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
Take advantage of the efficiency provided by the snap_context.
Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
Pass distance argument so its possible to limit the range we get all hits from.
Other changes:
- Use boundbox test before calling callback, avoids redundant calls.
- Remove meaningless return value.
- Add doc string, explaining purpose of this function.
This commit makes use of new taskpool feature (instead of allocating own tasks),
and removes the spinlock used to generate chunks (using atomic ops instead).
In best cases (dynamic scheduled loop with light processing func callback), we
get a few percents of speedup, in most cases there is no sensible enhancement.
This is what old dependency graph was doing and apparently this avoids some updates,
however it's not really clear why those nodes are considering done. Maybe just because
of the way how relations are working. But needs a closer investigation.
Appears mutex was guarateeing number of tasks is not modified at moments
when it's not expected. Removing those mutexes resulted in some hard-to-catch
locks where worker thread were waiting for work by all the tasks were already
done.
This reverts commit a1d8fe052c.
Brain melt here, intention was to reduce number of tasks in case we have not much chunks of data to loop over,
not to increase it!
Note that this only affected dynamic scheduling.
It uses some additional compute power and the evaluation priority is
not even used.
This brings fps 88.2 with blenrig_for_debugging.blend on this desktop.
Simple thing, and apparently fps goes up to 80 with the demo file from jpbouza.
Not sure why at this point fps is so much higher than the old dependency graph
here now. And it's definitely something what others should verify as well.
This reduces stress on the task scheduler and avoids some unwanted overhead
caused by all the threading business in the cases when there's only one
children node. We try to immediately switch to it's evaluation now, keeping
active thread up and running.
This bumps FPS from 58 to 64 on the blenrig test file from jpbouza.