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_next_iteration_setup.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_next_iteration_setup.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_next_iteration_setup.h | 118 |
1 files changed, 81 insertions, 37 deletions
diff --git a/intern/cycles/kernel/split/kernel_next_iteration_setup.h b/intern/cycles/kernel/split/kernel_next_iteration_setup.h index 816f3a6fbff..0ff8286e59b 100644 --- a/intern/cycles/kernel/split/kernel_next_iteration_setup.h +++ b/intern/cycles/kernel/split/kernel_next_iteration_setup.h @@ -14,7 +14,7 @@ * limitations under the License. */ -#include "kernel_split_common.h" +CCL_NAMESPACE_BEGIN /* Note on kernel_setup_next_iteration kernel. * This is the tenth kernel in the ray tracing logic. This is the ninth @@ -59,47 +59,76 @@ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and more RAY_UPDATE_BUFFER rays. * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays */ -ccl_device char kernel_next_iteration_setup( - KernelGlobals *kg, - ShaderData *sd, /* Required for setting up ray for next iteration */ - ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */ - ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */ - PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */ - ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */ - ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */ - ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */ - ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */ - ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */ - ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */ - ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */ - ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */ - ccl_global char *ray_state, /* Denotes the state of each ray */ - ccl_global char *use_queues_flag, /* flag to decide if scene_intersect kernel should - * use queues to fetch ray index */ - int ray_index) +ccl_device void kernel_next_iteration_setup(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); + + if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) { + /* If we are here, then it means that scene-intersect kernel + * has already been executed atleast once. From the next time, + * scene-intersect kernel may operate on queues to fetch ray index + */ + *kernel_split_params.use_queues_flag = 1; + + /* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and + * QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the + * previous kernel. + */ + kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; + kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; + } + char enqueue_flag = 0; + 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 /* Load ShaderData structure. */ PathRadiance *L = NULL; ccl_global PathState *state = NULL; + ccl_global char *ray_state = kernel_split_state.ray_state; /* Path radiance update for AO/Direct_lighting's shadow blocked. */ if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) || IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { - state = &PathState_coop[ray_index]; - L = &PathRadiance_coop[ray_index]; - float3 _throughput = throughput_coop[ray_index]; + state = &kernel_split_state.path_state[ray_index]; + L = &kernel_split_state.path_radiance[ray_index]; + float3 _throughput = kernel_split_state.throughput[ray_index]; if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { - float3 shadow = LightRay_ao_coop[ray_index].P; - char update_path_radiance = LightRay_ao_coop[ray_index].t; + float3 shadow = kernel_split_state.ao_light_ray[ray_index].P; + // TODO(mai): investigate correctness here + char update_path_radiance = (char)kernel_split_state.ao_light_ray[ray_index].t; if(update_path_radiance) { path_radiance_accum_ao(L, _throughput, - AOAlpha_coop[ray_index], - AOBSDF_coop[ray_index], + kernel_split_state.ao_alpha[ray_index], + kernel_split_state.ao_bsdf[ray_index], shadow, state->bounce); } @@ -107,35 +136,50 @@ ccl_device char kernel_next_iteration_setup( } if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) { - float3 shadow = LightRay_dl_coop[ray_index].P; - char update_path_radiance = LightRay_dl_coop[ray_index].t; + float3 shadow = kernel_split_state.light_ray[ray_index].P; + // TODO(mai): investigate correctness here + char update_path_radiance = (char)kernel_split_state.light_ray[ray_index].t; if(update_path_radiance) { - BsdfEval L_light = BSDFEval_coop[ray_index]; + BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index]; path_radiance_accum_light(L, _throughput, &L_light, shadow, 1.0f, state->bounce, - ISLamp_coop[ray_index]); + kernel_split_state.is_lamp[ray_index]); } REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); } } if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - ccl_global float3 *throughput = &throughput_coop[ray_index]; - ccl_global Ray *ray = &Ray_coop[ray_index]; - ccl_global RNG *rng = &rng_coop[ray_index]; - state = &PathState_coop[ray_index]; - L = &PathRadiance_coop[ray_index]; + ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; + ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; + ccl_global RNG *rng = &kernel_split_state.rng[ray_index]; + state = &kernel_split_state.path_state[ray_index]; + L = &kernel_split_state.path_radiance[ray_index]; /* Compute direct lighting and next bounce. */ - if(!kernel_path_surface_bounce(kg, rng, sd, throughput, state, L, ray)) { + if(!kernel_path_surface_bounce(kg, rng, kernel_split_state.sd, throughput, state, L, ray)) { ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); enqueue_flag = 1; } } - return enqueue_flag; +#ifndef __COMPUTE_DEVICE_GPU__ + } +#endif + + /* Enqueue RAY_UPDATE_BUFFER rays. */ + enqueue_ray_index_local(ray_index, + QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, + enqueue_flag, + kernel_split_params.queue_size, + &local_queue_atomics, + kernel_split_state.queue_data, + kernel_split_params.queue_index); } + +CCL_NAMESPACE_END + |