From 86991fbcb0e8a1c65acff5aed85ce55f8b108baa Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Mon, 21 Jan 2013 08:49:42 +0000 Subject: Fixed render time regression in Blender Internal It was caused by image threading safe commit and it was noticeable only on really multi-core CPU (like dual-socket Xeon stations), was not visible on core i7 machine. The reason of slowdown was spinlock around image buffer referencing, which lead to lots of cores waiting for single core and using image buffer after it was referenced was not so much longer than doing reference itself. The most clear solution here seemed to be introducing Image Pool which will contain list of loaded and referenced image buffers, so all threads could skip lock if the pool is used for reading only. Lock only needed in cases when buffer for requested image user is missing in the pool. This lock will happen only once per image so overall amount of locks is much less that it was before. To operate with pool: - BKE_image_pool_new() creates new pool - BKE_image_pool_free() destroys pool and dereferences all image buffers which were loaded to it - BKE_image_pool_acquire_ibuf() returns image buffer for given image and user. Pool could be NULL and in this case fallback to BKE_image_acquire_ibuf will happen. This helps to avoid lots to if(poll) checks in image sampling code. - BKE_image_pool_release_ibuf releases image buffer. In fact, it will only do something if pool is NULL, in all other case it'll equal to DoNothing operation. --- source/blender/blenkernel/intern/effect.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'source/blender/blenkernel/intern/effect.c') diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c index 1f6db19ac27..1880cb42f4d 100644 --- a/source/blender/blenkernel/intern/effect.c +++ b/source/blender/blenkernel/intern/effect.c @@ -769,7 +769,7 @@ static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedP mul_m4_v3(eff->ob->imat, tex_co); } - hasrgb = multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result); + hasrgb = multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result, NULL); if (hasrgb && mode==PFIELD_TEX_RGB) { force[0] = (0.5f - result->tr) * strength; @@ -780,15 +780,15 @@ static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedP strength/=nabla; tex_co[0] += nabla; - multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+1); + multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+1, NULL); tex_co[0] -= nabla; tex_co[1] += nabla; - multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+2); + multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+2, NULL); tex_co[1] -= nabla; tex_co[2] += nabla; - multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+3); + multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+3, NULL); if (mode == PFIELD_TEX_GRAD || !hasrgb) { /* if we don't have rgb fall back to grad */ /* generate intensity if texture only has rgb value */ -- cgit v1.2.3