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authorSergey Sharybin <sergey.vfx@gmail.com>2014-12-24 22:53:26 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-12-25 00:50:49 +0300
commit0feba652f787aa87a1eccd2911a6c713d2c8aeaf (patch)
treeaf0a89988d456eff26be00830e5a29eb2934e9da /intern/cycles/render
parent03f28553ff07e9d79a92834188017d93de555ccb (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')
-rw-r--r--intern/cycles/render/mesh.cpp4
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;