diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-06-17 18:16:37 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-06-20 13:30:48 +0300 |
commit | ff1883307f12a8b734bfcf87b01743dc73afae75 (patch) | |
tree | 95fbecc1e681e89f6a5d030cb5f5f96879dc7fa7 /intern/cycles/kernel/light | |
parent | b73a52302edcd99f086fc26fc62a8ed4db29d562 (diff) |
Cleanup: renaming and consistency for kernel data
* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
Diffstat (limited to 'intern/cycles/kernel/light')
-rw-r--r-- | intern/cycles/kernel/light/background.h | 40 | ||||
-rw-r--r-- | intern/cycles/kernel/light/light.h | 28 | ||||
-rw-r--r-- | intern/cycles/kernel/light/sample.h | 4 |
3 files changed, 36 insertions, 36 deletions
diff --git a/intern/cycles/kernel/light/background.h b/intern/cycles/kernel/light/background.h index 0cbf7fb76fe..2a97d43c9ce 100644 --- a/intern/cycles/kernel/light/background.h +++ b/intern/cycles/kernel/light/background.h @@ -31,7 +31,7 @@ ccl_device float3 background_map_sample(KernelGlobals kg, int step = count >> 1; int middle = first + step; - if (kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) { + if (kernel_data_fetch(light_background_marginal_cdf, middle).y < randv) { first = middle + 1; count -= step + 1; } @@ -42,9 +42,9 @@ ccl_device float3 background_map_sample(KernelGlobals kg, int index_v = max(0, first - 1); kernel_assert(index_v >= 0 && index_v < res_y); - float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); - float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1); - float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); + float2 cdf_v = kernel_data_fetch(light_background_marginal_cdf, index_v); + float2 cdf_next_v = kernel_data_fetch(light_background_marginal_cdf, index_v + 1); + float2 cdf_last_v = kernel_data_fetch(light_background_marginal_cdf, res_y); /* importance-sampled V direction */ float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv); @@ -57,7 +57,7 @@ ccl_device float3 background_map_sample(KernelGlobals kg, int step = count >> 1; int middle = first + step; - if (kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y < + if (kernel_data_fetch(light_background_conditional_cdf, index_v * cdf_width + middle).y < randu) { first = middle + 1; count -= step + 1; @@ -69,12 +69,12 @@ ccl_device float3 background_map_sample(KernelGlobals kg, int index_u = max(0, first - 1); kernel_assert(index_u >= 0 && index_u < res_x); - float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + index_u); - float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + index_u + 1); - float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + res_x); + float2 cdf_u = kernel_data_fetch(light_background_conditional_cdf, + index_v * cdf_width + index_u); + float2 cdf_next_u = kernel_data_fetch(light_background_conditional_cdf, + index_v * cdf_width + index_u + 1); + float2 cdf_last_u = kernel_data_fetch(light_background_conditional_cdf, + index_v * cdf_width + res_x); /* importance-sampled U direction */ float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu); @@ -112,9 +112,9 @@ ccl_device float background_map_pdf(KernelGlobals kg, float3 direction) int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1); /* pdfs in V direction */ - float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + res_x); - float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y); + float2 cdf_last_u = kernel_data_fetch(light_background_conditional_cdf, + index_v * cdf_width + res_x); + float2 cdf_last_v = kernel_data_fetch(light_background_marginal_cdf, res_y); float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x; @@ -122,9 +122,9 @@ ccl_device float background_map_pdf(KernelGlobals kg, float3 direction) return 0.0f; /* pdfs in U direction */ - float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, - index_v * cdf_width + index_u); - float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); + float2 cdf_u = kernel_data_fetch(light_background_conditional_cdf, + index_v * cdf_width + index_u); + float2 cdf_v = kernel_data_fetch(light_background_marginal_cdf, index_v); return (cdf_u.x * cdf_v.x) / denom; } @@ -133,7 +133,7 @@ ccl_device_inline bool background_portal_data_fetch_and_check_side( KernelGlobals kg, float3 P, int index, ccl_private float3 *lightpos, ccl_private float3 *dir) { int portal = kernel_data.background.portal_offset + index; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + const ccl_global KernelLight *klight = &kernel_data_fetch(lights, portal); *lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]); *dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); @@ -166,7 +166,7 @@ ccl_device_inline float background_portal_pdf( num_possible++; int portal = kernel_data.background.portal_offset + p; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + const ccl_global KernelLight *klight = &kernel_data_fetch(lights, portal); float3 axisu = make_float3( klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); float3 axisv = make_float3( @@ -242,7 +242,7 @@ ccl_device float3 background_portal_sample(KernelGlobals kg, if (portal == 0) { /* p is the portal to be sampled. */ int portal = kernel_data.background.portal_offset + p; - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal); + const ccl_global KernelLight *klight = &kernel_data_fetch(lights, portal); float3 axisu = make_float3( klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]); float3 axisv = make_float3( diff --git a/intern/cycles/kernel/light/light.h b/intern/cycles/kernel/light/light.h index 