Cycles: optimize device updates
This optimizes device updates (during user edits or frame changes in the viewport) by avoiding unnecessary computations. To achieve this, we use a combination of the sockets' update flags as well as some new flags passed to the various managers when tagging for an update to tell exactly what the tagging is for (e.g. shader was modified, object was removed, etc.). Besides avoiding recomputations, we also avoid resending to the devices unmodified data arrays, thus reducing bandwidth usage. For OptiX and Embree, BVH packing was also multithreaded. The performance improvements may vary depending on the used device (CPU or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive subdivision or volumes) rendered using OptiX will benefit from this work the most. On average, for a variety of animated scenes, this gives a 3x speedup. Reviewed By: #cycles, brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D9555
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@@ -74,7 +74,7 @@ void SVMShaderManager::device_update(Device *device,
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Scene *scene,
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Progress &progress)
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{
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if (!need_update)
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if (!need_update())
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return;
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scoped_callback_timer timer([scene](double time) {
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@@ -125,7 +125,7 @@ void SVMShaderManager::device_update(Device *device,
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shader->clear_modified();
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if (shader->get_use_mis() && shader->has_surface_emission) {
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scene->light_manager->need_update = true;
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scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED);
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}
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/* Update the global jump table.
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@@ -159,7 +159,7 @@ void SVMShaderManager::device_update(Device *device,
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device_update_common(device, dscene, scene, progress);
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need_update = false;
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update_flags = UPDATE_NONE;
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VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time
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<< " seconds.";
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