Commit Graph

137 Commits

Author SHA1 Message Date
Brecht Van Lommel
9dc5367c89 Cleanup code style inconsistency in last commits. 2016-05-17 23:41:45 +02:00
Brecht Van Lommel
2b73402547 Fix C++11 build issues on OS X, remove references to outdated libs. 2016-05-17 21:39:16 +02:00
Sergey Sharybin
92774ff792 Cycles: Use explicit qualifier for single-argument constructors
Almost in all cases we want such constructors to be explicit, there are
exceptions but only in few places.
2016-05-11 16:51:14 +02:00
Sergey Sharybin
875df1e2b9 Cycles: Fix hair minimal size doesn't work on GPU and SSE2 only CPUs 2016-05-04 17:14:43 +02:00
Sergey Sharybin
6a7378f50f Cycles: Proper pack of leaves which are bigger than single float4 2016-04-25 18:57:37 +02:00
Sergey Sharybin
34f4c31692 Cycles: Move vector re-allocation out of loops 2016-04-25 12:25:30 +02:00
Sergey Sharybin
d7e4f920fd Cycles: Use threads to sort reference arrays when searching for split
This commits implements threaded sorting of references when looking for
object spatial split. It mainly useful when doing initial binning, which
happens from main thread.

Gives nice speedup of BVH build for Bunny.blend: 36sec vs. 55sec for
the Rabbit mesh BVH build.

On more complex scenes the speedup is probably minimal, but still nice
to have more instant rendering for simplier scenes.

Some further tests with production scenes would be interesting.

Reviewers: juicyfruit, dingto, lukasstockner97, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1928
2016-04-20 15:21:44 +02:00
Sergey Sharybin
96dc96f0a5 Cycles: Avoid reference copy 2016-04-20 15:03:39 +02:00
Sergey Sharybin
3130f4167d Cycles: Optimization to spatial BVH build
Simple fix: release lock earlier.

Reduces spatial split build time from 96 to 53sec on the Bunny.blend
(using studio Intel for benchmark).

NOTE: Timing difference is not that spectacular when comparing numbers
with builds before memory optimization, but even then it's about 20%
faster build.
2016-04-15 14:35:42 +02:00
Sergey Sharybin
bbcb9c68c9 Cycles: Resolve ridiculous amount of memory used by spatial split builder
This was only visible on systems with lots of threads and root of the issue
was that we've been pre-allocating too much memory for all the threads.

Now we only pre-allocate data for the main thread and rest of the threads
does allocation on-demand.

This brings down memory usage from 36Gig to 6.9Gig when building spatial
split for the Bunny.blend file on our Intel beast.

Originally regression was happened by the threaded spacial split builder
commit.
2016-04-13 14:25:21 +02:00
Sergey Sharybin
e4cdda548a Cycles: Remove unused SAH from BVH pack 2016-04-11 17:18:14 +02:00
Sergey Sharybin
6cd13a221f Cycles: Rename tri_woop to tri_storage
It's no longer a pre-computed data and just a storage of triangle
coordinates which are faster to access to.
2016-04-11 17:18:14 +02:00
Sergey Sharybin
e10ec6ee9a Cycles: Avoid possibly uninitialized variable 2016-04-06 10:51:04 +02:00
Thomas Dinges
9c952bbe85 Cleanup: Typo fixes after BVH commits. 2016-04-05 01:20:45 +02:00
Sergey Sharybin
a3d6552514 Cycles: Fix regular BVH not having proper visibility flags
This was caused by recent threading commit. Now because of all children
are set when they're ready need to explicitly update all parent's visibility.
2016-04-04 18:11:34 +02:00
Sergey Sharybin
bf55afbf26 Cycles: Make spatial split BVH multi-threaded
The title actually covers it all, This commit exploits all the work
being done in previous changes to make it possible to build spatial
splits in threads.

Works quite nicely, but has a downside of some extra memory usage.
In practice it doesn't seem to be a huge problem and that we can
always look into later if it becomes a real showstopper.

In practice it shows some nice speedup:

- BMW27 scene takes 3 now (used to be 4)
- Agent shot takes 5 sec (used to be 80)

Such non-linear speedup is most likely coming from much less amount
of heap re-allocations. A a downside, there's a bit of extra memory
used by BVH arrays. From the tests amount of extra memory is below
0.001% so far, so it's not that bad at all.

Reviewers: brecht, juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1820
2016-04-04 14:43:21 +02:00
Sergey Sharybin
be2186ad62 Cycles: Solve possible issues with running out of stack memory allocator
Policy here is a bit more complicated, if tree becomes too deep we're
forced to create a leaf node and size of that leaf wouldn't be so well
predicted, which means it's quite tricky to use single stack array for
that.

Made it more official feature that StackAllocator will fall-back to
heap when running out of stack memory.

