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authorHristo Gueorguiev <prem.nirved@gmail.com>2017-05-03 16:30:45 +0300
committerHristo Gueorguiev <prem.nirved@gmail.com>2017-05-03 16:30:45 +0300
commit6bf4115c13962c99d1cdc97f2be92c4922f3fd33 (patch)
tree569c512a242caf2ea4465f2eef561933ed937a2f /intern/cycles/kernel/kernels/cuda
parent6f9c839f444f92c4b0c336a6f5e31cb9660d7dbc (diff)
Cycles: Split kernel - sort shaders
Reduce thread divergence in kernel_shader_eval. Rays are sorted in blocks of 2048 according to shader->id. On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster. No sorting for CUDA split kernel. Reviewers: sergey, maiself Reviewed By: maiself Differential Revision: https://developer.blender.org/D2598
Diffstat (limited to 'intern/cycles/kernel/kernels/cuda')
-rw-r--r--intern/cycles/kernel/kernels/cuda/kernel_split.cu6
1 files changed, 5 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernels/cuda/kernel_split.cu b/intern/cycles/kernel/kernels/cuda/kernel_split.cu
index 585b91876a9..8b7f1a8d405 100644
--- a/intern/cycles/kernel/kernels/cuda/kernel_split.cu
+++ b/intern/cycles/kernel/kernels/cuda/kernel_split.cu
@@ -31,6 +31,8 @@
#include "kernel/split/kernel_do_volume.h"
#include "kernel/split/kernel_queue_enqueue.h"
#include "kernel/split/kernel_indirect_background.h"
+#include "kernel/split/kernel_shader_setup.h"
+#include "kernel/split/kernel_shader_sort.h"
#include "kernel/split/kernel_shader_eval.h"
#include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
#include "kernel/split/kernel_subsurface_scatter.h"
@@ -108,7 +110,9 @@ DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
-DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint)
+DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_setup, uint)
+DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
+DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)