This PR fixes#130641. The bug was caused by a missing self-object constraint when performing SSS on motion blur scenes. scene_intersect_local tests were erroneously hitting other objects, and out of range primitive IDs were causing spurious downstream behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/131156
In 891d71a4d4 this keyword was
dropped due to performance regression after
fdc2962beb, but currently code
does not experience this performance degradation, and in fact
there is minor performance improvement on Lunar Lake GPUs,
along with an expected improvement in compile time.
However, this change brings a minor performance regression to
shade_surface kernel on Intel Arc and Meteor Lake GPUs, which
will be solved later by disabling this keyword for
these platforms only.
Pull Request: https://projects.blender.org/blender/blender/pulls/130299
This PR fixes a latent issue arising from invalid use of `accept_any_intersection(true)` when performing SSS ray-stepping with MetalRT. The comment incorrectly states that "we can optimize and accept the first hit", but to guarantee correct behaviour in future we need to request the closest hit.
Previously, when compiling on Rocky Linux 8 with fno-honor-nans, compile
time was more than 5x longer than expected, and there was an unresolved
symbol to __sqrtf_finite in GPU binaries.
Once defining sqrtf in compat.h, both issues are effectively gone, this
was certainly due to problematic interactions with build system's math
library headers.
So we can remove current workaround of defining fhonor-nans, and now
have the same set of flags on both Windows and Linux.
This change switches Cycles to an opensource HIP-RT library which
implements hardware ray-tracing. This library is now used on
both Windows and Linux. While there should be no noticeable changes
on Windows, on Linux this adds support for hardware ray-tracing on
AMD GPUs.
The majority of the change is typical platform code to add new
library to the dependency builder, and a change in the way how
ahead-of-time (AoT) kernels are compiled. There are changes in
Cycles itself, but they are rather straightforward: some APIs
changed in the opensource version of the library.
There are a couple of extra files which are needed for this to
work: hiprt02003_6.1_amd.hipfb and oro_compiled_kernels.hipfb.
There are some assumptions in the HIP-RT library about how they
are available. Currently they follow the same rule as AoT
kernels for oneAPI:
- On Windows they are next to blender.exe
- On Linux they are in the lib/ folder
Performance comparison on Ubuntu 22.04.5:
```
GPU: AMD Radeon PRO W7800
Driver: amdgpu-install_6.1.60103-1_all.deb
main hip-rt
attic 0.1414s 0.0932s
barbershop_interior 0.1563s 0.1258s
bistro 0.2134s 0.1597s
bmw27 0.0119s 0.0099s
classroom 0.1006s 0.0803s
fishy_cat 0.0248s 0.0178s
junkshop 0.0916s 0.0713s
koro 0.0589s 0.0720s
monster 0.0435s 0.0385s
pabellon 0.0543s 0.0391s
sponza 0.0223s 0.0180s
spring 0.1026s 1.5145s
victor 0.1901s 0.1239s
wdas_cloud 0.1153s 0.1125s
```
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121050
Temporarily disable point cloud rendering in HIPRT to fix a performance
regression triggered by increased register preasure until
a better solution can be developed.
Pull Request: https://projects.blender.org/blender/blender/pulls/127738
The device code was disabled for primitives with deformation blur
and the intersection function always returned false, hence no
rendered primitive.
Other than that, there were a few bugs on both device and host codes
(e.g., the order of current and previous times and the primitive name.)
Pull Request: https://projects.blender.org/blender/blender/pulls/127163
Fixes a few issues with point clouds with HIPRT.
1. Crashing when building the BLAS due to an incorrect sized array.
2. A typo leading to all point cloud intersections being skipped.
3. A typo leading to some motion blurred point clouds rendering
as if they were stationary, or not rendering at all.
Pointclouds, with deformable motion blur, with BVH time steps set to >0
still do not render. Curves seem to have the same issue.
Ref #125086
Pull Request: https://projects.blender.org/blender/blender/pulls/125834
The kernel zeroing memory since we've added host memory fallback didn't
expect large inputs, so with these scenes, it was running into
"Provided range is out of integer limits. Pass
`-fno-sycl-id-queries-fit-in-int' to disable range check" error.
This kernel was used instead of memset to avoid some issues with the
free_memory queries not always being updated.
As we can't reproduce these with recent drivers, we now use memset,
which fixes rendering with BVH2.
the code snippet is supposed to compute the maximal `isect.t` in the
array, which is used to determine if subsequent intersections should be
added.
However, the previous implementation includes the old `isect.t` which is
going to be replaced, resulting an overestimation of `tmax_hits` and
thus missing closer intersections.
For BVH2, the issue is fixed by computing the `max_t` after a new entry
is inserted.
For Embree, the issue is fixed by finding the `second_largest_t` as well, and
compare that with the new insertion to find the new `max_t`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125739
This is because with the addition of new features to Cycles, these GPUs
experienced significant performance regressions and bugs, all stemming
from bugs in the Metal GPU driver/compiler. The only reasonable way to
work around these issues was to disable parts of Cycles code on
these GPUs to avoid the driver/compiler bugs.
This resulted in increased development time maintaining these platforms
while being unable to deliver feature parity with other
GPU backends.
It has been decided that this development time is better spent
maintaining platforms that are still actively maintained by
hardware/software vendors, and so AMD and Intel GPU support will be
removed from the Metal backend for Cycles.
Pull Request: https://projects.blender.org/blender/blender/pulls/123551
On a M3 MacBook Pro, this change increases the benchmark score by 8% (with classroom seeing a path-tracing speedup of 15%).
