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Diffstat (limited to 'intern/cycles/integrator/path_trace_work_gpu.cpp')
-rw-r--r--intern/cycles/integrator/path_trace_work_gpu.cpp53
1 files changed, 35 insertions, 18 deletions
diff --git a/intern/cycles/integrator/path_trace_work_gpu.cpp b/intern/cycles/integrator/path_trace_work_gpu.cpp
index d51e8a28bb4..fa313f6460a 100644
--- a/intern/cycles/integrator/path_trace_work_gpu.cpp
+++ b/intern/cycles/integrator/path_trace_work_gpu.cpp
@@ -181,28 +181,45 @@ void PathTraceWorkGPU::alloc_integrator_queue()
void PathTraceWorkGPU::alloc_integrator_sorting()
{
+ /* Compute sort partitions, to balance between memory locality and coherence.
+ * Sort partitioning becomes less effective when more shaders are in the wavefront. In lieu of a
+ * more sophisticated heuristic we simply disable sort partitioning if the shader count is high.
+ */
+ num_sort_partitions_ = 1;
+ if (device_scene_->data.max_shaders < 300) {
+ const int num_elements = queue_->num_sort_partition_elements();
+ if (num_elements) {
+ num_sort_partitions_ = max(max_num_paths_ / num_elements, 1);
+ }
+ }
+
+ integrator_state_gpu_.sort_partition_divisor = (int)divide_up(max_num_paths_,
+ num_sort_partitions_);
+
/* Allocate arrays for shader sorting. */
- num_sort_partitions_ = queue_->num_sort_partitions(estimate_single_state_size());
const int sort_buckets = device_scene_->data.max_shaders * num_sort_partitions_;
if (integrator_shader_sort_counter_.size() < sort_buckets) {
integrator_shader_sort_counter_.alloc(sort_buckets);
integrator_shader_sort_counter_.zero_to_device();
+ integrator_state_gpu_.sort_key_counter[DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE] =
+ (int *)integrator_shader_sort_counter_.device_pointer;
- integrator_shader_raytrace_sort_counter_.alloc(sort_buckets);
- integrator_shader_raytrace_sort_counter_.zero_to_device();
+ if (device_scene_->data.kernel_features & KERNEL_FEATURE_NODE_RAYTRACE) {
+ integrator_shader_raytrace_sort_counter_.alloc(sort_buckets);
+ integrator_shader_raytrace_sort_counter_.zero_to_device();
+ integrator_state_gpu_.sort_key_counter[DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE] =
+ (int *)integrator_shader_raytrace_sort_counter_.device_pointer;
+ }
- integrator_shader_mnee_sort_counter_.alloc(sort_buckets);
- integrator_shader_mnee_sort_counter_.zero_to_device();
+ if (device_scene_->data.kernel_features & KERNEL_FEATURE_MNEE) {
+ integrator_shader_mnee_sort_counter_.alloc(sort_buckets);
+ integrator_shader_mnee_sort_counter_.zero_to_device();
+ integrator_state_gpu_.sort_key_counter[DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE] =
+ (int *)integrator_shader_mnee_sort_counter_.device_pointer;
+ }
integrator_shader_sort_prefix_sum_.alloc(sort_buckets);
integrator_shader_sort_prefix_sum_.zero_to_device();
-
- integrator_state_gpu_.sort_key_counter[DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE] =
- (int *)integrator_shader_sort_counter_.device_pointer;
- integrator_state_gpu_.sort_key_counter[DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE] =
- (int *)integrator_shader_raytrace_sort_counter_.device_pointer;
- integrator_state_gpu_.sort_key_counter[DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE] =
- (int *)integrator_shader_mnee_sort_counter_.device_pointer;
}
}
@@ -238,10 +255,6 @@ void PathTraceWorkGPU::init_execution()
{
queue_->init_execution();
- /* Setup sort partitioning divisor for better cache utilization. */
- integrator_state_gpu_.sort_partition_divisor = (int)divide_up(max_num_paths_,
- num_sort_partitions_);
-
/* Copy to device side struct in constant memory. */
device_->const_copy_to(
"integrator_state", &integrator_state_gpu_, sizeof(integrator_state_gpu_));
@@ -338,8 +351,12 @@ void PathTraceWorkGPU::enqueue_reset()
queue_->enqueue(DEVICE_KERNEL_INTEGRATOR_RESET, max_num_paths_, args);
queue_->zero_to_device(integrator_queue_counter_);
queue_->zero_to_device(integrator_shader_sort_counter_);
- queue_->zero_to_device(integrator_shader_raytrace_sort_counter_);
- queue_->zero_to_device(integrator_shader_mnee_sort_counter_);
+ if (device_scene_->data.kernel_features & KERNEL_FEATURE_NODE_RAYTRACE) {
+ queue_->zero_to_device(integrator_shader_raytrace_sort_counter_);
+ }
+ if (device_scene_->data.kernel_features & KERNEL_FEATURE_MNEE) {
+ queue_->zero_to_device(integrator_shader_mnee_sort_counter_);
+ }
/* Tiles enqueue need to know number of active paths, which is based on this counter. Zero the
* counter on the host side because `zero_to_device()` is not doing it. */