Commit Graph

12 Commits

Author SHA1 Message Date
Sergey Sharybin
ba8c7d2ba1 Cycles: Use SSE-optimized version of triangle intersection for motion triangles
The title says it all actually. Gives up to 10% speedup on test scenes here
on i7-6800K.

Render times on GPU are unreliable here, but there might be some slowdown
caused by watertight nature of intersections.
2017-03-23 17:58:03 +01:00
Sergey Sharybin
f8a999c965 Cycles: Move triangle intersection precalc to an util file
This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.

Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
2017-03-23 17:45:19 +01:00
Hristo Gueorguiev
57e26627c4 Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet.

Transparent shadows are always enabled for volume rendering.

Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
2017-03-09 17:09:37 +01:00
Sergey Sharybin
bc096e1eb8 Cycles: Split ShaderData object and shader flags
We started to run out of bits there, so now we separate flags
which came from __object_flags and which are either runtime or
coming from __shader_flags.

Rule now is: SD_OBJECT_* flags are to be tested against new
object_flags field of ShaderData, all the rest flags are to
be tested against flags field of ShaderData.

There should be no user-visible changes, and time difference
should be minimal. In fact, from tests here can only see hardly
measurable difference and sometimes the new code is somewhat
faster (all within a noise floor, so hard to tell for sure).

Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself

Differential Revision: https://developer.blender.org/D2428
2017-01-23 12:56:55 +01:00
Sergey Sharybin
a5f14ad1a2 Cycles: Make regular bvh traversal functions close to each other 2016-09-20 16:58:39 +02:00
Sergey Sharybin
6ba59660fb Cycles: Cleanup, sync some comments across different traversal 2016-09-19 15:18:27 +02:00
Sergey Sharybin
6353ecb996 Cycles: Tweaks to support CUDA 8 toolkit
All the changes are mainly giving explicit tips on inlining functions,
so they match how inlining worked with previous toolkit.

This make kernel compiled by CUDA 8 render in average with same speed
as previous kernels. Some scenes are somewhat faster, some of them are
somewhat slower. But slowdown is within 1% so far.

On a positive side it allows us to enable newer generation cards on
buildbots (so GTX 10x0 will be officially supported soon).
2016-08-01 15:54:29 +02:00
Sergey Sharybin
7030794171 Cycles: Revert previous fixes to intersect_all functions
While they prevent legit write past the array boundary error
those fixes introduced regression in behavior when having exact
max_hits transparent intersections and nothing else.

Previous code would have considered such case a totally opaque,
but it's not correct.

Fixes T48941: Some materials don't get transparent shadows anymore
2016-07-26 17:16:23 +02:00
Sergey Sharybin
3637cbbcf8 Cycles: Fix wrong termination criteria in intersect_all functions
It was possible to miss bounces termination criteria in this functions,
mainly when max_hits was set to 0.

Made the check more robust in traversal functions (which should not
affect performance, it's an operation of same complexity AFAIK).

Also avoid doing ray-scene intersection from shadow_blocked when
limit of transparent bounces was already reached.
2016-07-14 11:26:20 +02:00
Sergey Sharybin
ea32a03801 Fix T48824: Crash when having too many ray-to-volume intersections
Code might have writing past the array boundaries.
2016-07-11 17:59:46 +02:00
Sergey Sharybin
cf82b49a0f Cycles: Cleanup, variables name
Using camel case for variables is something what didn't came from our original
code, but rather from third party libraries. Let's avoid those as much as possible.
2016-07-11 13:58:47 +02:00
Sergey Sharybin
4355603790 Cycles: Move BVK kernel files to own directory
BVH traversal is not really that much a geometry and we've got
quite some traversals now. Makes sense to keep them separate in
the name of source structure clarity.
2016-07-11 13:58:47 +02:00