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authorThomas Dinges <blender@dingto.org>2015-03-12 13:58:43 +0300
committerThomas Dinges <blender@dingto.org>2015-03-12 15:50:11 +0300
commitcdb47b9dfc2d30345748d6736702e06f7e5d0369 (patch)
tree7be1d3e3db4c6494d50cfbbbaf3eb0846ba1b912
parent583466fccf732f23e2d37ae51f925608d1a6ae49 (diff)
Cycles: Make Background MIS building threaded
Use multiple threads for building the MIS table, if the resolution is higher than 512. Also replace division by cdf_total, with a inverse multiplication by cdf_total_inv. This gives further speedup. On my Macbook (8 CPU threads) this improves the time to build the table: Resolution 4096: From 0.16s to 0.03s Resolution 8096: From 0.61s to 0.11s This especially helps to reduce the scene update time, when tweaking world shader while viewport rendering is running. Patch by Sergey and myself. Differential Revision: https://developer.blender.org/D1159
-rw-r--r--intern/cycles/render/light.cpp90
1 files changed, 63 insertions, 27 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 284012ecd63..56bec4053d5 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -26,6 +26,7 @@
#include "util_foreach.h"
#include "util_progress.h"
+#include "util_logging.h"
CCL_NAMESPACE_BEGIN
@@ -377,6 +378,45 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
}
}
+static void background_cdf(int start,
+ int end,
+ int res,
+ int cdf_count,
+ const vector<float3> *pixels,
+ float2 *cond_cdf)
+{
+ /* Conditional CDFs (rows, U direction). */
+ for(int i = start; i < end; i++) {
+ float sin_theta = sinf(M_PI_F * (i + 0.5f) / res);
+ float3 env_color = (*pixels)[i * res];
+ float ave_luminamce = average(env_color);
+
+ cond_cdf[i * cdf_count].x = ave_luminamce * sin_theta;
+ cond_cdf[i * cdf_count].y = 0.0f;
+
+ for(int j = 1; j < res; j++) {
+ env_color = (*pixels)[i * res + j];
+ ave_luminamce = average(env_color);
+
+ cond_cdf[i * cdf_count + j].x = ave_luminamce * sin_theta;
+ cond_cdf[i * cdf_count + j].y = cond_cdf[i * cdf_count + j - 1].y + cond_cdf[i * cdf_count + j - 1].x / res;
+ }
+
+ float cdf_total = cond_cdf[i * cdf_count + res - 1].y + cond_cdf[i * cdf_count + res - 1].x / res;
+ float cdf_total_inv = 1.0f / cdf_total;
+
+ /* stuff the total into the brightness value for the last entry, because
+ * we are going to normalize the CDFs to 0.0 to 1.0 afterwards */
+ cond_cdf[i * cdf_count + res].x = cdf_total;
+
+ if(cdf_total > 0.0f)
+ for(int j = 1; j < res; j++)
+ cond_cdf[i * cdf_count + j].y *= cdf_total_inv;
+
+ cond_cdf[i * cdf_count + res].y = 1.0f;
+ }
+}
+
void LightManager::device_update_background(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
KernelIntegrator *kintegrator = &dscene->data.integrator;
@@ -417,34 +457,28 @@ void LightManager::device_update_background(Device *device, DeviceScene *dscene,
float2 *marg_cdf = dscene->light_background_marginal_cdf.resize(cdf_count);
float2 *cond_cdf = dscene->light_background_conditional_cdf.resize(cdf_count * cdf_count);
- /* conditional CDFs (rows, U direction) */
- for(int i = 0; i < res; i++) {
- float sin_theta = sinf(M_PI_F * (i + 0.5f) / res);
- float3 env_color = pixels[i * res];
- float ave_luminamce = average(env_color);
-
- cond_cdf[i * cdf_count].x = ave_luminamce * sin_theta;
- cond_cdf[i * cdf_count].y = 0.0f;
-
- for(int j = 1; j < res; j++) {
- env_color = pixels[i * res + j];
- ave_luminamce = average(env_color);
-
- cond_cdf[i * cdf_count + j].x = ave_luminamce * sin_theta;
- cond_cdf[i * cdf_count + j].y = cond_cdf[i * cdf_count + j - 1].y + cond_cdf[i * cdf_count + j - 1].x / res;
+ double time_start = time_dt();
+ if(res < 512) {
+ /* Small enough resolution, faster to do single-threaded. */
+ background_cdf(0, res, res, cdf_count, &pixels, cond_cdf);
+ }
+ else {
+ /* Threaded evaluation for large resolution. */
+ const int num_blocks = TaskScheduler::num_threads();
+ const int chunk_size = res / num_blocks;
+ TaskPool pool;
+ for(int i = 0; i < num_blocks; ++i) {
+ const int current_chunk_size =
+ (i != num_blocks - 1) ? chunk_size
+ : (res - i * chunk_size);
+ pool.push(function_bind(&background_cdf,
+ i, i + current_chunk_size,
+ res,
+ cdf_count,
+ &pixels,
+ cond_cdf));
}
-
- float cdf_total = cond_cdf[i * cdf_count + res - 1].y + cond_cdf[i * cdf_count + res - 1].x / res;
-
- /* stuff the total into the brightness value for the last entry, because
- * we are going to normalize the CDFs to 0.0 to 1.0 afterwards */
- cond_cdf[i * cdf_count + res].x = cdf_total;
-
- if(cdf_total > 0.0f)
- for(int j = 1; j < res; j++)
- cond_cdf[i * cdf_count + j].y /= cdf_total;
-
- cond_cdf[i * cdf_count + res].y = 1.0f;
+ pool.wait_work();
}
/* marginal CDFs (column, V direction, sum of rows) */
@@ -465,6 +499,8 @@ void LightManager::device_update_background(Device *device, DeviceScene *dscene,
marg_cdf[res].y = 1.0f;
+ VLOG(2) << "Background MIS build time " << time_dt() - time_start << "\n";
+
/* update device */
device->tex_alloc("__light_background_marginal_cdf", dscene->light_background_marginal_cdf);
device->tex_alloc("__light_background_conditional_cdf", dscene->light_background_conditional_cdf);