/* * Copyright 2011-2013 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. */ /* Templated common implementation part of all CPU kernels. * * The idea is that particular .cpp files sets needed optimization flags and * simply includes this file without worry of copying actual implementation over. */ #include "kernel_compat_cpu.h" #ifndef __SPLIT_KERNEL__ # include "kernel_math.h" # include "kernel_types.h" # include "split/kernel_split_data.h" # include "kernel_globals.h" # include "kernel_cpu_image.h" # include "kernel_film.h" # include "kernel_path.h" # include "kernel_path_branched.h" # include "kernel_bake.h" #else # include "split/kernel_split_common.h" # include "split/kernel_data_init.h" # include "split/kernel_path_init.h" # include "split/kernel_scene_intersect.h" # include "split/kernel_lamp_emission.h" # include "split/kernel_do_volume.h" # include "split/kernel_queue_enqueue.h" # include "split/kernel_indirect_background.h" # include "split/kernel_shader_eval.h" # include "split/kernel_holdout_emission_blurring_pathtermination_ao.h" # include "split/kernel_subsurface_scatter.h" # include "split/kernel_direct_lighting.h" # include "split/kernel_shadow_blocked_ao.h" # include "split/kernel_shadow_blocked_dl.h" # include "split/kernel_next_iteration_setup.h" # include "split/kernel_indirect_subsurface.h" # include "split/kernel_buffer_update.h" #endif CCL_NAMESPACE_BEGIN #ifndef __SPLIT_KERNEL__ /* Path Tracing */ void KERNEL_FUNCTION_FULL_NAME(path_trace)(KernelGlobals *kg, float *buffer, unsigned int *rng_state, int sample, int x, int y, int offset, int stride) { #ifdef __BRANCHED_PATH__ if(kernel_data.integrator.branched) { kernel_branched_path_trace(kg, buffer, rng_state, sample, x, y, offset, stride); } else #endif { kernel_path_trace(kg, buffer, rng_state, sample, x, y, offset, stride); } } /* Film */ void KERNEL_FUNCTION_FULL_NAME(convert_to_byte)(KernelGlobals *kg, uchar4 *rgba, float *buffer, float sample_scale, int x, int y, int offset, int stride) { kernel_film_convert_to_byte(kg, rgba, buffer, sample_scale, x, y, offset, stride); } void KERNEL_FUNCTION_FULL_NAME(convert_to_half_float)(KernelGlobals *kg, uchar4 *rgba, float *buffer, float sample_scale, int x, int y, int offset, int stride) { kernel_film_convert_to_half_float(kg, rgba, buffer, sample_scale, x, y, offset, stride); } /* Shader Evaluate */ void KERNEL_FUNCTION_FULL_NAME(shader)(KernelGlobals *kg, uint4 *input, float4 *output, float *output_luma, int type, int filter, int i, int offset, int sample) { if(type >= SHADER_EVAL_BAKE) { kernel_assert(output_luma == NULL); #ifdef __BAKING__ kernel_bake_evaluate(kg, input, output, (ShaderEvalType)type, filter, i, offset, sample); #endif } else { kernel_shader_evaluate(kg, input, output, output_luma, (ShaderEvalType)type, i, sample); } } #else /* __SPLIT_KERNEL__ */ /* Split Kernel Path Tracing */ #define DEFINE_SPLIT_KERNEL_FUNCTION(name) \ void KERNEL_FUNCTION_FULL_NAME(name)(KernelGlobals *kg, KernelData* /*data*/) \ { \ kernel_##name(kg); \ } #define DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(name, type) \ void KERNEL_FUNCTION_FULL_NAME(name)(KernelGlobals *kg, KernelData* /*data*/) \ { \ ccl_local type locals; \ kernel_##name(kg, &locals); \ } DEFINE_SPLIT_KERNEL_FUNCTION(path_init) DEFINE_SPLIT_KERNEL_FUNCTION(scene_intersect) DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission) DEFINE_SPLIT_KERNEL_FUNCTION(do_volume) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals) DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(subsurface_scatter, uint) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint) DEFINE_SPLIT_KERNEL_FUNCTION(shadow_blocked_ao) DEFINE_SPLIT_KERNEL_FUNCTION(shadow_blocked_dl) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(next_iteration_setup, uint) DEFINE_SPLIT_KERNEL_FUNCTION(indirect_subsurface) DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(buffer_update, uint) void KERNEL_FUNCTION_FULL_NAME(register_functions)(void(*reg)(const char* name, void* func)) { #define REGISTER_NAME_STRING(name) #name #define REGISTER_EVAL_NAME(name) REGISTER_NAME_STRING(name) #define REGISTER(name) reg(REGISTER_EVAL_NAME(KERNEL_FUNCTION_FULL_NAME(name)), (void*)KERNEL_FUNCTION_FULL_NAME(name)); REGISTER(path_trace); REGISTER(convert_to_byte); REGISTER(convert_to_half_float); REGISTER(shader); REGISTER(data_init); REGISTER(path_init); REGISTER(scene_intersect); REGISTER(lamp_emission); REGISTER(do_volume); REGISTER(queue_enqueue); REGISTER(indirect_background); REGISTER(shader_eval); REGISTER(holdout_emission_blurring_pathtermination_ao); REGISTER(subsurface_scatter); REGISTER(direct_lighting); REGISTER(shadow_blocked_ao); REGISTER(shadow_blocked_dl); REGISTER(next_iteration_setup); REGISTER(indirect_subsurface); REGISTER(buffer_update); #undef REGISTER #undef REGISTER_EVAL_NAME #undef REGISTER_NAME_STRING } #endif /* __SPLIT_KERNEL__ */ CCL_NAMESPACE_END