It's still much better than always using heap allocator.
2016-04-04 14:13:19 +02:00
Sergey Sharybin
ba7c2b7b73 Cycles: Log allocation slop factor for BVH arrays
Currently they're staying at 1 (actual size over capacity), but we
will be changing it quite soon in order to avoid having too much
memory re-allocation happening at a BVH build time and will be
playing with different policies for that.
2016-04-04 12:56:56 +02:00
Sergey Sharybin
61a8d12ccd Cycles: Tweak to stack allocator used by BVH builder
In some files stack memory was overruning the pre-allocated stack.

Perhaps we should fall-back to a hep-allocated stack so release builds
don't crash in works case but just becoming slower.
2016-04-04 12:23:23 +02:00
Sergey Sharybin
0f6f921898 Cycles: Temporarily revert index sort commit for spatial split
There are in fact some missing parts to it (Split BVH builder should
be creating bins from result of Object Split constructor).

Doable, but need to quickly fix issue for the studio here, easier to
revert for now.
2016-04-01 17:45:59 +02:00
Sergey Sharybin
6cc04b408c Cycles: Fix compilation on Win32 after bitscan commit
Need to revisit utility headers a bit more carefully and perhaps
move such utilities outside of simd-related headers.
2016-03-31 16:47:57 +02:00
Sergey Sharybin
791a0852e8 Cycles: Name cleanup and some comments in BVH code 2016-03-31 13:52:38 +02:00
Sergey Sharybin
63d017be90 Cycles: Avoid per-split memory allocation for the new references list 2016-03-31 10:06:21 +02:00
Sergey Sharybin
e69a0ab5fc Cycles: Pass BVH builder by const reference to spatial splitters 2016-03-31 10:06:21 +02:00
Sergey Sharybin
d9b729e342 Cycles: Only sort indices when finding a best dimension to split
This reduces amount of data being moved back and forth, which should
have positive effect on the performance.
2016-03-31 10:06:21 +02:00
Sergey Sharybin
bbbbe68473 Cycles: Wrap spatial split storage into own structure
This has following advantages:

- Localizes all the run-time storage into a single structure,
  which could easily be extended further.

- Storage could be created per-thread, so once builder is
  threaded we wouldn't have any conflicts between threads.

- Global nature of the storage avoids memory re-allocation
  on the runtime, keeping builder as fast as possible.

Currently it's just API changes, which don't affect user at all.
2016-03-31 10:06:21 +02:00
Sergey Sharybin
9c420e5e48 Cycles: Use stack storage for temporary data on leaf creation
Uses new StackAllocator from util_stack_allocator. Some tweaks to the stack
storage size are possible, read notes in the code about this.

At this point we might want to rename allocator files to util_allocator_foo.c,
so the stay nicely grouped in the folder.
2016-03-31 10:06:21 +02:00
Sergey Sharybin
65b375e798 Cycles: Move non-vectorized bitscan() to util
This way we can use bitscan() from both vectorized and non-vectorized
code, which applies to both kernel and host code.
2016-03-31 10:06:21 +02:00
Sergey Sharybin
0e47e0cc9e Cycles: Use dedicated BVH for subsurface ray casting
This commit makes it so casting subsurface rays will totally ignore all
the BVH nodes and primitives which do not belong to a current object,
making it much simpler traversal code and reduces number of intersection
tests.

Reviewers: brecht, juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1823
2016-03-25 13:42:13 +01:00
Brecht Van Lommel
833eb863eb Fix (harmless) assert in BVH spatial splits with Visual Studio debug builds. 2016-02-17 00:07:35 +01:00
Thomas Dinges
de80e68768 Cleanup: And one more commit... (BVH Cache). 2015-09-24 17:01:58 +02:00
Thomas Dinges
97a3fa17d6 Cleanup: Remove some more BVH cache code, for reading/writing the cache. 2015-09-24 16:49:10 +02:00
Thomas Dinges
dfadf18659 Cleanup: Remove some underlying code for the BVH disk cache.
Notes:
- There is still some bvh cache code, but that is from the engines initial commit, we might clean this up further or keep it.
- Changes in util_cache.h/.c are kept, this might be re-used in the future.
2015-09-24 15:47:27 +02:00
Sergey Sharybin
4ac5859f05 Cycles: Avoid copying objects in some places of BVH build
Gives barely measurable speedup of Spatial Split BVH build.
2015-08-30 16:48:16 +02:00
Sergey Sharybin
2960630b7b Cycles: Use better policy for primitive array resize for spatial split
Gives around 50% of spatial split BVH build speedup with grass field from
cassette player shot from Gooseberry.
2015-08-24 09:46:41 +02:00
Sergey Sharybin
2230130099 Cycles: Speedup of Spatial BVH split code
Avoid memmove() happening on every insert of duplicated node to the references
list. Temporary pre-allocated vector is used for new references which is then
being inserted into actual array in one go later.

Gives around 4x speedup building spatially split BVH for the grass field in the
cassette player shot from Gooseberry.
2015-08-24 09:46:40 +02:00
Sergey Sharybin
334208e670 Cycles: Implementation of object reference nodes spatial split
This commit implements object reference node spatial split making it possible
to use spatial split for top-level BVH.

