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@SimonDanisch I see that your work here is pretty similar the link shared. Maybe @anicusan, you could take a look and see what could be ported/removed/added, etc... The makie integration is nice, however, last time I check, those allocations at the top were really just a few and the gpu integration, only Metal was failing 😢 .
I should have addes some context ;) The main root of lock conflict came from the SPPMIntegrator which creates one lock per pixel.
The current BVH with multi threading via KernelAbstractions has few or zero lock conflicts.
Using 3 Atomics per pixel creates a ton of locking conflicts:
Not sure Immediately how to improve the situation, I guess one will need some tiling + reducers?
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