forked from bartvdbraak/blender
Cycles: optimizations for instances in scene updates before render starts,
should load a non-trivial mesh instanced many times quite a bit faster now.
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1135875ab1
commit
67030aaf84
@ -217,8 +217,13 @@ public:
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if(!opencl_version_check())
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return false;
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/* nvidia opencl cache doesn't not work correct with includes, so force recompile */
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static double recompile_trick = 0.0;
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if(recompile_trick == 0.0)
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recompile_trick = time_dt();
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/* compile source */
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string source = string_printf("#include \"kernel.cl\" // %lf\n", time_dt());
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string source = string_printf("#include \"kernel.cl\" // %lf\n", recompile_trick);
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size_t source_len = source.size();
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const char *source_str = source.c_str();
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@ -61,7 +61,18 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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foreach(Object *object, scene->objects) {
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Mesh *mesh = object->mesh;
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bool have_emission = false;
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/* skip if we have no emission shaders */
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foreach(uint sindex, mesh->used_shaders) {
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if(scene->shaders[sindex]->has_surface_emission) {
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have_emission = true;
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break;
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}
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}
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/* count triangles */
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if(have_emission) {
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Shader *shader = scene->shaders[mesh->shader[i]];
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@ -69,6 +80,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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num_triangles++;
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}
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}
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}
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size_t num_distribution = num_triangles + num_lights;
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@ -82,6 +94,18 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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foreach(Object *object, scene->objects) {
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Mesh *mesh = object->mesh;
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bool have_emission = false;
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/* skip if we have no emission shaders */
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foreach(uint sindex, mesh->used_shaders) {
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if(scene->shaders[sindex]->has_surface_emission) {
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have_emission = true;
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break;
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}
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}
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/* sum area */
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if(have_emission) {
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Transform tfm = object->tfm;
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int object_id = (mesh->transform_applied)? -j-1: j;
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@ -103,6 +127,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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totarea += triangle_area(p1, p2, p3);
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}
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}
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}
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if(progress.get_cancel()) return;
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@ -22,6 +22,7 @@
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_map.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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@ -103,6 +104,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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{
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float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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int i = 0;
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map<Mesh*, float> surface_area_map;
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foreach(Object *ob, scene->objects) {
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Mesh *mesh = ob->mesh;
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@ -112,16 +114,39 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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Transform itfm = transform_inverse(tfm);
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Transform ntfm = transform_transpose(itfm);
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/* compute surface area */
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/* compute surface area. for uniform scale we can do avoid the many
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transform calls and share computation for instances */
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/* todo: correct for displacement, and move to a better place */
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float surfacearea = 0.0f;
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float uniform_scale;
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float surface_area = 0.0f;
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
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if(it == surface_area_map.end()) {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = mesh->verts[t.v[0]];
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float3 p2 = mesh->verts[t.v[1]];
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float3 p3 = mesh->verts[t.v[2]];
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surface_area += triangle_area(p1, p2, p3);
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}
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surface_area_map[mesh] = surface_area;
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}
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else
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surface_area = it->second;
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surface_area *= uniform_scale;
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}
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else {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = transform(&tfm, mesh->verts[t.v[0]]);
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float3 p2 = transform(&tfm, mesh->verts[t.v[1]]);
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float3 p3 = transform(&tfm, mesh->verts[t.v[2]]);
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surfacearea += triangle_area(p1, p2, p3);
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surface_area += triangle_area(p1, p2, p3);
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}
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}
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/* pack in texture */
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@ -130,7 +155,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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memcpy(&objects[offset], &tfm, sizeof(float4)*4);
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*4);
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memcpy(&objects[offset+8], &ntfm, sizeof(float4)*4);
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objects[offset+12] = make_float4(surfacearea, 0.0f, 0.0f, 0.0f);
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objects[offset+12] = make_float4(surface_area, 0.0f, 0.0f, 0.0f);
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i++;
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@ -205,6 +205,30 @@ __device_inline float3 transform_get_column(const Transform *t, int column)
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Transform transform_inverse(const Transform& a);
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__device_inline bool transform_uniform_scale(const Transform& tfm, float& scale)
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{
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/* the epsilon here is quite arbitrary, but this function is only used for
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surface area and bump, where we except it to not be so sensitive */
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Transform ttfm = transform_transpose(tfm);
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float eps = 1e-7f;
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float sx = len(float4_to_float3(tfm.x));
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float sy = len(float4_to_float3(tfm.y));
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float sz = len(float4_to_float3(tfm.z));
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float stx = len(float4_to_float3(ttfm.x));
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float sty = len(float4_to_float3(ttfm.y));
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float stz = len(float4_to_float3(ttfm.z));
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if(fabsf(sx - sy) < eps && fabsf(sx - sz) < eps &&
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fabsf(sx - stx) < eps && fabsf(sx - sty) < eps &&
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fabsf(sx - stz) < eps) {
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scale = sx;
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return true;
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}
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return false;
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}
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#endif
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CCL_NAMESPACE_END
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