diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-03-01 01:23:24 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-06 18:52:04 +0300 |
commit | 04857cc8efb385af5d8f40b655eeca41e2b73494 (patch) | |
tree | b16edec8a0e91fddfa050b2e8b747ca194c0b622 /intern/cycles/render/scene.h | |
parent | 0fd0b0643a7a1c0334f39bddba4067d8fa8eede6 (diff) |
Cycles: fully decouple triangle and curve primitive storage from BVH2
Previously the storage here was optimized to avoid indirections in BVH2
traversal. This helps improve performance a bit, but makes performance
and memory usage of Embree and OptiX BVHs a bit worse also. It also adds
code complexity in other parts of the code.
Now decouple triangle and curve primitive storage from BVH2.
* Reduced peak memory usage on all devices
* Bit better performance for OptiX and Embree
* Bit worse performance for CUDA
* Simplified code:
** Intersection.prim/object now matches ShaderData.prim/object
** No more offset manipulation for mesh displacement before a BVH is built
** Remove primitive packing code and flags for Embree and OptiX
** Curve segments are now stored in a KernelCurve struct
* Also happens to fix a bug in baking with incorrect prim/object
Fixes T91968, T91770, T91902
Differential Revision: https://developer.blender.org/D12766
Diffstat (limited to 'intern/cycles/render/scene.h')
-rw-r--r-- | intern/cycles/render/scene.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h index 8076d0dc09c..001da31e893 100644 --- a/intern/cycles/render/scene.h +++ b/intern/cycles/render/scene.h @@ -74,8 +74,6 @@ class DeviceScene { device_vector<int4> bvh_nodes; device_vector<int4> bvh_leaf_nodes; device_vector<int> object_node; - device_vector<uint> prim_tri_index; - device_vector<float4> prim_tri_verts; device_vector<int> prim_type; device_vector<uint> prim_visibility; device_vector<int> prim_index; @@ -83,14 +81,16 @@ class DeviceScene { device_vector<float2> prim_time; /* mesh */ + device_vector<float4> tri_verts; device_vector<uint> tri_shader; device_vector<float4> tri_vnormal; device_vector<uint4> tri_vindex; device_vector<uint> tri_patch; device_vector<float2> tri_patch_uv; - device_vector<float4> curves; + device_vector<KernelCurve> curves; device_vector<float4> curve_keys; + device_vector<KernelCurveSegment> curve_segments; device_vector<uint> patches; |