New RTPATHOCL synchronization code

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Dade
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New RTPATHOCL synchronization code

Post by Dade »

I have reworked RTPATHOCL synchronization code with the objective to remove UI lag. This work is on "new_rtpathocl_sync" branch.

@B.Y.O.B.: the WaitNewFrame() now takes zero time to be execute (be careful to not eat CPU time with too many refresh now). This should solve the problem of Blender UI lagging when doing view port rendering a complex scenes. Can you try it ?
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Re: New RTPATHOCL synchronization code

Post by u3dreal »

All works on OSX..
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Re: New RTPATHOCL synchronization code

Post by lacilaci »

Dade wrote: Sun Jun 07, 2020 2:05 pm This should solve the problem of Blender UI lagging when doing view port rendering a complex scenes
Wow, I hope this will help!
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B.Y.O.B.
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Re: New RTPATHOCL synchronization code

Post by B.Y.O.B. »

Sounds good, I'll test it when I'm back at my PC in about one week.
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Re: New RTPATHOCL synchronization code

Post by TAO »

Sounds great.
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Dade
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Re: New RTPATHOCL synchronization code

Post by Dade »

I merged the branch with the master so it can now be tested by anyone with the next automatic build.
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Re: New RTPATHOCL synchronization code

Post by juangea »

Does this require changes in the addon or will it work in the next build out of the box?
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Dade
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Re: New RTPATHOCL synchronization code

Post by Dade »

juangea wrote: Thu Jun 11, 2020 11:40 am Does this require changes in the addon or will it work in the next build out of the box?
It should work out of the box, you may have somewhat the opposite problem: too many screen refreshes because they are not timed anymore.
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Re: New RTPATHOCL synchronization code

Post by Dade »

BTW, is there any interest in adding CPU (i.e. hybrid => CPU+GPU) support for RTPATHOCL ? It may be helpful on high end CPUs where the CPU is about as fast as the GPU (i.e. RTPATHOCL is currently GPU-only rendering).
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Re: New RTPATHOCL synchronization code

Post by TAO »

It could be a good thing, especially with new high core CPUs generation.
I like the idea.
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