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blender-archive/intern/cycles/integrator/tile.cpp
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* 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* Remove specific license info from outdated readme.txt, instead leave details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
2022-02-11 17:47:34 +01:00

105 lines
3.4 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "integrator/tile.h"
#include "util/log.h"
#include "util/math.h"
CCL_NAMESPACE_BEGIN
std::ostream &operator<<(std::ostream &os, const TileSize &tile_size)
{
os << "size: (" << tile_size.width << ", " << tile_size.height << ")";
os << ", num_samples: " << tile_size.num_samples;
return os;
}
ccl_device_inline uint round_down_to_power_of_two(uint x)
{
if (is_power_of_two(x)) {
return x;
}
return prev_power_of_two(x);
}
ccl_device_inline uint round_up_to_power_of_two(uint x)
{
if (is_power_of_two(x)) {
return x;
}
return next_power_of_two(x);
}
TileSize tile_calculate_best_size(const bool accel_rt,
const int2 &image_size,
const int num_samples,
const int max_num_path_states,
const float scrambling_distance)
{
if (max_num_path_states == 1) {
/* Simple case: avoid any calculation, which could cause rounding issues. */
return TileSize(1, 1, 1);
}
const int64_t num_pixels = image_size.x * image_size.y;
const int64_t num_pixel_samples = num_pixels * num_samples;
if (max_num_path_states >= num_pixel_samples) {
/* Image fully fits into the state (could be border render, for example). */
return TileSize(image_size.x, image_size.y, num_samples);
}
/* The idea here is to keep number of samples per tile as much as possible to improve coherency
* across threads.
*
* Some general ideas:
* - Prefer smaller tiles with more samples, which improves spatial coherency of paths.
* - Keep values a power of two, for more integer fit into the maximum number of paths. */
TileSize tile_size;
const int num_path_states_per_sample = max_num_path_states / num_samples;
if (scrambling_distance < 0.9f && accel_rt) {
/* Prefer large tiles for scrambling distance, bounded by max num path states. */
tile_size.width = min(image_size.x, max_num_path_states);
tile_size.height = min(image_size.y, max(max_num_path_states / tile_size.width, 1));
}
else {
/* Calculate tile size as if it is the most possible one to fit an entire range of samples.
* The idea here is to keep tiles as small as possible, and keep device occupied by scheduling
* multiple tiles with the same coordinates rendering different samples. */
if (num_path_states_per_sample != 0) {
tile_size.width = round_down_to_power_of_two(lround(sqrt(num_path_states_per_sample)));
tile_size.height = tile_size.width;
}
else {
tile_size.width = tile_size.height = 1;
}
}
if (num_samples == 1) {
tile_size.num_samples = 1;
}
else {
/* Heuristic here is to have more uniform division of the sample range: for example prefer
* [32 <38 times>, 8] over [1024, 200]. This allows to greedily add more tiles early on. */
tile_size.num_samples = min(round_up_to_power_of_two(lround(sqrt(num_samples / 2))),
static_cast<uint>(num_samples));
const int tile_area = tile_size.width * tile_size.height;
tile_size.num_samples = min(tile_size.num_samples, max_num_path_states / tile_area);
}
DCHECK_GE(tile_size.width, 1);
DCHECK_GE(tile_size.height, 1);
DCHECK_GE(tile_size.num_samples, 1);
DCHECK_LE(tile_size.width * tile_size.height * tile_size.num_samples, max_num_path_states);
return tile_size;
}
CCL_NAMESPACE_END