The code is not in use yet because enabling spatial split on top level BVH is
not coming for free and it needs to be investigated if it's worth in terms of
improved render times.
2015-08-24 09:46:40 +02:00
Sergey Sharybin
c88c5db360 Cycles: Make primitive split code easier for re-use by reference splitting function 2015-08-24 09:46:40 +02:00
Sergey Sharybin
99c1870ad5 Cycles: Move primitive splitting into own functions
This way it's easy to add more reference types allowed for splitting to the
BVH reference split function without making this function too much big. This
way it's possible to experiment with such features as splitting object instance
references.

So far should not be any functional changes.
2015-08-24 09:46:40 +02:00
Sergey Sharybin
9b57d70f3b Cycles: BVH statistics print was missing for spatially split BVH tree 2015-08-24 09:46:40 +02:00
Sergey Sharybin
68478aea01 Cycles: Avoid having duplication of BVH arrays during build
Previous idea behind having vector during building and array for actual storage
was needed in order to minimize amount of re-allocations happening during the
build, but it lead to double memory overhead used by those arrays at the vector
to array conversion stage.

Issue with such approach was that for BVH without spatial split size of arrays
is known in advance and it never changes, which made vector to array conversion
totally redundant.

Also after testing with several rather complex from spatial split scenes (such
as trees) it seems even conservative approach of reallocation (when we perform
re-allocation when leaf does not fit into the memory) doesn't give measurable
difference in time.

This makes it so we can switch to array, which will avoid unneeded memory
re-allocations when spatial split is disabled without harming other cases.

it's a bit difficult to measure exact benefit of this change on our production
files here, but depending on the scene it might give quite reasonable memory
save.
2015-06-28 18:15:25 +02:00
Campbell Barton
e59bd19fa7 Cleanup: style & const's 2015-05-05 05:19:49 +10:00
Sergey Sharybin
2e91bcfb9d Fix T44544: Cached BVH is broken since BVH leaf split
Still need to solve issues with reading old cache with new builds.
2015-04-29 15:38:07 +05:00
Sergey Sharybin
828abaf11c Cycles: Split BVH nodes storage into inner and leaf nodes
This way we can get rid of inefficient memory usage caused by BVH boundbox
part being unused by leaf nodes but still being allocated for them. Doing
such split allows to save 6 of float4 values for QBVH per leaf node and 3
of float4 values for regular BVH per leaf node.

This translates into following memory save using 01.01.01.G rendered
without hair:

                   Device memory size   Device memory peak   Global memory peak
Before the patch:  4957                 5051                 7668
With the patch:    4467                 4562                 7332

The measurements are done against current master. Still need to run speed tests
and it's hard to predict if it's faster or not: on the one hand leaf nodes are
now much more coherent in cache, on the other hand they're not so much coherent
with regular nodes anymore.

Reviewers: brecht, juicyfruit

Subscribers: venomgfx, eyecandy

Differential Revision: https://developer.blender.org/D1236
2015-04-20 17:29:51 +05:00
Sergey Sharybin
dd0604c606 Fix T44193: Hair intersection with duplis causes flickering
It was an issue with what bounds to use for BVH node during construction.

Also corrected case when there are all 4 primitive types in the range and
also there're objects in the same range.
2015-03-31 00:24:43 +05:00
Sergey Sharybin
5ff132182d Cycles: Code cleanup, spaces around keywords
This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.

Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
2015-03-28 00:15:15 +05:00
Sergey Sharybin
585dd26120 Cycles: Code cleanup, prepare for strict C++ flags 2015-03-27 18:23:31 +05:00
Sergey Sharybin
919a665497 Cycles: Avoid memcpy of intersecting memory
Could happen when assignment happens to self during sorting.
2015-03-20 21:14:50 +05:00
Sergey Sharybin
d4c1e98dd4 Fix T43484: Motion blur fails in certain circumstances
The issue was caused by mismatch in how aligned triangles storage was
filled in during BVH construction and how it was used during rendering.

Basically, i  was leaving uninitialized storage for triangles when
there was deformation motion blur detected for the mesh. Was likely
some sort of optimization, but in fact it's still possible that regular
triangles would be needed for rendering.

So now we're storing aligned storage for all triangle primitives and
only skipping motion triangles (the deformation motion blur flag from
mesh is now ignored).
2015-03-09 14:15:35 +05:00
Sergey Sharybin
3bc9ac19f5 Cycles: Free memory used by intermediate BVH vectors earlier
Ideally we should get rid of those temporary vectors anyway, but
it's not so trivial because of the alignment. For untl then we'll
just have a bit worse solution. This part of code is not the root
of the issue of memory spikes for now anyway.

But since we're getting rid of temporary memory earlier actual spike
is a bit smaller as now. For example in franck_sheep file it's now
5489.69MB vs. previously 5599.90MB.
2015-02-19 18:58:21 +05:00