diff options
author | Mai Lavelle <mai.lavelle@gmail.com> | 2017-02-22 16:10:02 +0300 |
---|---|---|
committer | Mai Lavelle <mai.lavelle@gmail.com> | 2017-03-08 08:52:41 +0300 |
commit | 230c00d872b817b0c4de85647464e4a12197c6aa (patch) | |
tree | 3659069562c7fff395c54faa464eff57c20c9676 /intern/cycles/kernel/split/kernel_direct_lighting.h | |
parent | 520b53364c73c75c4ff400d639dad13630f0e6fc (diff) |
Cycles: OpenCL split kernel refactor
This does a few things at once:
- Refactors host side split kernel logic into a new device
agnostic class `DeviceSplitKernel`.
- Removes tile splitting, a new work pool implementation takes its place and
allows as many threads as will fit in memory regardless of tile size, which
can give performance gains.
- Refactors split state buffers into one buffer, as well as reduces the
number of arguments passed to kernels. Means there's less code to deal
with overall.
- Moves kernel logic out of OpenCL kernel files so they can later be used by
other device types.
- Replaced OpenCL specific APIs with new generic versions
- Tiles can now be seen updating during rendering
Diffstat (limited to 'intern/cycles/kernel/split/kernel_direct_lighting.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_direct_lighting.h | 78 |
1 files changed, 58 insertions, 20 deletions
diff --git a/intern/cycles/kernel/split/kernel_direct_lighting.h b/intern/cycles/kernel/split/kernel_direct_lighting.h index 82ca18829d3..43b943710a1 100644 --- a/intern/cycles/kernel/split/kernel_direct_lighting.h +++ b/intern/cycles/kernel/split/kernel_direct_lighting.h @@ -14,7 +14,7 @@ * limitations under the License. */ -#include "kernel_split_common.h" +CCL_NAMESPACE_BEGIN /* Note on kernel_direct_lighting kernel. * This is the eighth kernel in the ray tracing logic. This is the seventh @@ -47,20 +47,42 @@ * QUEUE_SHADOW_RAY_CAST_DL_RAYS queue will be filled with rays for which a shadow_blocked function must be executed, after this * kernel call. Before this kernel call the QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty. */ -ccl_device char kernel_direct_lighting( - KernelGlobals *kg, - ShaderData *sd, /* Required for direct lighting */ - ccl_global uint *rng_coop, /* Required for direct lighting */ - ccl_global PathState *PathState_coop, /* Required for direct lighting */ - ccl_global int *ISLamp_coop, /* Required for direct lighting */ - ccl_global Ray *LightRay_coop, /* Required for direct lighting */ - ccl_global BsdfEval *BSDFEval_coop, /* Required for direct lighting */ - ccl_global char *ray_state, /* Denotes the state of each ray */ - int ray_index) +ccl_device void kernel_direct_lighting(KernelGlobals *kg) { + ccl_local unsigned int local_queue_atomics; + if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { + local_queue_atomics = 0; + } + ccl_barrier(CCL_LOCAL_MEM_FENCE); + char enqueue_flag = 0; - if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - ccl_global PathState *state = &PathState_coop[ray_index]; + int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); + ray_index = get_ray_index(kg, ray_index, + QUEUE_ACTIVE_AND_REGENERATED_RAYS, + kernel_split_state.queue_data, + kernel_split_params.queue_size, + 0); + +#ifdef __COMPUTE_DEVICE_GPU__ + /* If we are executing on a GPU device, we exit all threads that are not + * required. + * + * If we are executing on a CPU device, then we need to keep all threads + * active since we have barrier() calls later in the kernel. CPU devices, + * expect all threads to execute barrier statement. + */ + if(ray_index == QUEUE_EMPTY_SLOT) { + return; + } +#endif + +#ifndef __COMPUTE_DEVICE_GPU__ + if(ray_index != QUEUE_EMPTY_SLOT) { +#endif + + if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) { + ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; + ShaderData *sd = kernel_split_state.sd; /* direct lighting */ #ifdef __EMISSION__ @@ -68,7 +90,7 @@ ccl_device char kernel_direct_lighting( (ccl_fetch(sd, flag) & SD_BSDF_HAS_EVAL))) { /* Sample illumination from lights to find path contribution. */ - ccl_global RNG* rng = &rng_coop[ray_index]; + ccl_global RNG* rng = &kernel_split_state.rng[ray_index]; float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT); float light_u, light_v; path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v); @@ -89,20 +111,36 @@ ccl_device char kernel_direct_lighting( BsdfEval L_light; bool is_lamp; - if(direct_emission(kg, sd, kg->sd_input, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { + if(direct_emission(kg, sd, kernel_split_state.sd_DL_shadow, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* Write intermediate data to global memory to access from * the next kernel. */ - LightRay_coop[ray_index] = light_ray; - BSDFEval_coop[ray_index] = L_light; - ISLamp_coop[ray_index] = is_lamp; + kernel_split_state.light_ray[ray_index] = light_ray; + kernel_split_state.bsdf_eval[ray_index] = L_light; + kernel_split_state.is_lamp[ray_index] = is_lamp; /* Mark ray state for next shadow kernel. */ - ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); + ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); enqueue_flag = 1; } } } #endif /* __EMISSION__ */ } - return enqueue_flag; + +#ifndef __COMPUTE_DEVICE_GPU__ + } +#endif + +#ifdef __EMISSION__ + /* Enqueue RAY_SHADOW_RAY_CAST_DL rays. */ + enqueue_ray_index_local(ray_index, + QUEUE_SHADOW_RAY_CAST_DL_RAYS, + enqueue_flag, + kernel_split_params.queue_size, + &local_queue_atomics, + kernel_split_state.queue_data, + kernel_split_params.queue_index); +#endif } + +CCL_NAMESPACE_END |