Age | Commit message (Collapse) | Author |
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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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This shows the text as part of the assertion message.
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After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
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* USD and OpenVDB headers use deprecated TBB headers, suppress all deprecation
warnings there since we have no control over them.
* For our own TBB includes, use the individual headers rather than the tbb.h that
includes everything to avoid warnings, rather than suppressing all.
This is in anticipation of the TBB 2020 upgrade in D10359. Ref D10361.
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No functional changes.
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Replace `NULL` with `nullptr` in C++ code.
No functional changes.
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Previously this would be enabled when threads were used, but threads are now
basically always in use so there is no point. Further, this is only needed for
guarded allocation with --debug-memory which is not performance critical.
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In some cases blender could freeze. When threads are blocked (waiting for other tasks completion) the scheduler can let the thread perform a different task. If this task wants a write-lock for something that was read-locked in the stack a dead lock will happen.
For task pools every task is isolated. For range tasks the inner loop will be isolated. The implementation is limited as isolation in TBB uses functors which are tricky to add to a C API. We decided to start with a simple and adapt were we need to.
During testing we came to this setup as it was reliable (we weren't able to let it freeze or crash) and didn't had noticeable performance impact.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7688
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This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
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