March 3, 2017, 16:42 (GMT) |
Do less nanosleep loops. tested that already without much change yesterday, but for some reasons today it gives me another 2-3% speedup in both test files. And it should also mitigate the (supposed) almost-starving situation, hopefully. |
March 3, 2017, 16:42 (GMT) |
Inline all task-pushing helpers. Those are small enough to be worth it, and it does give me ~2% speedup here... |
March 3, 2017, 16:42 (GMT) |
Revert "Attempt to address nearly-starving cases." This reverts commit 32959917ee112200125e3e742afb528fc2196072. Definitively gives worse performances. Looks like every overhead we add to task management is always worse than potential better scheduling it might give us... |
March 3, 2017, 16:42 (GMT) |
Attempt to address nearly-starving cases. Idea here is to reduce number of threads a pool is allowed to work on, in case it does not get tasks quickly enough. This does not seem to be really great result (have to only do the checks once every 200 tasks pushed to avoid too much overhead), but I cannot reproduce that nearly-starving case here so far. @sergey, curious if it gives any difference on your 12cores with 14_03_G? |
March 3, 2017, 16:42 (GMT) |
Never starve main thread (run_and_wait) from tasks! |
March 3, 2017, 16:42 (GMT) |
Fix use-after-free concurrent issues. |
March 3, 2017, 16:42 (GMT) |
Some minor changes from review. |
March 3, 2017, 16:42 (GMT) |
Cleanup, factorization, comments, and some fixes for potential issues. |
March 3, 2017, 16:42 (GMT) |
Attempt to address performances issues of task scheduler with lots of very small tasks. This is partially based on Sergey's work from D2421, but pushing the things a bit further. Basically: - We keep a sheduler-counter of TODO tasks, which avoids us to do any locking (even of the spinlock) when queue is empty, in workers. - We spin/nanosleep a bit (less than a ms) when we cannot find a task, before going into real condition-waiting sleep. - We keep a counter of condition-sleeping threads, and only use condition notifications in case we know some are waiting on it. In other words, when no tasks are available, we spend a bit of time in a rather high-activity but very cheap and totally lock-free loop, before going into more expansive real condition-waiting sleep. No noticeable speedup in complex production scene (barbershop one), here master, D2421 and this code give roughly same performances (about 30% slower in new than in old despgraph). But with testfile from T50027 and new depsgraph, after initial bake, with master I have ~14fps, with D2421 ~14.5fps, and with this code ~19.5fps. Note that in theory, we could get completely rid of condition and stay in the nanosleep loop, but this implies some rather high 'noise' (about 3% of CPU usage here with 8 cores), and going into condition-waiting state after a few hundreds of micro-seconds does not give any measurable slow down for me. Also note that this code is only working on POSIX systems (so no Windows, not sure how to do our nanosleeps on this OS :/ ). Reviewers: sergey Differential Revision: https://developer.blender.org/D2426 |
March 3, 2017, 15:33 (GMT) |
added multigrid preconditioner setup dynamic and static obstacles are recognized and preconditioner is set accordingly |
March 3, 2017, 13:35 (GMT) |
Merge branch 'workspaces' into temp-workspace-multi-window Conflicts: source/blender/blenkernel/BKE_workspace.h source/blender/blenloader/intern/versioning_270.c |
Revision 8a30cb4 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:22 (GMT) |
Fix error in vertex shader to make equal to fragment shader |
Revision 57a1e43 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) March 3, 2017, 12:19 (GMT) |
fix for hair particle system, was wrong hair distribution and render error suppressed "dynamic" particle redistribution for hair now too |
Revision 178308a by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:17 (GMT) |
Fix error in shader to avoid deformations when rotate viewport |
Revision f1ae4af by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:17 (GMT) |
Use perfect squares as bounding box to get square UVs |
Revision ac41563 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:17 (GMT) |
Add new fields when copy palette color |
Revision d9d38e5 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:17 (GMT) |
Disable parameters not used by some types of filling |
Revision ff2cdfb by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:16 (GMT) |
Change radial gradient to use inner radius |
Revision 9814c1d by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:16 (GMT) |
Fix radial center shader when apply scale |
Revision 013503d by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 3, 2017, 12:16 (GMT) |
Working filling shaders with flip and scale. Need a better gradient algorithm |
|
|
|


Master Commits
MiikaHweb | 2003-2021