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authorMai Lavelle <mai.lavelle@gmail.com>2017-02-22 16:10:02 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2017-03-08 08:52:41 +0300
commit230c00d872b817b0c4de85647464e4a12197c6aa (patch)
tree3659069562c7fff395c54faa464eff57c20c9676 /intern/cycles/kernel/split/kernel_direct_lighting.h
parent520b53364c73c75c4ff400d639dad13630f0e6fc (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.h78
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