diff options
Diffstat (limited to 'intern/cycles/integrator/path_trace_work_gpu.cpp')
-rw-r--r-- | intern/cycles/integrator/path_trace_work_gpu.cpp | 53 |
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. */ |