Simple workaround for some issues we've been having with AMD drivers hanging
and rendering systems unresponsive. Unfortunately this makes things a bit
slower, but its better than having to do hard reboots. Will be removed when
drivers have been fixed.
Define CYCLES_DISABLE_DRIVER_WORKAROUNDS to disable for testing purposes.
This does a few things at once:
- Refactors host side split kernel logic into a new device
agnostic class `DeviceSplitKernel`.
- Removes tile splitting, a new work pool implementation takes its place and
allows as many threads as will fit in memory regardless of tile size, which
can give performance gains.
- Refactors split state buffers into one buffer, as well as reduces the
number of arguments passed to kernels. Means there's less code to deal
with overall.
- Moves kernel logic out of OpenCL kernel files so they can later be used by
other device types.
- Replaced OpenCL specific APIs with new generic versions
- Tiles can now be seen updating during rendering
Suspended pools allows to push huge amount of initial tasks
without any threading synchronization and hence overhead.
This gives ~50% speedup of cached rigid body with file from
T50027 and seems to have no negative affect in other scenes
here.
The idea is to allow some amount of tasks to be pushed from working
thread to it's local queue, so we can acquire some work without doing
whole mutex lock.
This should allow us to remove some hacks from depsgraph which was
added there to keep threads alive.
This allows us to avoid TLS stored in pool which gives us advantage of
using pre-allocated tasks pool for the pools created from non-main thread.
Even on systems with slow pthread TLS it should not be a problem because
we access it once at a pool construction time. If we want to use this more
often (for example, to get rid of push_from_thread) we'll have to do much
more accurate benchmark.
Basically move all thread-specific data (currently it's only task
memory pool) from a dedicated array of taskScheduler to TaskThread.
This way we can add more thread-specific data in the future with
less of a hassle.
This feature was adding extra complexity to task scheduling
which required yet extra variables to be worried about to be
modified in atomic manner, which resulted in following issues:
- More complex code to maintain, which increases risks of
something going wrong when we modify the code.
- Extra barriers and/or locks during task scheduling, which
causes extra threading overhead.
- Unable to use some other implementation (such as TBB) even for
the comparison tests.
Notes about other changes.
There are two places where we really had to use that limit.
One of them is the single threaded dependency graph. This will
now construct a single-threaded scheduler at evaluation time.
This shouldn't be a problem because it only happens when using
debugging command line arguments and the code simply don't
run in regular Blender operation.
The code seems a bit duplicated here across old and new
depsgraph, but think it's OK since the old depsgraph is already
gone in 2.8 branch and i don't see where else we might want
to use such a single-threaded scheduler.
When/if we'll want to do so, we can move it to a centralized
single-threaded scheduler in threads.c.
OpenGL render was a bit more tricky to port, but basically we
are using conditional variables to wait background thread to
do all the job.
This slightly changes SDef behavior, by now respecting object transforms
at bind time, thus not requiring the objects to be aligned in their
respective local spaces, but instead using world space.
When rendering multi-view in side-by-side or top-bottom mode, we squash
the UI to half of its size and draw it twice on screen. That means the
cursor coordinates used for UI interaction don't match what's visible on
screen.
This commit is a little event system hack (tm) to fix this. It has some
small glitches with cursor grabbing, but nothing to bad.
We'll also use it for viewport HMD support.
D1350, thanks for the feedback @dfelinto!
It was only possible to separate all geometry from an intersection or none.
Made this into an enum with a 3rd option to 'Cut', (now default)
which keeps each side of the intersection separate
without splitting faces in half.
There was a bug in the intended code behaviour to always seek with a
pitch of 1.0 regardless of pitch/pitch animation/doppler effects.
Check the bug report for a more detailed explanation of problems
concerning pitch and seeking.
Comments said that function was supposed to 'stop worker threads', but
it absolutely did not do anything like that, was merely wiping out TODO
queue of tasks from given pool (kind of subset of what
`BLI_task_pool_cancel()` does).
Misleading, and currently useless, we can always add it back if we need
it some day, but for now we try to simplify that area.
Freeing pool was calling `BLI_task_pool_stop()`, which only clears
pool's tasks that are in TODO queue, whithout ensuring no more tasks
from that pool are being processed in worker threads.
This could lead to use-after-free random (and seldom) crashes.
Now use instead `BLI_task_pool_cancel()`, which does waits for all tasks
being processed to finish, before returning.
The paint slot name was not the same as what is displayed on the texture properties panel.
Instead, the slot type (e.g. "Diffuse Color") was used as the name.
Patch by Suchaaver (@minifigmaster125) with minor changes from @mont29.
Reviewers: mont29, sergey
Maniphest Tasks: T50704
Differential Revision: https://developer.blender.org/D2523
Can't say enough how much I hate those proxies... their duality (sharing
some aspects of both direct *and* indirect users) is a nightmare to handle. :(
Issue was that the VIEW_OT_manipulator operator calls the transform
operators and passes them it's own operator properties. That means the
transform operator got properties passed that it doesn't have.