Age | Commit message (Collapse) | Author |
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Having the OptiX/MetalRT/Embree/MetalRT implementations all in one file with
many #ifdefs became too confusing. Instead split it up per device, and also
move it together with device specific hit/filter/intersect functions and
associated data types.
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* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
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And use them more consistently than before.
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Contributed by luzpaz
Differential Revision: https://developer.blender.org/D15057
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Differential Revision: https://developer.blender.org/D14426
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* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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There are two things achieved by this change:
- No possible downcast of size_t to int when calculating motion steps.
- Disambiguate call to `min()` which was for some reason considered
ambiguous on 32bit platforms `min(int, unsigned int)`.
- Do the same for the `max()` call to keep them symmetrical.
On an implementation side the `min()` is defined for a fixed width
integer type to disambiguate uint from size_t on 32bit platforms,
and yet be able to use it for 32bit operands on 64bit platforms without
upcast.
This ended up in a bit bigger change as the conditional compile-in of
functions is easiest if the functions is templated. Making the functions
templated required to remove the other source of ambiguity which is
`algorithm.h` which was pulling min/max from std.
Now it is the `math.h` which is the source of truth for min/max.
It was only one place which was relying on `algorithm.h` for these
functions, hence the choice of `math.h` as the safest and least
intrusive.
Fixes 32bit platforms (such as i386) in Debian package build system.
Differential Revision: https://developer.blender.org/D14062
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This reverts commit d74bb7be1916744ae56347b49333eac22ebb7339.
Need to re-iterate to have a proper support of all platforms.
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There are two things achieved by this change:
- No possible downcast of size_t to int when calculating motion steps.
- Disambiguate call to min() which was for some reason considered
ambiguous on 32bit platforms `min(int, unsigned int)`.
On an implementation side the `min()` is defined for a fixed width
integer type to disambiguate uint from size_t on 32bit platforms,
and yet be able to use it for 32bit operands on 64bit platforms without
upcast.
Fixes 32bit platforms (such as i386) in Debian package build system.
Differential Revision: https://developer.blender.org/D13992
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Found by asan, unknown if it actually caused an issue.
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Remember the last intersected primitive and skip any intersections with the
same primitive.
Ref D12954
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Make the Embree RTC_SCENE_FLAG_COMPACT flag optional and enabled per default.
Disabling it makes CPU rendering a bit faster in some scenes at the cost of a higher memory usage.
Barbershop renders about 3% faster, victor about 4% on CPU with compact BVH disabled.
Differential Revision: https://developer.blender.org/D13592
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Also ensure space at end of comment.
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Includes refactoring to reduce the number of bits taken by primitive types,
so they more easily fit in the OptiX limit.
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This add support for rendering of the point cloud object in Blender, as a native
geometry type in Cycles that is more memory and time efficient than instancing
sphere meshes. This can be useful for rendering sand, water splashes, particles,
motion graphics, etc.
Points are currently always rendered as spheres, with backface culling. More
shapes are likely to be added later, but this is the most important one and can
be customized with shaders.
For CPU rendering the Embree primitive is used, for GPU there is our own
intersection code. Motion blur is suppored. Volumes inside points are not
currently supported.
Implemented with help from:
* Kévin Dietrich: Alembic procedural integration
* Patrick Mourse: OptiX integration
* Josh Whelchel: update for cycles-x changes
Ref T92573
Differential Revision: https://developer.blender.org/D9887
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render crash. (ARM/Metal)
This fixes crash T94022 when selecting live viewport render with both GPU & CPU devices selected. It is caused by incorrect `KernelBVHLayout` assignment. Similar to `BVH_LAYOUT_MULTI_OPTIX` for Optix, this patch adds a `BVH_LAYOUT_MULTI_METAL` to correctly redirect to the correct Metal BVH layout type.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13561
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13505
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Skip compiling `metal.mm` unless `WITH_CYCLES_DEVICE_METAL` is enabled.
