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intern/cycles/integrator/path_trace_work_gpu.cpp
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| num_queued_paths_(device, "num_queued_paths", MEM_READ_WRITE), | num_queued_paths_(device, "num_queued_paths", MEM_READ_WRITE), | ||||
| work_tiles_(device, "work_tiles", MEM_READ_WRITE), | work_tiles_(device, "work_tiles", MEM_READ_WRITE), | ||||
| gpu_display_rgba_half_(device, "display buffer half", MEM_READ_WRITE), | gpu_display_rgba_half_(device, "display buffer half", MEM_READ_WRITE), | ||||
| max_num_paths_(queue_->num_concurrent_states(sizeof(IntegratorStateCPU))), | max_num_paths_(queue_->num_concurrent_states(sizeof(IntegratorStateCPU)) * 2), | ||||
| min_num_active_paths_(queue_->num_concurrent_busy_states()), | min_num_active_paths_(queue_->num_concurrent_busy_states()), | ||||
| max_active_path_index_(0) | max_active_path_index_(0) | ||||
| { | { | ||||
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| * become busy after adding new tiles). This is especially important for the shadow catcher which | * become busy after adding new tiles). This is especially important for the shadow catcher which | ||||
| * schedules work in halves of available number of paths. */ | * schedules work in halves of available number of paths. */ | ||||
| work_tile_scheduler_.set_max_num_path_states(max_num_paths_ / 8); | work_tile_scheduler_.set_max_num_path_states(max_num_paths_ / 8); | ||||
| float scrambling_distance = device_scene_->data.integrator.scrambling_distance; | |||||
| work_tile_scheduler_.reset(effective_buffer_params_, start_sample, samples_num, device_scene_->data.integrator.scrambling_distance); | work_tile_scheduler_.reset(effective_buffer_params_, start_sample, samples_num, scrambling_distance); | ||||
| enqueue_reset(); | enqueue_reset(); | ||||
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