..
opencl
Code refactor: make texture code more consistent between devices.
2017-10-07 14:53:14 +02:00
CMakeLists.txt
Cycles: Pack kernel textures into buffers for OpenCL
2017-08-08 07:12:04 -04:00
device_cpu.cpp
Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.
2017-10-08 13:17:33 +02:00
device_cuda.cpp
Cycles: schedule more work for non-display and compute preemption CUDA cards.
2017-10-08 21:12:16 +02:00
device_denoising.cpp
Cycles Denoising: Merge outlier heuristic and confidence interval test
2017-06-09 03:46:11 +02:00
device_denoising.h
Cycles Denoising: Merge outlier heuristic and confidence interval test
2017-06-09 03:46:11 +02:00
device_intern.h
Cycles: Refactor Device selection to allow individual GPU compute device selection
2016-11-07 03:19:29 +01:00
device_memory.h
Code refactor: add WorkTile struct for passing work to kernel.
2017-10-04 21:11:14 +02:00
device_multi.cpp
Code refactor: split displace/background into separate kernels, remove luma.
2017-10-05 17:57:58 +02:00
device_network.cpp
Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.
2017-10-08 13:17:33 +02:00
device_network.h
Code refactor: split displace/background into separate kernels, remove luma.
2017-10-05 17:57:58 +02:00
device_opencl.cpp
Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.
2017-10-08 13:17:33 +02:00
device_split_kernel.cpp
Cycles: Faster split branched path tracing by sharing samples with inactive threads
2017-06-10 04:08:49 -04:00
device_split_kernel.h
Cycles: Pass string by const reference rather than by value
2017-07-05 12:27:41 +02:00
device_task.cpp
Code refactor: split displace/background into separate kernels, remove luma.
2017-10-05 17:57:58 +02:00
device_task.h
Code refactor: split displace/background into separate kernels, remove luma.
2017-10-05 17:57:58 +02:00
device.cpp
Fix T53017: Cycles not detecting AMD GPU when there is an NVidia GPU too.
2017-10-08 18:36:02 +02:00
device.h
Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.
2017-10-08 13:17:33 +02:00