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authorBrecht Van Lommel <brecht>2021-10-17 17:22:20 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-19 16:09:29 +0300
commit943e73b07e26d64c04ccb7d8f656e3818a57cca0 (patch)
tree870e21cb9b8c49878138e16360178ee293b78f6c /intern/cycles/kernel/osl/osl_shader.cpp
parent6e473a897ce563ad04224bdd731387b0dbd22235 (diff)
Cycles: decouple shadow paths from main path on GPU
The motivation for this is twofold. It improves performance (5-10% on most benchmark scenes), and will help to bring back transparency support for the ambient occlusion pass. * Duplicate some members from the main path state in the shadow path state. * Add shadow paths incrementally to the array similar to what we do for the shadow catchers. * For the scheduling, allow running shade surface and shade volume kernels as long as there is enough space in the shadow paths array. If not, execute shadow kernels until it is empty. * Add IntegratorShadowState and ConstIntegratorShadowState typedefs that can be different between CPU and GPU. For GPU both main and shadow paths juse have an integer for SoA access. Bt with CPU it's a different pointer type so we get type safety checks in code shared between CPU and GPU. * For CPU, add a separate IntegratorShadowStateCPU struct embedded in IntegratorShadowState. * Update various functions to take the shadow state, and make SVM take either type of state using templates. Differential Revision: https://developer.blender.org/D12889
Diffstat (limited to 'intern/cycles/kernel/osl/osl_shader.cpp')
-rw-r--r--intern/cycles/kernel/osl/osl_shader.cpp19
1 files changed, 11 insertions, 8 deletions
diff --git a/intern/cycles/kernel/osl/osl_shader.cpp b/intern/cycles/kernel/osl/osl_shader.cpp
index 4c067e88ab6..fba207e7230 100644
--- a/intern/cycles/kernel/osl/osl_shader.cpp
+++ b/intern/cycles/kernel/osl/osl_shader.cpp
@@ -89,7 +89,7 @@ void OSLShader::thread_free(KernelGlobalsCPU *kg)
static void shaderdata_to_shaderglobals(const KernelGlobalsCPU *kg,
ShaderData *sd,
- const IntegratorStateCPU *state,
+ const void *state,
uint32_t path_flag,
OSLThreadData *tdata)
{
@@ -134,7 +134,12 @@ static void shaderdata_to_shaderglobals(const KernelGlobalsCPU *kg,
/* Used by render-services. */
sd->osl_globals = kg;
- sd->osl_path_state = state;
+ if (path_flag & PATH_RAY_SHADOW) {
+ sd->osl_shadow_path_state = (const IntegratorShadowStateCPU *)state;
+ }
+ else {
+ sd->osl_path_state = (const IntegratorStateCPU *)state;
+ }
}
/* Surface */
@@ -175,7 +180,7 @@ static void flatten_surface_closure_tree(ShaderData *sd,
}
void OSLShader::eval_surface(const KernelGlobalsCPU *kg,
- const IntegratorStateCPU *state,
+ const void *state,
ShaderData *sd,
uint32_t path_flag)
{
@@ -283,7 +288,7 @@ static void flatten_background_closure_tree(ShaderData *sd,
}
void OSLShader::eval_background(const KernelGlobalsCPU *kg,
- const IntegratorStateCPU *state,
+ const void *state,
ShaderData *sd,
uint32_t path_flag)
{
@@ -341,7 +346,7 @@ static void flatten_volume_closure_tree(ShaderData *sd,
}
void OSLShader::eval_volume(const KernelGlobalsCPU *kg,
- const IntegratorStateCPU *state,
+ const void *state,
ShaderData *sd,
uint32_t path_flag)
{
@@ -366,9 +371,7 @@ void OSLShader::eval_volume(const KernelGlobalsCPU *kg,
/* Displacement */
-void OSLShader::eval_displacement(const KernelGlobalsCPU *kg,
- const IntegratorStateCPU *state,
- ShaderData *sd)
+void OSLShader::eval_displacement(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;