diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-12-24 22:53:26 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-12-25 00:50:49 +0300 |
commit | 0feba652f787aa87a1eccd2911a6c713d2c8aeaf (patch) | |
tree | af0a89988d456eff26be00830e5a29eb2934e9da /intern/cycles/render/mesh.cpp | |
parent | 03f28553ff07e9d79a92834188017d93de555ccb (diff) |
Cycles: Enable QBVH optimization structure for SSE2 CPUs
This commit enables QBVH optimization structure automatically if rendering
with CPU and SSE2 support is detected.
This brings render time of agent shot back to the speed it used to be before
the watertight intersections commit, single koro and sponza scenes are about
7% faster here.
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r-- | intern/cycles/render/mesh.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index f8671db18dd..18334ccb62b 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -30,6 +30,7 @@ #include "util_cache.h" #include "util_foreach.h" +#include "util_logging.h" #include "util_progress.h" #include "util_set.h" @@ -980,6 +981,9 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene * /* bvh build */ progress.set_status("Updating Scene BVH", "Building"); + VLOG(1) << (scene->params.use_qbvh ? "Using QBVH optimization structure" + : "Using regular BVH optimization structure"); + BVHParams bparams; bparams.top_level = true; bparams.use_qbvh = scene->params.use_qbvh; |