1df1615ed99..1e7a333d013 100644 --- a/intern/cycles/kernel/light/light.h +++ b/intern/cycles/kernel/light/light.h @@ -38,7 +38,7 @@ ccl_device_inline bool light_sample(KernelGlobals kg, const uint32_t path_flag, ccl_private LightSample *ls) { - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp); if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) { if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) { return false; @@ -237,7 +237,7 @@ ccl_device bool lights_intersect(KernelGlobals kg, const uint32_t path_flag) { for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) { - const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp); if (path_flag & PATH_RAY_CAMERA) { if (klight->shader_id & SHADER_EXCLUDE_CAMERA) { @@ -358,7 +358,7 @@ ccl_device bool light_sample_from_distant_ray(KernelGlobals kg, const int lamp, ccl_private LightSample *ccl_restrict ls) { - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + ccl_global const KernelLight *klight = &kernel_data_fetch(lights, lamp); const int shader = klight->shader_id; const float radius = klight->distant.radius; const LightType type = (LightType)klight->type; @@ -433,7 +433,7 @@ ccl_device bool light_sample_from_intersection(KernelGlobals kg, ccl_private LightSample *ccl_restrict ls) { const int lamp = isect->prim; - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, lamp); + ccl_global const KernelLight *klight = &kernel_data_fetch(lights, lamp); LightType type = (LightType)klight->type; ls->type = type; ls->shader = klight->shader_id; @@ -562,7 +562,7 @@ ccl_device_inline bool triangle_world_space_vertices( KernelGlobals kg, int object, int prim, float time, float3 V[3]) { bool has_motion = false; - const int object_flag = kernel_tex_fetch(__object_flag, object); + const int object_flag = kernel_data_fetch(object_flag, object); if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) { motion_triangle_vertices(kg, object, prim, time, V); @@ -699,12 +699,12 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals kg, float area = 0.5f * Nl; /* flip normal if necessary */ - const int object_flag = kernel_tex_fetch(__object_flag, object); + const int object_flag = kernel_data_fetch(object_flag, object); if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { ls->Ng = -ls->Ng; } ls->eval_fac = 1.0f; - ls->shader = kernel_tex_fetch(__tri_shader, prim); + ls->shader = kernel_data_fetch(tri_shader, prim); ls->object = object; ls->prim = prim; ls->lamp = LAMP_NONE; @@ -845,7 +845,7 @@ ccl_device int light_distribution_sample(KernelGlobals kg, ccl_private float *ra int half_len = len >> 1; int middle = first + half_len; - if (r < kernel_tex_fetch(__light_distribution, middle).totarea) { + if (r < kernel_data_fetch(light_distribution, middle).totarea) { len = half_len; } else { @@ -860,8 +860,8 @@ ccl_device int light_distribution_sample(KernelGlobals kg, ccl_private float *ra /* Rescale to reuse random number. this helps the 2D samples within * each area light be stratified as well. */ - float distr_min = kernel_tex_fetch(__light_distribution, index).totarea; - float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea; + float distr_min = kernel_data_fetch(light_distribution, index).totarea; + float distr_max = kernel_data_fetch(light_distribution, index + 1).totarea; *randu = (r - distr_min) / (distr_max - distr_min); return index; @@ -871,7 +871,7 @@ ccl_device int light_distribution_sample(KernelGlobals kg, ccl_private float *ra ccl_device_inline bool light_select_reached_max_bounces(KernelGlobals kg, int index, int bounce) { - return (bounce > kernel_tex_fetch(__lights, index).max_bounces); + return (bounce > kernel_data_fetch(lights, index).max_bounces); } template<bool in_volume_segment> @@ -886,8 +886,8 @@ ccl_device_noinline bool light_distribution_sample(KernelGlobals kg, { /* Sample light index from distribution. */ const int index = light_distribution_sample(kg, &randu); - ccl_global const KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution, - index); + ccl_global const KernelLightDistribution *kdistribution = &kernel_data_fetch(light_distribution, + index); const int prim = kdistribution->prim; if (prim >= 0) { @@ -896,7 +896,7 @@ ccl_device_noinline bool light_distribution_sample(KernelGlobals kg, /* Exclude synthetic meshes from shadow catcher pass. */ if ((path_flag & PATH_RAY_SHADOW_CATCHER_PASS) && - !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_SHADOW_CATCHER)) { + !(kernel_data_fetch(object_flag, object) & SD_OBJECT_SHADOW_CATCHER)) { return false; } diff --git a/intern/cycles/kernel/light/sample.h b/intern/cycles/kernel/light/sample.h index 9bbbd5b0d10..ea7b9950268 100644 --- a/intern/cycles/kernel/light/sample.h +++ b/intern/cycles/kernel/light/sample.h @@ -81,7 +81,7 @@ light_sample_shader_eval(KernelGlobals kg, eval *= ls->eval_fac; if (ls->lamp != LAMP_NONE) { - ccl_global const KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp); + ccl_global const KernelLight *klight = &kernel_data_fetch(lights, ls->lamp); eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]); } @@ -187,7 +187,7 @@ ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg, if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) { const float offset_cutoff = - kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset; + kernel_data_fetch(objects, sd->object).shadow_terminator_geometry_offset; /* Do ray offset (heavy stuff) only for close to be terminated triangles: * offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also * make a smooth transition near the threshold. */ |