diff options
author | Brecht Van Lommel <brecht> | 2021-10-17 17:22:20 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-19 16:09:29 +0300 |
commit | 943e73b07e26d64c04ccb7d8f656e3818a57cca0 (patch) | |
tree | 870e21cb9b8c49878138e16360178ee293b78f6c /intern/cycles/kernel/svm/svm_aov.h | |
parent | 6e473a897ce563ad04224bdd731387b0dbd22235 (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/svm/svm_aov.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_aov.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/kernel/svm/svm_aov.h b/intern/cycles/kernel/svm/svm_aov.h index 0d6395d52c0..833a6443b3c 100644 --- a/intern/cycles/kernel/svm/svm_aov.h +++ b/intern/cycles/kernel/svm/svm_aov.h @@ -26,9 +26,9 @@ ccl_device_inline bool svm_node_aov_check(const uint32_t path_flag, return ((render_buffer != NULL) && is_primary); } -template<uint node_feature_mask> +template<uint node_feature_mask, typename ConstIntegratorGenericState> ccl_device void svm_node_aov_color(KernelGlobals kg, - ConstIntegratorState state, + ConstIntegratorGenericState state, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, @@ -46,9 +46,9 @@ ccl_device void svm_node_aov_color(KernelGlobals kg, } } -template<uint node_feature_mask> +template<uint node_feature_mask, typename ConstIntegratorGenericState> ccl_device void svm_node_aov_value(KernelGlobals kg, - ConstIntegratorState state, + ConstIntegratorGenericState state, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, |