Some closures were missing from calculation, leading to an array
under-allocation, presumable causing memory corruption issues with
emission shaders on OpenCL and was causing issues with Volume 3D
textures with CUDA.
The issue was identified by Thomas Dinges, the patch is different
from the original D2006. See the brief discussion there. Current
approach is similar (or the same) as Brecht suggested.
At some point the idea was that we could have an optimization where we could
render multiple render layers without re-exporting the scene, by just updating
the layer bits. We are not doing this now and in practice with the available
render layer control like exclude layers it's not always possible anyway.
This makes it easier to support an arbitrary number of layers in the future
(hopefully this summer), and frees up some useful bits in the kernel.
Reviewed By: sergey, dingto
Differential Revision: https://developer.blender.org/D2020
Compile time per kernel increased alot after recent image commits, re-shuffle some code to fix this.
Patch by "LazyDodo".
Differential Revision: https://developer.blender.org/D2012
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
The idea of pole merge is to fade interocular distance after a certain
altitude to zero when altitude goes closer to a pole. This should prevent
annoyances looking up in the sky or down to the bottom.
Works for both panorama and perspective cameras when Spherical Stereo
is enabled.
Reviewers: dfelinto, brecht
Reviewed By: brecht
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1998
This commit makes it so malloc() is only happening once per volume and
once per transparent shadow query (per thread), improving scalability of
the code to multiple CPU cores.
Hard to measure this with a low-bottom i7 here currently, but from quick
tests seems volume sampling gave about 3-5% speedup.
The idea is to store allocated memory in kernel globals, which are per
thread on CPU already.
Reviewers: dingto, juicyfruit, lukasstockner97, maiself, brecht
Reviewed By: brecht
Subscribers: Blendify, nutel
Differential Revision: https://developer.blender.org/D1996
This way, we also save 3/4th of memory for single channel byte textures (e.g. Bump Maps).
Note: In order for this to work, the texture *must* have 1 channel only.
In Gimp you can e.g. do that via the menu: Image -> Mode -> Grayscale
Until now, single channel textures were packed into a float4, wasting 3 floats per pixel. Memory usage of such textures is now reduced by 3/4.
Voxel Attributes such as density, flame and heat benefit from this, but also Bumpmaps with one channel.
This commit also includes some cleanup and code deduplication for image loading.
Example Smoke render from Cosmos Laundromat: http://www.pasteall.org/pic/show.php?id=102972
Memory here went down from ~600MB to ~300MB.
Reviewers: #cycles, brecht
Differential Revision: https://developer.blender.org/D1981
Title says it all, this adds OpenCL float4 texture support.
There is a bug in the code still, I get a "Out of ressources error" on nvidia hardware here, not sure whats wrong yet.
Will investigate further, but maybe someone else has an idea. :)
Reviewers: #cycles, brecht
Subscribers: brecht, candreacchio
Differential Revision: https://developer.blender.org/D1983
* When Baking wasn't used we got an error.
* On top of Volume Nodes (NODES_FEATURE_VOLUME), we now also check if we need volume sampling code,
so we can disable that as well and save some further compilation time.
Instead of treating Fermi GPU limits as default,
and overriding them for other devices,
we now nicely set them for each platform.
* Due to setting values for all platforms,
we don't have to offset the slot id for OpenCL anymore,
as the image manager wont add float images for OpenCL now.
* Bugfix: TEX_NUM_FLOAT_IMAGES was always 5, even for CPU,
so the code in svm_image.h clamped float textures with alpha on CPU after the 5th slot.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1925
Seems particular CUDA implementations has some precision issues,
which made integer coordinate (which was expected to always be
positive) to go negative.
There are couple of reasons:
- Volume shader on hair does behave really weird anyway and it's
not something considered a bug really.
- Volume BVH traversal were only used by camera-in-volume check,
which doesn't really make sense to take hair into account since
it'll be rendered wrong anyway.
Such a removal makes both code easier to extend further (as in,
no need to worry about those traversal for hair bvh) and also
reduces stress on GPU compilers.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
This seems quite useful for the development, so you don't need to wait
all the kernels to be re-compiled when working on a new feature, which
speeds up re-iteration.
Marked as an advanced option, so if it doesn't work so well in practice
it's safe to revert anyway.
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