This patch fixes the memory leak described in #107714 by adding an `@autoreleasepool` around Metal BVH builds. Certain NSObjects were being retained indefinitely, specifically ones which had been value-passed via an NSArray into acceleration structure descriptors.
Pull Request: https://projects.blender.org/blender/blender/pulls/112820
This patch adds a check to see whether we're actually using NanoVDB textures, and if not, removes `#define WITH_NANOVDB` when generating the scene-optimised kernels. This results in marginally faster render times (maybe 2 or 3%) for scenes that do not use NanoVDB. The generic kernels are unaffected, so this will not impact responsiveness on first render.
Pull Request: https://projects.blender.org/blender/blender/pulls/112822
This patch updates the experimental MetalRT code path to use new [curve primitives](https://developer.apple.com/videos/play/wwdc2023/10128/) which were recently added in macOS 14. This replaces the previous custom box intersection implementation, allowing the driver to better optimise curve acceleration structures for the GPU. On existing hardware, this can speed up MetalRT renders by up to 40% for scenes that use hair / curve primitives extensively.
The MetalRT option will only be available on macOS >= 14, and requires Xcode >= 15 to build (otherwise the option will be compiled out).
Authored by Marco Giordano, Michael Jones, and Jason Fielder
---
Before / after render times (M1 Max MacBook Pro, macOS 14 beta, MetalRT enabled):
```
Custom box intersection MetalRT curve primitives Speedup
fishy_cat 111.5 80.5 1.39
koro 114.4 86.7 1.32
sinosauropteryx 291.8 279.2 1.05
spring 142.3 142.2 1.00
victor 442.7 347.7 1.27
```
---
Pull Request: https://projects.blender.org/blender/blender/pulls/111795
Recent versions of DPC++ dropped using the environment variable
SYCL_PI_LEVEL_ZERO_USE_COPY_ENGINE_FOR_IN_ORDER_QUEUE=0 we were setting.
We're now also setting SYCL_PI_LEVEL_ZERO_USE_COPY_ENGINE=0 by default
to keep a consistent behavior.
In the commonly used cycles headers, it's enough to include
much smaller <iosfwd> than the full <iostream>. While looking at it,
removed inclusion of some other headers from commonly used headers,
that seemed to not be needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/111063
During recent testing, the oldest 101.4032 (windows) and <25812 (linux)
drivers led to crashes during JIT compilation, so we bump the
requirement to newer 101.4313 and 25812.14 drivers that do incorporate
the required fixes.
Pull Request: https://projects.blender.org/blender/blender/pulls/109281
Better to disable than crashing, as we are not expecting a quick fix. The cause
is likely similar to issues with the light tree, which was already disabled.
Ref #104013
On an iMac (Retina 5K, 27-inch, Late 2015) it crashed when rendering using Cycles. This was due to the fact that it incorrectly detected that the machine supported ray tracing. This uses the device.supportsRaytracing flag to fill in the use_hardware_raytracing flag for the device.
This patch removes a workaround for an issue that is now understood to be undefined behaviour (and fixed by #108176). It also adds two useful debug flags that we would like to be available in Blender 3.6.
Pull Request: https://projects.blender.org/blender/blender/pulls/108322
This patch fixes an undefined behaviour where we were trying to use linked functions with binary archives. This isn't supported yet. At best this will fail silently, but this is not guaranteed in future. To fix this we simply disable binary archives if any linked functions are involved. The impact of this is that the `SHADE_SURFACE_RAYTRACE` and `SHADE_SURFACE_MNEE` kernels will fall back to the file system cache when MetalRT is enabled. The file system cache will occasionally be purged due to factors beyond Blender's control.
Pull Request: https://projects.blender.org/blender/blender/pulls/108176
Only Embree CPU BVH was built in the multi-device case. However, one
Embree GPU BVH is needed per GPU, so we now reuse the same logic as in
the other backends.
Pull Request: https://projects.blender.org/blender/blender/pulls/107992
In some cases comments at the end of control statements were wrapped
onto new lines which made it read as if they applied to the next line
instead of the (now) previous line.
Relocate comments to the previous line or in some cases the end of the
line (before the brace) to avoid confusion.
Note that in quite a few cases these blocks didn't read well
even before MultiLine was used as comments after the brace caused
wrapping across multiple lines in a way that didn't follow
formatting used everywhere else.
* User simpler API names that accept both PTX and OptiX-IR
* New argument for optixProgramGroupGetStackSize, leave to default
* Remove OptixPipelineLinkOptions::debugLevel that does nothing
Pull Request: https://projects.blender.org/blender/blender/pulls/107450
HIP RT enables AMD hardware ray tracing on RDNA2 and above, and falls back to a
to shader implementation for older graphics cards. It offers an average 25%
sample rendering rate improvement in Cycles benchmarks, on a W6800 card.
The ray tracing feature functions are accessed through HIP RT SDK, available on
GPUOpen. HIP RT traversal functionality is pre-compiled in bitcode format and
shipped with the SDK.
This is not yet enabled as there are issues to be resolved, but landing the
code now makes testing and further changes easier.
Known limitations:
* Not working yet with current public AMD drivers.
* Visual artifact in motion blur.
* One of the buffers allocated for traversal has a static size. Allocating it
dynamically would reduce memory usage.
* This is for Windows only currently, no Linux support.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Ref #105538