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Currently, wavefront/surfscatter.cpp takes about 55s to compile here, thanks to a whole bunch of template specialization (on all Material types cross the two types of texture evaluator in this case.) That can be improved to about 35s by introducing the following functions in surfscatter.cpp; these cause the corresponding code to be compiled just once, rather than once per material (since it is material-independent). This is helpful since these are the main remaining cases in the kernel where there is dynamic dispatch.
However, introducing these generally slows down rendering by 5% (and about 10% on the Zero Day scenes...)
Currently,
wavefront/surfscatter.cpp
takes about 55s to compile here, thanks to a whole bunch of template specialization (on all Material types cross the two types of texture evaluator in this case.) That can be improved to about 35s by introducing the following functions in surfscatter.cpp; these cause the corresponding code to be compiled just once, rather than once per material (since it is material-independent). This is helpful since these are the main remaining cases in the kernel where there is dynamic dispatch.However, introducing these generally slows down rendering by 5% (and about 10% on the Zero Day scenes...)
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