Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSergey Sharybin <sergey.vfx@gmail.com>2016-01-14 12:53:05 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-01-14 12:53:05 +0300
commit1f273cec00feddb1065847e3c8163cdcf8a6d89a (patch)
tree5d24030df25f02e3122340eabcc591767ef05576 /intern/cycles/kernel/kernel_shadow.h
parent5af103fe008aac0cb20631871bbee16f319835ed (diff)
Cycles: Tweak inline policy for some functions
The goal is to make Experimental kernel closer in performance to the official kernel, avoiding spills and such. There should not be big impact on official kernel, own tests showed few percent performance drop on laptop's GPU. CPU was always the same speed on AVX, AVX2 and SSE4.1 CPUs i've been testing here. This seems to be the last essential step before we can get rid of Experimental kernel and enable SSS officially on GPU without causing some major performance issues. Surely some more tweaks are possibly required, but that we can do for until cows go home anyway.
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h9
1 files changed, 6 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index cb5fcf813f3..e86051095a5 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -183,11 +183,14 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
* potentially transparent, and only in that case start marching. this gives
* one extra ray cast for the cases were we do want transparency. */
-ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ccl_addr_space PathState *state, ccl_addr_space Ray *ray_input, float3 *shadow
+ccl_device_noinline bool shadow_blocked(KernelGlobals *kg,
+ ccl_addr_space PathState *state,
+ ccl_addr_space Ray *ray_input,
+ float3 *shadow
#ifdef __SPLIT_KERNEL__
- , ShaderData *sd_mem, Intersection *isect_mem
+ , ShaderData *sd_mem, Intersection *isect_mem
#endif
- )
+ )
{
*shadow = make_float3(1.0f, 1.0f, 1.0f);