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This patch adds the Metal host-side code:
- Add all core host-side Metal backend files (device_impl, queue, etc)
- Add MetalRT BVH setup files
- Integrate with Cycles device enumeration code
- Revive `path_source_replace_includes` in util/path (required for MSL compilation)
This patch also includes a couple of small kernel-side fixes:
- Add an implementation of `lgammaf` for Metal [Nemes, Gergő (2010), "New asymptotic expansion for the Gamma function", Archiv der Mathematik](https://users.renyi.hu/~gergonemes/)
- include "work_stealing.h" inside the Metal context class because it accesses state now
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13423
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This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code:
- MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`.
- MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers.
- Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13353
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Happens when device runs out of memory and Cycles is moving some
textures to the host memory.
The delayed memory free for OptiX BVH was moving data from one
device_memory to another, leaving the original device memory in
an invalid state. This was ruining the allocation map in the CUDA
device which is using pointer to the device_memory.
This change makes it so the memory pointer is stolen from BVH
into the delayed memory free list.
Additionally, forbid copying and moving instances of device_memory
and added sanity checks in the device implementation.
Differential Revision: https://developer.blender.org/D13316
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D10447
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Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
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* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
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These transparent shadows can be expansive to evaluate. Especially on the
GPU they can lead to poor occupancy when only some pixels require many kernel
launches to trace and evaluate many layers of transparency.
Baked transparency allows tracing a single ray in many cases by accumulating
the throughput directly in the intersection program without recording hits
or evaluating shaders. Transparency is baked at curve vertices and
interpolated, for most shaders this will look practically the same as actual
shader evaluation.
Fixes T91428, performance regression with spring demo file due to transparent
hair, and makes it render significantly faster than Blender 2.93.
Differential Revision: https://developer.blender.org/D12880
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* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros
In preparation for decoupling main and shadow paths.
Differential Revision: https://developer.blender.org/D12888
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The Embree logic did not match the GPU.
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Previously the storage here was optimized to avoid indirections in BVH2
traversal. This helps improve performance a bit, but makes performance
and memory usage of Embree and OptiX BVHs a bit worse also. It also adds
code complexity in other parts of the code.
Now decouple triangle and curve primitive storage from BVH2.
* Reduced peak memory usage on all devices
* Bit better performance for OptiX and Embree
* Bit worse performance for CUDA
* Simplified code:
** Intersection.prim/object now matches ShaderData.prim/object
** No more offset manipulation for mesh displacement before a BVH is built
** Remove primitive packing code and flags for Embree and OptiX
** Curve segments are now stored in a KernelCurve struct
* Also happens to fix a bug in baking with incorrect prim/object
Fixes T91968, T91770, T91902
Differential Revision: https://developer.blender.org/D12766
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It's unclear why this code was added in the first place, but it seems
unnecessary, it can be restored if we find this breaks something.
The Embree docs mention that the same primitive may be hit multiple times, but
my understanding is that about e.g. curves where both the frontside and backside
may be hit. However those hits would be at different distances.
The context for this change is that we want to add an optimization where we
can immediately update throughput for transparent shadows instead of recording
intersections, and avoid duplicate would require extra work. However there is
an Embree example that does something similar without worrying about duplicate
hits either.
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Could cause an actual bug but probability is low in practice.
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This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
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This patch changes the `MEM_DEVICE_ONLY` type to only allocate on the device and fail if
that is not possible anymore because out-of-memory (since OptiX acceleration structures may
not be allocated in host memory). It also fixes high peak memory usage during OptiX
acceleration structure building.
Reviewed By: brecht
Maniphest Tasks: T85985
Differential Revision: https://developer.blender.org/D10535
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Don't use ssize_t, it's not available in MSVC.
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Ref D8237, T78710
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* Add processor independent fallbacks
* Use uint32_t and uint64_t types
* Remove unused functions
* Better comments and less indentation
Ref D8237, T78710
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Contributed by Apple
Ref D9527, T78710
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