Cycles: Add support for bindless textures.
This adds support for CUDA Texture objects (also known as Bindless textures) for Kepler GPUs (Geforce 6xx and above). This is used for all 2D/3D textures, data still uses arrays as before. User benefits: * No more limits of image textures on Kepler. We had 5 float4 and 145 byte4 slots there before, now we have 1024 float4 and 1024 byte4. This can be extended further if we need to (just change the define). * Single channel textures slots (byte and float) are now supported on Kepler as well (1024 slots for each type). ToDo / Issues: * 3D textures don't work yet, at least don't show up during render. I have no idea whats wrong yet. * Dynamically allocate bindless_mapping array? I hope Fermi still works fine, but that should be tested on a Fermi card before pushing to master. Part of my GSoC 2016. Reviewers: sergey, #cycles, brecht Subscribers: swerner, jtheninja, brecht, sergey Differential Revision: https://developer.blender.org/D1999
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@@ -49,7 +49,7 @@ ImageManager::ImageManager(const DeviceInfo& info)
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tex_image_byte_start = TEX_IMAGE_BYTE_START_CPU;
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}
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/* CUDA (Fermi) */
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else if((info.type == DEVICE_CUDA || info.type == DEVICE_MULTI) && !info.extended_images) {
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else if((info.type == DEVICE_CUDA || info.type == DEVICE_MULTI) && !info.has_bindless_textures) {
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tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_IMAGES_CUDA;
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tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_IMAGES_CUDA;
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tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_IMAGES_CUDA;
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@@ -59,7 +59,7 @@ ImageManager::ImageManager(const DeviceInfo& info)
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tex_image_byte_start = TEX_IMAGE_BYTE_START_CUDA;
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}
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/* CUDA (Kepler and above) */
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else if((info.type == DEVICE_CUDA || info.type == DEVICE_MULTI) && info.extended_images) {
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else if((info.type == DEVICE_CUDA || info.type == DEVICE_MULTI) && info.has_bindless_textures) {
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tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_IMAGES_CUDA_KEPLER;
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tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_IMAGES_CUDA_KEPLER;
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tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_IMAGES_CUDA_KEPLER;
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@@ -294,7 +294,7 @@ int ImageManager::add_image(const string& filename,
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if(type == IMAGE_DATA_TYPE_FLOAT || type == IMAGE_DATA_TYPE_FLOAT4)
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is_float = true;
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/* No float and byte textures on GPU yet */
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/* No single channel textures on Fermi GPUs, use available slots */
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if(type == IMAGE_DATA_TYPE_FLOAT && tex_num_images[type] == 0)
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type = IMAGE_DATA_TYPE_FLOAT4;
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if(type == IMAGE_DATA_TYPE_BYTE && tex_num_images[type] == 0)
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