Global size depends on memory usage which might change during rendering.
Havent seen it happen but seems possible that this could cause the global
size to be different than what was used for allocating buffers.
The issue was caused by recent change in inline policy.
There is some sort of memory corruption happening here, ASAN suggests
it's stack overflow issue. Not quite sure why it is happening tho and
was not able to solve anything here yet in the past hours.
Committing fix which works with a big TODO note.
The issue is visible on AVX2 machine when rendering cycles_reports_test.
This seems to happen on Windows only, happened to Thomas and Nathan already.
Similar patch Thomas was showing, but i do not see it committted. So comitting
now in order to get more developers and users happy.
Ever since we merged the extra texture types (half etc) and spit kernel the compile time for cycles_kernel has been going out of control.
It's currently sitting at a cool 1295.762 seconds with our standard compiler (2013/x64/release)
I'm not entirely sure why msvc gets upset with it, but the inlining of matrix near the bottom of the tri-cubic 3d interpolator is the source of the issue, this patch excludes it from being inlined.
This patch bring it back down to a manageable 186 seconds. (7x faster!!)
with the attached bzzt.blend that @sergey kindly provided i got the following results with builds with identical hashes
58:51.73 buildbot
58:04.23 Patched
it's really close, the slight speedup could be explained by the switch instead of having multiple if's (switches do generate more optimal code than a chain of if/else/if/else statements) but in all honesty it might just have been pure luck (dev box,very polluted, bad for benchmarks) regardless, this patch doesn't seem to slow down anything with my limited testing.
{F532336}
{F532337}
Reviewers: brecht, lukasstockner97, juicyfruit, dingto, sergey
Reviewed By: brecht, dingto, sergey
Subscribers: InsigMathK, sergey
Tags: #cycles
Differential Revision: https://developer.blender.org/D2595
The state mask wasnt applied before comparison giving false results. It
shouldnt really happen that a ray state contains any flags that need to
be masked away, but if it does happen its better to not get stuck.
This avoids write access happening in non-atomic manner in
Shader::tag_update which modifies the global managers. Even
for 1 byte data types it's quite dangerous.
The issue is coming from the fact that float3 is actually 16 bytes aligned
data type and the "padding" was not initialized. This caused memcmp() to
access non-initialized memory.
The issue was apparently caused by -fno-finite-math-only added to kernel.cpp
CFLAGS. For now just removed this flag from the kernel (we don't really want
it there at this point, and we don't have it for SSE/AVX optimized kernels).
But surely more investigation is needed here.
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.
The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.
Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:
2.78c AVX2 2.78c AVX Patch AVX2 Patch AVX
BMW 05:21.09 06:05.34 05:32.97 (+3.5%) 05:34.97 (-8.5%)
Classroom 16:55.36 18:24.51 17:10.41 (+1.4%) 17:15.87 (-6.3%)
Fishy Cat 08:08.49 08:36.26 08:09.19 (+0.2%) 08:12.25 (-4.7%
Koro 11:22.54 11:45.24 11:13.25 (-1.5%) 11:43.81 (-0.3%)
Barcelone 14:18.32 16:09.46 14:15.20 (-0.4%) 14:25.15 (-10.8%)
On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.
Made in collaboration with Maxym Dmytrychenko, big thanks to him!
Reviewers: brecht, juicyfruit, lukasstockner97, dingto
Differential Revision: https://developer.blender.org/D1574