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Blender Git Statistics -> Branches -> cycles-tiles-rework

"Cycles-tiles-rework" branch

Total commits : 13
Total committers : 1
First Commit : January 13, 2017
Latest Commit : February 11, 2017


Commits by Date

DateNumber of Commits
February 11, 20171
February 10, 20170
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January 15, 20170
January 14, 20174
January 13, 20178

Committers

AuthorNumber of Commits
Mai Lavelle13

Popular Files

FilenameTotal Edits
kernel.cu3
kernel_types.h2
external_engine.c2
device_task.h2
kernel.cl2
ui.py1
device_cpu.cpp1
properties.py1
kernel_compat_opencl.h1
blender_sync.cpp1

Latest commits Feed

February 11, 2017, 06:45 (GMT)
Fix uninitialized values
January 14, 2017, 08:36 (GMT)
Cycles: Fix building of CUDA kernels after last commit
January 14, 2017, 07:02 (GMT)
Cycles: Deduplicate sample range setting and getting
January 14, 2017, 04:09 (GMT)
Cycles: Add generic work item functions for OpenCL
January 14, 2017, 04:08 (GMT)
Cycles: Add generic work item functions for CUDA
January 13, 2017, 01:49 (GMT)
Cycles: Rendering multiple tiles at once for OpenCL mega kernel

Basically the same as for CUDA. No major performance difference, but in
some cases this is a little faster than single tile rendering.
January 13, 2017, 01:41 (GMT)
Add get_ideal_tile_size function to RenderEngine

This allows render engines to specify an ideal tile size to use while
rendering. The function is optional, if provided the returned tile size
will override the scene settings, if not provided the original behavior
will be used.
January 13, 2017, 01:41 (GMT)
Cycles: Implement the get_ideal_tile_size function

Since devices will be rendering many tiles at once the tile size chosen
is on the smaller side.

A limited selection of tiles sizes is provided as an option. This may be
removed later, for now its mostly useful for debugging.
January 13, 2017, 01:41 (GMT)
Cycles: Rendering multiple tiles at once for CUDA

There's no major performance difference from rendering a single large
tile. However if there are too many tiles (such as if the tiles are
16x16) the overhead of updating tile display can become a bit
noticeable. This should be easy to fix by restructuring the tile update
code a little.
January 13, 2017, 01:41 (GMT)
Cycles: Overload DeviceTask::update_progress to take multiple tiles

`update_progress` will only update the tile sample once every second,
which is a problem when there are multiple tiles and calls to this
function. The overload allows for multiple tiles to be updated at once
by getting around the rate limit with a single call.
January 13, 2017, 01:40 (GMT)
Cycles: Have CPU devices use new the acquire_tiles function

This is mostly for testing at the moment, as the default work request
sizes should result in only one tile being acquired at once. May need to
tweak the request sizes later, but for now this should do.
January 13, 2017, 01:40 (GMT)
Cycles: Add SampleRange struct

This struct will be used to describe the ranges of tile samples passed
to the kernel when rendering multiple tiles samples at once.
January 13, 2017, 01:40 (GMT)
Cycles: Add functions to acquire multiple tiles at once

Devices will render multiple smallish tiles (and eventually multiple
samples) at once to keep busy. Using smaller tiles has a few benefits:
there's less of an issue of tiles being cropped at image edges, multiple
devices can share work better, and we may even be able to increase
coherency from rendering multiple samples.

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021