diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-05 23:44:33 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-05 23:44:33 +0400 |
commit | 8103381ded923a097eae5a0ba012ae41847a83ad (patch) | |
tree | b2d224fac3262dea4eca154480f26bdd10662c81 /intern/cycles/render/image.cpp | |
parent | c53fe94bb4973362278b488ef26384a029d3cc69 (diff) |
Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
build BVH's for different meshes, rather than all cooperating on the same mesh.
Especially noticeable for dynamic BVH building for the viewport, gave about
2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
(num_cores + 1) threads will be working, this supposedly gives better
performance on some operating systems, but did not measure performance for
this very detailed yet.
Diffstat (limited to 'intern/cycles/render/image.cpp')
-rw-r--r-- | intern/cycles/render/image.cpp | 54 |
1 files changed, 31 insertions, 23 deletions
diff --git a/intern/cycles/render/image.cpp b/intern/cycles/render/image.cpp index 78b8f06c7b4..3e6052338c0 100644 --- a/intern/cycles/render/image.cpp +++ b/intern/cycles/render/image.cpp @@ -324,8 +324,10 @@ bool ImageManager::file_load_float_image(Image *img, device_vector<float4>& tex_ return true; } -void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int slot) +void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progress) { + if(progress->get_cancel()) + return; if(osl_texture_system) return; @@ -342,6 +344,9 @@ void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int sl } if(is_float) { + string filename = path_filename(float_images[slot]->filename); + progress->set_status("Updating Images", "Loading " + filename); + device_vector<float4>& tex_img = dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START]; if(tex_img.device_pointer) @@ -365,6 +370,9 @@ void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int sl device->tex_alloc(name.c_str(), tex_img, true, true); } else { + string filename = path_filename(images[slot]->filename); + progress->set_status("Updating Images", "Loading " + filename); + device_vector<uchar4>& tex_img = dscene->tex_image[slot]; if(tex_img.device_pointer) @@ -387,6 +395,8 @@ void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int sl device->tex_alloc(name.c_str(), tex_img, true, true); } + + img->need_load = false; } void ImageManager::device_free_image(Device *device, DeviceScene *dscene, int slot) @@ -431,39 +441,37 @@ void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress& { if(!need_update) return; + + TaskPool pool; for(size_t slot = 0; slot < images.size(); slot++) { - if(images[slot]) { - if(images[slot]->users == 0) { - device_free_image(device, dscene, slot); - } - else if(images[slot]->need_load) { - string name = path_filename(images[slot]->filename); - progress.set_status("Updating Images", "Loading " + name); - device_load_image(device, dscene, slot); - images[slot]->need_load = false; - } + if(!images[slot]) + continue; - if(progress.get_cancel()) return; + if(images[slot]->users == 0) { + device_free_image(device, dscene, slot); + } + else if(images[slot]->need_load) { + if(!osl_texture_system) + pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot, &progress)); } } for(size_t slot = 0; slot < float_images.size(); slot++) { - if(float_images[slot]) { - if(float_images[slot]->users == 0) { - device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START); - } - else if(float_images[slot]->need_load) { - string name = path_filename(float_images[slot]->filename); - progress.set_status("Updating Images", "Loading " + name); - device_load_image(device, dscene, slot + TEX_IMAGE_FLOAT_START); - float_images[slot]->need_load = false; - } + if(!float_images[slot]) + continue; - if(progress.get_cancel()) return; + if(float_images[slot]->users == 0) { + device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START); + } + else if(float_images[slot]->need_load) { + if(!osl_texture_system) + pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot + TEX_IMAGE_FLOAT_START, &progress)); } } + pool.wait_work(); + need_update = false; } |