This appears to have been caused by invalid use of assert() instead of
kernel_assert() in the kernel. I don't think it's actually hitting that
assert, but maybe it generated an unsupported instruction or something
along those lines?
The one that caused the actual problem is in svm/convert.h. I changed
more instances that are currently CPU only but risk becoming enabled on
the CPU with future code changes.
Thanks to Sahar A. Kashi for finding this.
Pull Request: https://projects.blender.org/blender/blender/pulls/163970
The implements internal support in Cycles for fallback values when an
attribute or image texture is missing in a shader node. It is not yet
exposed in Blender shader nodes.
This is useful to provide an appropriate default value when a shader is
used across objects with different attributes, or when UDIMs don't cover
the entire UV space.
Pull Request: https://projects.blender.org/blender/blender/pulls/162785
Fix integer overflows that were causing this, in the kernel and in tx
generation. The overflow caused both wrong render results and slowness
due to too many tiles being loaded due to wrong derivatives.
Also fix an additional overflows in CPU image sampling without the cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/162195
* Detect tx files associated with images
* Add tiled image loading in ImageCache and OIIOImageLoader
* Pad tiles for fast hardware texture filtering
* Kernel side tile mapping with stochastic mip selection
* Statistics support for mipmaps and tiles loaded
Ref #68917
Pull Request: https://projects.blender.org/blender/blender/pulls/154913
This is an internal change preparing for the texture cache. Only implemented
for surfaces, and currently supports the following nodes:
- Geometry
- Tangent
- Mapping
- Attribute
- Texture Coordinate
- Environment Texture
- Image Texture
- Vector math
- UV Map
- Combine/Separate XYZ
- Bump
This has some impact on GPU rendering performance. Various changes were
made to optimize this, but rendering can still be a few % slower on some
GPUs. Some of the optimizations done:
* Use different node types enum for derivative nodes, consecutive to ensure the
jump table works.
* Template various SVM derivative nodes to separate them from the
non-derivative case, and avoid using dual types in those implementations.
* Use template on return type for stack_store and stack_load to make the above
easier to implement.
* Use template on return type of primitive attribute reading to make derivative
and non-derivative variations.
* Unify derivative and bump dx/dy nodes. Now it's a single derivative node
that handles both cases.
* Derivative nodes are disabled in volume shaders for now.
* Tweak inlining on a few functions.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/155706
Refactor ImageHandle to used pointers to a new ImageSlot istead of slot
indices. ImageSlot has subclasses ImageSingle and ImageUDIM, for
individual images and UDIMs. ImageUDIM has a list of handles for
ImageSingle.
UDIM tile lookup was moved out of SVM and OSL code, and is now shared.
Early loading of images for displacement and volumes was refactored.
Now a set of ImageSingle pointers is collected, which are then loaded
by the image manager.
Pull Request: https://projects.blender.org/blender/blender/pulls/154668
Make a distinction between an image texture for shading systems, and a
device image object. For full images this is the same, but for tiled
images we'll store the pixels across multiple device image objects.
Rename slot to image_info_id and image_texture_id to help distinguish
indexes into these.
Pull Request: https://projects.blender.org/blender/blender/pulls/154668
Previously there was a mix of "image" and "texture" to refer to the same
thing, use "image" when possible now. An exception is MEM_IMAGE_TEXTURE
to avoid conflicts with the MEM_IMAGE macro on Windows.
Pull Request: https://projects.blender.org/blender/blender/pulls/152665
All GPU backends now support NanoVDB, using our own kernel side code
that is easily portable. This simplifies kernel and device code.
Volume bounds are now built from the NanoVDB grid instead of OpenVDB,
to avoid having to keep around the OpenVDB grid after loading.
While this reduces memory usage, it does have a performance impact,
particularly for the Cubic filter. That will be addressed by
another commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/132908
* Use .empty() and .data()
* Use nullptr instead of 0
* No else after return
* Simple class member initialization
* Add override for virtual methods
* Include C++ instead of C headers
* Remove some unused includes
* Use default constructors
* Always use braces
* Consistent names in definition and declaration
* Change typedef to using
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
The NanoVDB headers are not compatible with Metal due to missing address
space qualifiers. We currently have a big patch for NanoVDB header
files, which is difficult to update for OpenVDB 11. Instead extract a
few hundred lines of code from NanoVDB to do just what we need.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
This makes the GPU tricubic implementation more efficient. The dense
grid code implemented this in terms of trilinear lookups that are
hardware accelerated, but for NanoVDB this just causes unnecessary voxel
reads. Instead match the CPU code.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
For repeat / extend / mirror mode, both wrap and read_clip functions did
the bounds check. Removing it improves performance between 0.5% and 1.5%
in the classroom scene in one test. Clip mode is unchanged.
Pull Request: https://projects.blender.org/blender/blender/pulls/109304
This adds a new mirror image extension type for shaders and
geometry nodes (next to the existing repeat, extend and clip
options).
See D16432 for a more detailed explanation of `wrap_mirror`.
This also adds a new sampler flag `GPU_SAMPLER_MIRROR_REPEAT`.
It acts as a modifier to `GPU_SAMPLER_REPEAT`, so any `REPEAT`
flag must be set for the `MIRROR` flag to have an effect.
Differential Revision: https://developer.blender.org/D16432
* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
This patch makes it possible to change the precision with which to
store volume data in the NanoVDB data structure (as float, half, or
using variable bit quantization) via the previously unused precision
field in the volume data block.
It makes it possible to further reduce memory usage during
rendering, at a slight cost to the visual detail of a volume.
Differential Revision: https://developer.blender.org/D10023
Explicit template specialization has to happen outside of class
definition (some compilers are more lenient). Since it is not possible to
specialize the method without also specializing the enclosing class for
all of its possible types, the method is moved outside of the class, and
specialized there.
Use templates to optimize the CPU texture sampler to interpolate using
float for single component datatypes instead of using float4 for all types.
Differential Revision: https://developer.blender.org/D14424
CPU code for cubic interpolation with clip texture extension only performed
texture interpolation inside the range of [0,1]. As a result, even though the
volume's color is sampled using cubic interpolation, the boundary is not
being interpolated. The GPU appears was interpolating samples that span the
clip boundary softening the edge, which the CPU now does also.
This commit also includes refactoring of 2D and 3D texture sampling in
preparation of adding new extension modes.
Differential Revision: https://developer.blender.org/D14295
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros
In preparation for decoupling main and shadow paths.
Differential Revision: https://developer.blender.org/D12888
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycleshttps://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00
Renamed from intern/cycles/kernel/kernels/cpu/kernel_cpu_image.h (Browse further)