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Diffstat (limited to 'intern/cycles/integrator/render_scheduler.cpp')
-rw-r--r--intern/cycles/integrator/render_scheduler.cpp28
1 files changed, 9 insertions, 19 deletions
diff --git a/intern/cycles/integrator/render_scheduler.cpp b/intern/cycles/integrator/render_scheduler.cpp
index ec16152d0b9..02e457c2b1b 100644
--- a/intern/cycles/integrator/render_scheduler.cpp
+++ b/intern/cycles/integrator/render_scheduler.cpp
@@ -1086,8 +1086,14 @@ void RenderScheduler::update_start_resolution_divider()
first_render_time_.denoise_time +
first_render_time_.display_update_time;
+ /* Allow some percent of tolerance, so that if the render time is close enough to the higher
+ * resolution we prefer to use it instead of going way lower resolution and time way below the
+ * desired one. */
const int resolution_divider_for_update = calculate_resolution_divider_for_time(
- desired_update_interval_in_seconds, actual_time_per_update, start_resolution_divider_);
+ desired_update_interval_in_seconds * 1.4, actual_time_per_update);
+
+ /* TODO(sergey): Need to add hysteresis to avoid resolution divider bouncing around when actual
+ * render time is somewhere on a boundary between two resolutions. */
/* Never increase resolution to higher than the pixel size (which is possible if the scene is
* simple and compute device is fast). */
@@ -1174,14 +1180,12 @@ void RenderScheduler::check_time_limit_reached()
* Utility functions.
*/
-int RenderScheduler::calculate_resolution_divider_for_time(double desired_time,
- double actual_time,
- int previous_resolution_divider)
+int RenderScheduler::calculate_resolution_divider_for_time(double desired_time, double actual_time)
{
/* TODO(sergey): There should a non-iterative analytical formula here. */
int resolution_divider = 1;
- double pre_division_time = actual_time;
+
/* This algorithm iterates through resolution dividers until a divider is found that achieves
* the desired render time. A limit of default_start_resolution_divider_ is put in place as the
* maximum resolution divider to avoid an unreadable viewport due to a low resolution.
@@ -1189,26 +1193,12 @@ int RenderScheduler::calculate_resolution_divider_for_time(double desired_time,
* calculation to better predict the performance impact of changing resolution divisions as
* the sample count can also change between resolution divisions. */
while (actual_time > desired_time && resolution_divider < default_start_resolution_divider_) {
- pre_division_time = actual_time;
int pre_resolution_division_samples = get_num_samples_during_navigation(resolution_divider);
resolution_divider = resolution_divider * 2;
int post_resolution_division_samples = get_num_samples_during_navigation(resolution_divider);
actual_time /= 4.0 * pre_resolution_division_samples / post_resolution_division_samples;
}
- /* Hysteresis to avoid resolution divider bouncing around when actual render time is somewhere
- * on a boundary between two resolutions. This system allows some percentage of tolerance so
- * that the viewport tends towards remaining at higher resolutions rather than dropping to a
- * lower resolution if performance is close to, but not quite reaching the target frame rate.
- * This system also tends to not increase the viewport resolution unless the hardware can
- * exceed the performance target by a certain percentage. This is to help ensure the viewport
- * remains responsive after increasing the resolution. */
- if (resolution_divider > previous_resolution_divider && pre_division_time < desired_time * 1.5) {
- return resolution_divider / 2;
- }
- if (resolution_divider < previous_resolution_divider && pre_division_time > desired_time / 1.3) {
- return resolution_divider * 2;
- }
return resolution_divider;
}