Cycles CUDA: only do async execution for GPUs not used for display.

Otherwise devices used for display will lock up the UI too much. This means
you might still get 100% CPU for the display device, but for others CPU usage
should be low still.

The check to see if a device is used for display may not be entirely reliable,
it checks if there is a watchdog timeout on the device, but I'm not entirely
sure that always exists for display devices or is disabled for non-display
devices, though some tools like cuda-gdb seem to make the same assumption.

Ref T39559
This commit is contained in:
Brecht Van Lommel 2014-04-17 11:59:05 +02:00
parent ad2064ae88
commit 18da79f471
Notes: blender-bot 2023-02-14 10:52:03 +01:00
Referenced by issue #39559, GPU rendering hangs system on 2.7 not on 2.69
1 changed files with 7 additions and 3 deletions

View File

@ -666,6 +666,11 @@ public:
cuda_assert(cuFuncSetBlockShape(cuPathTrace, xthreads, ythreads, 1))
cuda_assert(cuLaunchGridAsync(cuPathTrace, xblocks, yblocks, cuStream))
if(info.display_device) {
/* don't use async for device used for display, locks up UI too much */
cuda_assert(cuStreamSynchronize(cuStream))
}
cuda_pop_context();
}
@ -995,7 +1000,6 @@ public:
bool branched = task->integrator_branched;
/* keep rendering tiles until done */
while(task->acquire_tile(this, tile)) {
int start_sample = tile.start_sample;
@ -1016,9 +1020,9 @@ public:
tile.sample = sample + 1;
task->update_progress(tile);
if(sample == sync_sample){
if(!info.display_device && sample == sync_sample) {
cuda_push_context();
cuda_assert(cuEventRecord(tileDone, cuStream ))
cuda_assert(cuEventRecord(tileDone, cuStream))
cuda_assert(cuEventSynchronize(tileDone))
/* Do some time keeping to find out if we need to sync less */