Cycles split kernel optimizations #82583
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Reference: blender/blender#82583
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This task intends to gather ideas to optimize the Cycles split kernel.
There are a few major things to work on:
PathRadiance
much smaller (#72293)ShaderData
: there are ways to reduce the size of shader globals. Computing some members on demand rather than storing them, compression (lossless or lossy), simpler differentials.I would consider removing branched path tracing for GPU rendering entirely (#52725), since this is not particularly suitable for GPUs and complicates the code. It would be easier to refactor without this.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @brecht, @BrianSavery
Added subscriber: @Jeroen-Bakker
OpenCL 2.0 introduced Pipes; A mean to communicate between simultaneous running kernels.
The benefit is that a pipe is a fixed size in global memory and is more likely to be cached by HW caches. It could also be used fine tune performance by changing the size of the pipes.
Would be an idea to research this as a alternative to queueing and sorting.
Shader globals could also be spliced into multiple smaller variants one optimized for intersection, other one for shading, other one for integration etc.
Added subscriber: @Alaska
Changed status from 'Confirmed' to: 'Archived'
Task superseded by #87836 (Cycles: GPU Performance).