state is deprecated, and these are the default values anyway.
No need to bind any basic shader. Let drawing code decide which shader it wants to use.
Part of T49165 (general OpenGL upgrade)
- use in/out instead of attribute/varying
- use named output instead of gl_FragColor
- use texture() instead of the multitude of older texture sampling functions
The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile.
Part of T49165 (general OpenGL upgrade)