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This was originally done with the first sample in the kernel for better
performance, but it doesn't work anymore with atomics. Any benefit was
very minor anyway, too small to measure it seems.
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A little faster on some benchmark scenes, a little slower on others, seems
about performance neutral on average and saves a little memory.
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This makes sharing some code between mega/split in following commits a bit
easier, and also paves the way for rendering multiple tiles later.
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Image textures were being packed into a single buffer for OpenCL, which
limited the amount of memory available for images to the size of one
buffer (usually 4gb on AMD hardware). By packing textures into multiple
buffers that limit is removed, while simultaneously reducing the number
of buffers that need to be passed to each kernel.
Benchmarks were within 2%.
Fixes T51554.
Differential Revision: https://developer.blender.org/D2745
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Approach suggested by Lukas S.
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This implements branched path tracing for the split kernel.
General approach is to store the ray state at a branch point, trace the
branched ray as normal, then restore the state as necessary before iterating
to the next part of the path. A state machine is used to advance the indirect
loop state, which avoids the need to add any new kernels. Each iteration the
state machine recreates as much state as possible from the stored ray to keep
overall storage down.
Its kind of hard to keep all the different integration loops in sync, so this
needs lots of testing to make sure everything is working correctly. We should
probably start trying to deduplicate the integration loops more now.
Nonbranched BMW is ~2% slower, while classroom is ~2% faster, other scenes
could use more testing still.
Reviewers: sergey, nirved
Reviewed By: nirved
Subscribers: Blendify, bliblubli
Differential Revision: https://developer.blender.org/D2611
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The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
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By calculating the size of the state buffer in the kernel rather than the host
less code is needed and the size actually reflects the requested features.
Will also be a little faster in some cases because of larger global work size.
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Because the split kernel can render multiple samples in parallel it is
necessary to have everything initialized before rendering of any samples
begins. The code that normally handles initialization of
`rng_state` (`kernel_path_trace_setup()`) only does so for the first sample,
which was causing artifacts in the split kernel due to uninitialized
`rng_state` for some samples.
Note that because the split kernel can render samples in parallel this
means that the split kernel is incompatible with the LCG.
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This was only needed for the previous implementation of parallel samples. As
we don't have that any more it can be removed.
Real reason for removal tho is this: `per_sample_output_buffers` was being
calculated too small and artifacts resulted. The tile buffer is already
the correct size and calculating the size for `per_sample_output_buffers`
is a bit difficult with the current layout of the code. As
`per_sample_output_buffers` was only needed for `sum_all_radiance`,
removing that kernel and writing output to the tile buffer directly
fixes the artifacts.
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This makes it easier to initialize things correctly in the data_init kernel
before they are needed by path tracing.
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This does a few things at once:
- Refactors host side split kernel logic into a new device
agnostic class `DeviceSplitKernel`.
- Removes tile splitting, a new work pool implementation takes its place and
allows as many threads as will fit in memory regardless of tile size, which
can give performance gains.
- Refactors split state buffers into one buffer, as well as reduces the
number of arguments passed to kernels. Means there's less code to deal
with overall.
- Moves kernel logic out of OpenCL kernel files so they can later be used by
other device types.
- Replaced OpenCL specific APIs with new generic versions
- Tiles can now be seen updating during rendering
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57% less for path and 48% less for branched path.
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The idea is to switch from allocating separate buffers for shader data's
structure of arrays to allocating one huge memory block and do some index
trickery to make it accessed as SOA.
This saves quite reasonable amount of lines of code in device_opencl and
also makes it possible to get rid of special declaration of ShaderData
structure.
As a side effect it also makes it easier to experiment with SOA vs. AOS
for split kernel.
Works fine here on NVidia GTX580, Intel CPU amd AMD Fiji cards.
Reviewers: #cycles, brecht, juicyfruit, dingto
Differential Revision: https://developer.blender.org/D1593
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Use KernelGlobals to access all the global arrays for the intermediate
storage instead of passing all this storage things explicitly.
Tested here with Intel OpenCL, NVIDIA GTX580 and AMD Fiji, didn't see
any artifacts, so guess it's all good.
Reviewers: juicyfruit, dingto, lukasstockner97
Differential Revision: https://developer.blender.org/D1736
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This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.
This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.
Reviewed by Sergey and Brecht, thanks for some hlp with this.
I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
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Ideally we shouldn't use char* at all, but for now we have to, so at least
let's assume common .h files are free from pointer magic.
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This commit re-shuffles code in split kernel once again and makes it so common
parts which is in the headers is only responsible to making all the work needed
for specified ray index. Getting ray index, checking for it's validity and
enqueuing tasks are now happening in the device specified part of the kernel.
This actually makes sense because enqueuing is indeed device-specified and i.e.
with CUDA we'll want to enqueue kernels from kernel and avoid CPU roundtrip.
TODO:
- Kernel comments are still placed in the common header files, but since queue
related stuff is not passed to those functions those comments might need to
be split as well.
Just currently read them considering that they're also covering the way how
all devices are invoking the common code path.
- Arguments might need to be wrapped into KernelGlobals, so we don't ened to
pass all them around as function arguments.
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This was broken after the kernel file restructure.
Variables allocated in the __local address space can only be defined
inside a __kernel function.
We probably need to solve this a bit differently once we do the CUDA
kernel split, but this fix shoud be good enough until then.
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Since the kernel split work we're now having quite a few of new files, majority
of which are related on the kernel entry points. Keeping those files in the
root kernel folder will eventually make it really hard to follow which files are
actual implementation of Cycles kernel.
Those files are now moved to kernel/kernels/<device_type>. This way adding extra
entry points will be less noisy. It is also nice to have all device-specific
files grouped together.
Another change is in the way how split kernel invokes logic. Previously all the
logic was implemented directly in the .cl files, which makes it a bit tricky to
re-use the logic across other devices. Since we'll likely be looking into doing
same split work for CUDA devices eventually it makes sense to move logic from
.cl files to header files. Those files are stored in kernel/split. This does not
mean the header files will not give error messages when tried to be included
from other devices and their arguments will likely be changed, but having such
separation is a good start anyway.
There should be no functional changes.
Reviewers: juicyfruit, dingto
Differential Revision: https://developer.blender.org/D1314
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