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authorHristo Gueorguiev <prem.nirved@gmail.com>2017-03-08 19:39:40 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-09 19:09:37 +0300
commit06c051363b509f7c3c40a803b87739fe0e2a8576 (patch)
tree83f6023d3927c98175082bf44f3f6623afc856b1 /intern/cycles/kernel/split/kernel_shadow_blocked_ao.h
parente8b5a5bf5b63ef1c8980f8da95be32cad4d2cf0e (diff)
Cycles: split kernel_shadow_blocked to AO & DL parts
Reduces memory allocation for split kernel. This allows for faster rendering due to bigger global size, specially when GPU memory is limited. Perfromance results: R9 290 total render time Before After Change BMW 4:37 4:34 -1.1 % Classroom 14:43 14:30 -1.5 % Fishy Cat 11:20 11:04 -2.4 % Koro 12:11 12:04 -1.0 % Pabellon Barcelona 22:01 20:44 -5.8 % Pabellon Barcelona(*) 15:32 15:09 -2.5 % (*) without glossy connected to volume
Diffstat (limited to 'intern/cycles/kernel/split/kernel_shadow_blocked_ao.h')
-rw-r--r--intern/cycles/kernel/split/kernel_shadow_blocked_ao.h91
1 files changed, 91 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h b/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h
new file mode 100644
index 00000000000..e153c16bd68
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h
@@ -0,0 +1,91 @@
+/*
+ * Copyright 2011-2015 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Note on kernel_shadow_blocked kernel.
+ * This is the ninth kernel in the ray tracing logic. This is the eighth
+ * of the path iteration kernels. This kernel takes care of "shadow ray cast"
+ * logic of the direct lighting and AO part of ray tracing.
+ *
+ * The input and output are as follows,
+ *
+ * PathState_coop ----------------------------------|--- kernel_shadow_blocked --|
+ * LightRay_dl_coop --------------------------------| |--- LightRay_dl_coop
+ * LightRay_ao_coop --------------------------------| |--- LightRay_ao_coop
+ * ray_state ---------------------------------------| |--- ray_state
+ * Queue_data(QUEUE_SHADOW_RAY_CAST_AO_RAYS & | |--- Queue_data (QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_AO_RAYS)
+ QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
+ * Queue_index(QUEUE_SHADOW_RAY_CAST_AO_RAYS&
+ QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
+ * kg (globals) ------------------------------------| |
+ * queuesize ---------------------------------------| |
+ *
+ * Note on sd_shadow : sd_shadow is neither input nor output to this kernel. sd_shadow is filled and consumed in this kernel itself.
+ * Note on queues :
+ * The kernel fetches from QUEUE_SHADOW_RAY_CAST_AO_RAYS queue. We will empty this queues in this kernel.
+ * State of queues when this kernel is called :
+ * state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same
+ * before and after this kernel call.
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with flags RAY_SHADOW_RAY_CAST_AO during kernel entry.
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty at kernel exit.
+ */
+ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg)
+{
+ int lidx = ccl_local_id(1) * ccl_local_id(0) + ccl_local_id(0);
+
+ ccl_local unsigned int ao_queue_length;
+ if(lidx == 0) {
+ ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
+ }
+ ccl_barrier(CCL_LOCAL_MEM_FENCE);
+
+ int ray_index = QUEUE_EMPTY_SLOT;
+ int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
+ if(thread_index < ao_queue_length) {
+ ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS,
+ kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
+ }
+
+ if(ray_index == QUEUE_EMPTY_SLOT)
+ return;
+
+ /* Flag determining if we need to update L. */
+ char update_path_radiance = 0;
+
+ if(IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
+ ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
+ ccl_global Ray *light_ray_global = &kernel_split_state.ao_light_ray[ray_index];
+
+ float3 shadow;
+ Ray ray = *light_ray_global;
+ update_path_radiance = !(shadow_blocked(kg,
+ &kernel_split_state.sd_DL_shadow[ray_index],
+ state,
+ &ray,
+ &shadow));
+
+ *light_ray_global = ray;
+ /* We use light_ray_global's P and t to store shadow and
+ * update_path_radiance.
+ */
+ light_ray_global->P = shadow;
+ light_ray_global->t = update_path_radiance;
+ }
+}
+
+CCL_NAMESPACE_END
+