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authorAlaska <Alaska>2021-11-25 11:20:28 +0300
committerWilliam Leeson <william@blender.org>2021-11-25 11:32:26 +0300
commitb41c72b710d4013fd6d67dc49a8ebb2a416b4462 (patch)
tree9e8097c772e69325d072acceb13a67a8b9c38f7d /intern/cycles/integrator/path_trace_work_gpu.cpp
parent8f2db94627d50df0d8c40b3b8f17db3e429bbb8d (diff)
Fix performance decrease with Scrambling Distance on
With the current code in master, scrambling distance is enabled on non-hardware accelerated ray tracing devices see a measurable performance decrease when compared scrambling distance on vs off. From testing, this performance decrease comes from the large tile sizes scheduled in `tile.cpp`. This patch attempts to address the performance decrease by using different algorithms to calculate the tile size for devices with hardware accelerated ray traversal and devices without. Large tile sizes for hardware accelerated devices and small tile sizes for others. Most of this code is based on proposals from @brecht and @leesonw Reviewed By: brecht, leesonw Differential Revision: https://developer.blender.org/D13042
Diffstat (limited to 'intern/cycles/integrator/path_trace_work_gpu.cpp')
-rw-r--r--intern/cycles/integrator/path_trace_work_gpu.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/cycles/integrator/path_trace_work_gpu.cpp b/intern/cycles/integrator/path_trace_work_gpu.cpp
index b9784f68f56..aff21ef59bb 100644
--- a/intern/cycles/integrator/path_trace_work_gpu.cpp
+++ b/intern/cycles/integrator/path_trace_work_gpu.cpp
@@ -257,7 +257,8 @@ void PathTraceWorkGPU::render_samples(RenderStatistics &statistics,
* become busy after adding new tiles). This is especially important for the shadow catcher which
* schedules work in halves of available number of paths. */
work_tile_scheduler_.set_max_num_path_states(max_num_paths_ / 8);
-
+ work_tile_scheduler_.set_accelerated_rt((device_->get_bvh_layout_mask() & BVH_LAYOUT_OPTIX) !=
+ 0);
work_tile_scheduler_.reset(effective_buffer_params_,
start_sample,
samples_num,