Age | Commit message (Collapse) | Author |
|
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
|
|
|
|
|
|
|
|
Currently for windows only, this is an initial commit towards native
support of NUMA.
Current commit makes it so Cycles will use all logical processors on
Windows running on system with more than 64 threads.
Reviewers: juicyfruit, dingto, lukasstockner97, maiself, brecht
Subscribers: LazyDodo
Differential Revision: https://developer.blender.org/D2049
|
|
The title says it all actually, the idea is to make Cycles
only requiring Boost via 3rd party dependencies like OIIO
and OSL.
So now there are only few places which still uses Boost:
- Foreach, function bindings and threading primitives.
Those we can easily get rid with C++11 bump (which seems
inevitable sooner or later if we'll want ot use newer
LLVM for OSL),
- Networking devices
There's no quick solution for those currently, but there
are some patches around which improves serialization.
Reviewers: juicyfruit, mont29, campbellbarton, brecht, dingto
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D1764
|
|
This panel is only visible when debug_value is set to 256 and has no
affect in other cases. However, if debug value is not set to this
value, environment variables will be used to control which features
are enabled, so there's no visible changes to anyone in fact.
There are some changes needed to prevent devices re-enumeration on
every Cycles session create.
Reviewers: juicyfruit, lukasstockner97, dingto, brecht
Reviewed By: lukasstockner97, dingto
Differential Revision: https://developer.blender.org/D1720
|
|
Was already done for CPU devices, now we also do this for OpenCL.
|
|
|
|
|
|
Purely developers-only feature which allows to disable some of the CPU
capabilities. This way it's easier to test different kernels on the
same machine.
|
|
This was already mixed a bit, but the dot belongs there.
|
|
This kernel is compiled with AVX2, FMA3, and BMI compiler flags. At the moment only Intel Haswell benefits from this, but future AMD CPUs will have these instructions as well.
Makes rendering on Haswell CPUs a few percent faster, only benchmarked with clang on OS X though.
Part of my GSoC 2014.
|
|
|
|
concern raised by lukas_t (rBef73d547cc7c663ad180721094c81b3c81482ac3)
|
|
For AVX support we need to check both OS support and CPU support.
|
|
* AVX is available on Intel Sandy Bridge and newer and AMD Bulldozer and newer.
* We don't use dedicated AVX intrinsics yet, but gcc auto vectorization gives a 3% performance improvement for Caminandes. Tested on an i5-3570, Linux x64.
* No change for Windows yet, MSVC 2008 does not support AVX.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D216
|
|
This actually works somewhat now, although viewport rendering is broken and any
kind of network error or connection failure will kill Blender.
* Experimental WITH_CYCLES_NETWORK cmake option
* Networked Device is shown as an option next to CPU and GPU Compute
* Various updates to work with the latest Cycles code
* Locks and thread safety for RPC calls and tiles
* Refactored pointer mapping code
* Fix error in CPU brand string retrieval code
This includes work by Doug Gale, Martijn Berger and Brecht Van Lommel.
Reviewers: brecht
Differential Revision: http://developer.blender.org/D36
|
|
This is mostly work towards enabling the __KERNEL_SSE__ option to start using
SIMD operations for vector math operations. This 4.1 kernel performes about 8%
faster with that option but overall is still slower than without the option.
WITH_CYCLES_OPTIMIZED_KERNEL_SSE41 is the cmake flag for testing this kernel.
Alignment of int3, int4, float3, float4 to 16 bytes seems to give a slight 1-2%
speedup on tested systems with the current kernel already, so is enabled now.
|
|
* 32 bit GCC builds now have the SSE BVH optimizations turned off, but still
compile with SSE flags for better performance.
* White color when rendering on Windows seems to have been unrelated to SSE,
rather it was a graphics driver not supporting half float textures, added a
check for that now.
|
|
Something
strange is going on here, but I don't think it can be fixed before the release,
if it is worth at all spending time on this.
|
|
There is some sort of problem with the SSE2 code path, but I couldn't find
the cause, maybe a compiler bug due to the large amount of inlining? For
now I've disabled SSE2 optimizatons in 32 bit GCC builds.
|
|
More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
|
|
new BVH traversal code, not just SSE3.
|
|
|
|
without SSE3 support, due to 80 bit precision float register being used for one
bounding box but not the one next to it.
|
|
|
|
|
|
* Fix broken compile of test app.
* Fix some warnings compiling with gcc for 32 bit.
* More tweaks to avoid extended precision issue from #29301.
|
|
are compiled, one SSE optimized and the other not, and it will choose between
them at runtime.
|
|
tonemap in non-viewport render, and some utility functions.
|
|
OpenImageIO still gives link-time errors, will try to make a lib for MinGW, see if it is fixed.
|
|
|
|
modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
|