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authorBrecht Van Lommel <brecht@blender.org>2022-08-17 19:31:52 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-08-18 21:01:29 +0300
commite11c899e715b01f65b0a3b9b99cd69cf460209b1 (patch)
treee0606b4b5c938848852b6ef14c920cf8062c72c4 /intern
parentf2f680d82d06da8e78eb85a31ff98afbe02f55fe (diff)
Cycles: disable Metal inlining optimization on Apple GPUs
This gave a 1.1x speedup, however also leads to very long compile times that make it seems like Blender has stopped working. This can be brought back in the future behind an option that users can explicitly enabled. Fix T100102 Ref D14923, D14763, T92212
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/device/metal/compat.h9
1 files changed, 5 insertions, 4 deletions
diff --git a/intern/cycles/kernel/device/metal/compat.h b/intern/cycles/kernel/device/metal/compat.h
index 80ee8ef5b57..674de554f61 100644
--- a/intern/cycles/kernel/device/metal/compat.h
+++ b/intern/cycles/kernel/device/metal/compat.h
@@ -29,11 +29,12 @@ using namespace metal::raytracing;
/* Qualifiers */
-#if defined(__KERNEL_METAL_APPLE__)
+/* Inline everything for Apple GPUs. This gives ~1.1x speedup and 10% spill
+ * reduction for integator_shade_surface. However it comes at the cost of
+ * longer compile times (~4.5 minutes on M1 Max) and is disabled for that
+ * reason, until there is a user option to manually enable it. */
-/* Inline everything for Apple GPUs.
- * This gives ~1.1x speedup and 10% spill reduction for integator_shade_surface
- * at the cost of longer compile times (~4.5 minutes on M1 Max). */
+#if 0 // defined(__KERNEL_METAL_APPLE__)
# define ccl_device __attribute__((always_inline))
# define ccl_device_inline __attribute__((always_inline))