The integrator state is currently store using struct-of-arrays, with one array per field. Such fine grained separation can result in poor GPU cache utilisation in cases where multiple fields of the same parent struct are accessed together. This PR changes the layout of the `ray`, `isect`, `subsurface`, and `shadow_ray` structs so that the data is interleaved (per parent struct) instead of separate. To try and keep this change localised, I encapsulated the layout change by extending the integrator state access macros, however maybe we want to do this more explicitly? (e.g. by updating every bit of code that accesses these parts of the state). Feedback welcome.
Pull Request: https://projects.blender.org/blender/blender/pulls/122015
This enables scenes with all textures not fitting in GPU
memory to finally render. For scenes that are fitting,
no functional change or performance change is expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/122385
This PR contains optimisations and a general tidy-up of the MetalRT backend.
- Currently `scene_intersect` is used for both normal and (opaque) shadow rays, however the usage patterns are different enough to warrant specialisation. Shadow intersection tests (flagged with `PATH_RAY_SHADOW_OPAQUE`) only need a bool result, but need a larger "self" payload in order to exclude hits against target lights. By specialising we can minimise the payload size in each case (which is helps performance) and avoid some dynamic branching. This PR introduces a new `scene_intersect_shadow` function which is specialised in Metal, and currently redirects to `scene_intersect` in the other backends.
- Currently `scene_intersect_local` is implemented for worst-case payload requirements as demanded by `subsurface_disk` (where `max_hits` is 4). The random_walk case only demands 1 hit result which we can retrieve directly from the intersector object (rather than stashing it in the payload). By specialising, we significantly reduce the payload size for random_walk queries, which has a big impact on performance. Additionally, we only need to use a custom intersection function for the first ray test in a random walk (for self-primitive filtering), so this PR forces faster `opaque` intersection testing for all but the first random walk test.
- Currently `scene_intersect_volume` has a lot of redundant code to handle non-triangle primitives despite volumes only being enclosed by trimeshes. This PR removes this code.
Additionally, this PR tidies up the convoluted intersection function linking code, removes some redundant intersection handlers, and uses more consistent naming of intersection functions.
On a M3 MacBook Pro, these changes give 2-3% performance increase on typical scenes with opaque trimesh materials (e.g. barbershop, classroom junkshop), but can give over 15% performance increase for certain scenes using random walk SSS (e.g. monster).
Pull Request: https://projects.blender.org/blender/blender/pulls/121397
This PR fixes the (currently unused) scene-based selective feature compilation macros. These feature based macros haven't been used for a few years, and enabling them currently results in compilation errors.
The only functional change in this PR is in geom/primitive.h where undef-ing `__HAIR__` had exposed an inconsistency in how pointcloud attributes were being fetched. Using the more general `primitive_surface_attribute_float4` (instead of `curve_attribute_float4`) fixed a compilation error that occurred when rendering pointcloud unit test scenes with adaptive compilation enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/121216
fdc2962beb indirectly introduced a change
in inlining (light_tree_pdf started getting inlined) that led to a 5-10%
drop in performance for most scenes.
Dropping the noinline keyword for oneAPI device recovers it.
It however brings another performance regression to MNEE and Raytrace
kernels, that we'll look into separately.
This commit updates all defines, compiler flags and cleans up some code for unused CPU capabilities.
There should be no functional change, unless it's run on a CPU that supports sse41 but not sse42. It will fallback to the SSE2 kernel in this case.
In preparation for the new SSE4.2 minimum in Blender 4.2.
Pull Request: https://projects.blender.org/blender/blender/pulls/118043
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
The NanoVDB headers are not compatible with Metal due to missing address
space qualifiers. We currently have a big patch for NanoVDB header
files, which is difficult to update for OpenVDB 11. Instead extract a
few hundred lines of code from NanoVDB to do just what we need.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
This makes the GPU tricubic implementation more efficient. The dense
grid code implemented this in terms of trilinear lookups that are
hardware accelerated, but for NanoVDB this just causes unnecessary voxel
reads. Instead match the CPU code.
Pull Request: https://projects.blender.org/blender/blender/pulls/115992
OpenImageDenoise V2 comes with GPU support for various backends. This adds a new class, OIDNDenoiserGPU, in order to add this functionality into the existing Cycles post processing pipeline without having to change it much. OptiX and OIDN CPU denoising remain as they are. Rendering on a supported Intel GPU will automatically select the GPU denoiser.
Device support is initially limited to the oneAPI devices that are supported by Cycles, but can be extended.
Ref #115045
Co-authored-by: Stefan Werner <stefan.werner@intel.com>
Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108314
The first problem was triangles with motion blur were all grouped into
one category without separating the ones with and without triangle
motion steps.
The second problem was HIP RT uses the generic motion triangle
intersection function and this function checks prim_visibility buffer.
HIP RT doesn't provide the buffer per primitive but passes it to HIP RT
core per instance.
The buffer name was changed to prim_visibility from visibility to be
the same as what Cycles uses but when the motion triangle intersection
function is called from HIP RT kernels, the instance id is passed to
the function instead of primitive id.
Pull Request: https://projects.blender.org/blender/blender/pulls/114555
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
Speckles and missing lights were experienced in scenes with Nishita Sky
Texture and a Sun Size smaller than 1.5°, such as in Lone Monk and Attic
scenes.
We previously worked around these by using a more precise
software implementation of cosine.
After recent changes in Cycles, it turns out this workaround isn't
currently needed.
This PR fixes T39823, the sole failing unit test when running with MetalRT. It does so by implementing and binding a missing intersection handler (`__anyhit__cycles_metalrt_volume_test_tri`) which is required for `scene_intersect_volume` (as used by `integrator_volume_stack_update_for_subsurface`) to work as intended. This scene exposed the error as it uses subsurface scattering on a sphere which is intersected by volume.
Pull Request: https://projects.blender.org/blender/blender/pulls/112876