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2017-10-07Code refactor: make texture code more consistent between devices.Brecht Van Lommel
* Use common TextureInfo struct for all devices, except CUDA fermi. * Move image sampling code to kernels/*/kernel_*_image.h files. * Use arrays for data textures on Fermi too, so device_vector<Struct> works.
2017-09-13Code cleanup: abstract shadow catcher logic more into accumulation code.Brecht Van Lommel
2017-06-10Cycles: Faster split branched path tracing by sharing samples with inactive ↵Mai Lavelle
threads Unlike regular path tracing, branched path tracing is usually used with lower sample counts, at least for primary rays. This means that are less samples for the GPU to work on in parallel and rendering is slower. As there is less work overall there is also more inactive threads during rendering with BPT. This patch makes use of those inactive rays to render branched samples in parallel with other samples. Each thread that is preparing for a branched sample will attempt to find an inactive thread and if one is found the state for the sample is copied to that thread. Potentially, if there are enough inactive threads, 100s of branched samples could be generated from the same originating thread and ran in parallel giving large speed ups. Gives 70% faster render for pavillion midday scene. 20-60% faster on BMW with car paint replaced with SSS/volumes.
2017-05-02Cycles: Branched path tracing for the split kernelMai Lavelle
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
2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
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
2017-03-09Cycles: SSS and Volume rendering in split kernelHristo Gueorguiev
Decoupled ray marching is not supported yet. Transparent shadows are always enabled for volume rendering. Changes in kernel/bvh and kernel/geom are from Sergey. This simiplifies code significantly, and prepares it for record-all transparent shadow function in split kernel.
2017-03-08Cycles: CPU implementation of split kernelMai Lavelle
2017-03-08Cycles: OpenCL split kernel refactorMai Lavelle
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
2016-10-23Cycles: OpenCL 3d textures support.Hristo Gueorguiev
Note that volume rendering is not supported yet, this is a step towards that. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2299
2016-07-11Cycles: Move BVK kernel files to own directorySergey Sharybin
BVH traversal is not really that much a geometry and we've got quite some traversals now. Makes sense to keep them separate in the name of source structure clarity.
2015-05-27Cycles: Code cleanup, split kernelSergey Sharybin
2015-05-25Cycles: Fix compilation error of split kernelSergey Sharybin
The code was failing to compile on runtime because of some path differences, and it seems we don't need to specify full path to the file which originally seemed to be needed to make include directives expansion working correct.
2015-05-22Cycles: Restructure kernel files organizationSergey Sharybin
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