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This was already mixed a bit, but the dot belongs there.
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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.
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* 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
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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.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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without SSE3 support, due to 80 bit precision float register being used for one
bounding box but not the one next to it.
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are compiled, one SSE optimized and the other not, and it will choose between
them at runtime.
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tonemap in non-viewport render, and some utility functions.
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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
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