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authorBrecht Van Lommel <brecht>2021-10-21 16:14:30 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-21 16:38:03 +0300
commitdf004637643241136a3294a63c7d4ca865cdea98 (patch)
treecfd103da7148e930b2b6bfdf1f4848824b3e6d64 /intern/cycles/device/hip
parentfd560ef2af6aef06e6dad00854bfdd3fd81a8d6f (diff)
Cycles: add shadow path compaction for GPU rendering
Similar to main path compaction that happens before adding work tiles, this compacts shadow paths before launching kernels that may add shadow paths. Only do it when more than 50% of space is wasted. It's not a clear win in all scenes, some are up to 1.5% slower. Likely caused by different order of scheduling kernels having an unpredictable performance impact. Still feels like compaction is just the right thing to avoid cases where a few shadow paths can hold up a lot of main paths. Differential Revision: https://developer.blender.org/D12944
Diffstat (limited to 'intern/cycles/device/hip')
-rw-r--r--intern/cycles/device/hip/queue.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/device/hip/queue.cpp b/intern/cycles/device/hip/queue.cpp
index a612f59fb32..0f053ccbeb5 100644
--- a/intern/cycles/device/hip/queue.cpp
+++ b/intern/cycles/device/hip/queue.cpp
@@ -113,6 +113,8 @@ bool HIPDeviceQueue::enqueue(DeviceKernel kernel, const int work_size, void *arg
case DEVICE_KERNEL_INTEGRATOR_TERMINATED_PATHS_ARRAY:
case DEVICE_KERNEL_INTEGRATOR_SORTED_PATHS_ARRAY:
case DEVICE_KERNEL_INTEGRATOR_COMPACT_PATHS_ARRAY:
+ case DEVICE_KERNEL_INTEGRATOR_TERMINATED_SHADOW_PATHS_ARRAY:
+ case DEVICE_KERNEL_INTEGRATOR_COMPACT_SHADOW_PATHS_ARRAY:
/* See parall_active_index.h for why this amount of shared memory is needed. */
shared_mem_bytes = (num_threads_per_block + 1) * sizeof(int);
break;