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That sounds promising, feel free to submit a patch for this and we
can check. :) <br>
<br>
<div class="moz-cite-prefix">Am 17.05.2016 um 16:40 schrieb Stefan
Werner:<br>
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<p class="MsoNormal"><span
style="font-size:11.0pt;font-family:Calibri">The patch is
surprisingly clean. It removes some of the #ifdef
__SPLIT_KERNEL__ blocks and unifies CPU, OpenCL and CUDA a
bit more. I didn’t run a speed benchmark, and I wouldn’t
even make speed the ultimate top priority: Right now, the
problem we see in the field is that people are unable to use
high-end gaming GPUs because the VRAM is so full of geometry
and textures that the CUDA runtime doesn’t have room for
kernel memory any more. On my 1664 core M4000 card, I see a
simple kernel launch already taking ~1600MB of VRAM with
almost empty scenes.<o:p></o:p></span></p>
<p class="MsoNormal"><span
style="font-size:11.0pt;font-family:Calibri"><o:p> </o:p></span></p>
<p class="MsoNormal"><span
style="font-size:11.0pt;font-family:Calibri">It looks to me
like the CUDA compiler reserves room for every stack
instance of ShaderData (or other structs) in advance, and
that sharing that memory instead of instantiating it
separately is an easy way to reduce VRAM requirements
without changing the code much.<o:p></o:p></span></p>
<p class="MsoNormal"><span
style="font-size:11.0pt;font-family:Calibri"><o:p> </o:p></span></p>
<p class="MsoNormal"><span
style="font-size:11.0pt;font-family:Calibri">-Stefan<o:p></o:p></span></p>
<p class="MsoNormal"><span
style="font-size:11.0pt;font-family:Calibri"><o:p> </o:p></span></p>
<div style="border:none;border-top:solid #B5C4DF
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<p class="MsoNormal"><b><span
style="font-family:Calibri;color:black">From: </span>
</b><span style="font-family:Calibri;color:black"><a class="moz-txt-link-rfc2396E" href="mailto:bf-cycles-bounces@blender.org"><bf-cycles-bounces@blender.org></a>
on behalf of Sergey Sharybin <a class="moz-txt-link-rfc2396E" href="mailto:sergey.vfx@gmail.com"><sergey.vfx@gmail.com></a><br>
<b>Reply-To: </b>Discussion list to assist Cycles render
engine developers <a class="moz-txt-link-rfc2396E" href="mailto:bf-cycles@blender.org"><bf-cycles@blender.org></a><br>
<b>Date: </b>Tuesday, May 17, 2016 at 9:20 AM<br>
<b>To: </b>Discussion list to assist Cycles render engine
developers <a class="moz-txt-link-rfc2396E" href="mailto:bf-cycles@blender.org"><bf-cycles@blender.org></a><br>
<b>Subject: </b>Re: [Bf-cycles] split kernel and CUDA<o:p></o:p></span></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">hi,<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">Lukas Stocker was doing experiments
with CUDA split kernel. With the current design of the
split it was taking more VRAM actually, AFAIR.
Hopefully he'll read this mail and reply in more
details.
<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">Would be cool to have this front
moving forward, but i fear we'll have to step back
and reconsider some things about how split kernel
works together with a regular one.<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">There are interesting results on
the stack memory! I can see number of spill loads go
up tho, did you measure if it gives measurable
render time slowdown? And how messy is the patch i
wonder :)<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">On Tue, May 17, 2016 at 8:47 AM,
Stefan Werner <<a moz-do-not-send="true"
href="mailto:swerner@smithmicro.com"
target="_blank">swerner@smithmicro.com</a>>
wrote:<o:p></o:p></p>
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<p class="MsoNormal">Hi,<br>
<br>
Has anyone experimented with building a split
kernel for CUDA? It seems to me that this could
lift some of the limitations on Nvidia hardware,
such as the high memory requirements on cards with
many CUDA cores or the driver time out. I just
tried out what happens when I take the shared
ShaderData (KernelGlobals.sd_input) from the split
kernel into the CUDA kernel, as opposed to
creating separate ShaderData structs on the stack,
and it looks like it has an impact:<br>
<br>
before:<br>
ptxas info : Compiling entry function
'kernel_cuda_branched_path_trace' for 'sm_50'<br>
ptxas info : Function properties for
kernel_cuda_branched_path_trace<br>
68416 bytes stack frame, 1188 bytes spill
stores, 3532 bytes spill loads<br>
<br>
after:<br>
ptxas info : Compiling entry function
'kernel_cuda_branched_path_trace' for 'sm_50'<br>
ptxas info : Function properties for
kernel_cuda_branched_path_trace<br>
58976 bytes stack frame, 1256 bytes spill
stores, 3676 bytes spill loads<br>
<br>
-Stefan<br>
<br>
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<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">-- <o:p></o:p></p>
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<p class="MsoNormal"><span style="color:#666666">With
best regards, Sergey Sharybin</span><o:p></o:p></p>
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