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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/types.h"
#include "util/atomic.h"
CCL_NAMESPACE_BEGIN
/* Control Flow
*
* Utilities for control flow between kernels. The implementation may differ per device
* or even be handled on the host side. To abstract such differences, experiment with
* different implementations and for debugging, this is abstracted using macros.
*
* There is a main path for regular path tracing camera for path tracing. Shadows for next
* event estimation branch off from this into their own path, that may be computed in
* parallel while the main path continues.
*
* Each kernel on the main path must call one of these functions. These may not be called
* multiple times from the same kernel.
*
* INTEGRATOR_PATH_INIT(next_kernel)
* INTEGRATOR_PATH_NEXT(current_kernel, next_kernel)
* INTEGRATOR_PATH_TERMINATE(current_kernel)
*
* For the shadow path similar functions are used, and again each shadow kernel must call
* one of them, and only once.
*/
#define INTEGRATOR_PATH_IS_TERMINATED (INTEGRATOR_STATE(state, path, queued_kernel) == 0)
#define INTEGRATOR_SHADOW_PATH_IS_TERMINATED \
(INTEGRATOR_STATE(state, shadow_path, queued_kernel) == 0)
#ifdef __KERNEL_GPU__
# define INTEGRATOR_PATH_INIT(next_kernel) \
atomic_fetch_and_add_uint32(&kernel_integrator_state.queue_counter->num_queued[next_kernel], \
1); \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel;
# define INTEGRATOR_PATH_NEXT(current_kernel, next_kernel) \
atomic_fetch_and_sub_uint32( \
&kernel_integrator_state.queue_counter->num_queued[current_kernel], 1); \
atomic_fetch_and_add_uint32(&kernel_integrator_state.queue_counter->num_queued[next_kernel], \
1); \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel;
# define INTEGRATOR_PATH_TERMINATE(current_kernel) \
atomic_fetch_and_sub_uint32( \
&kernel_integrator_state.queue_counter->num_queued[current_kernel], 1); \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0;
# define INTEGRATOR_SHADOW_PATH_INIT(shadow_state, state, next_kernel, shadow_type) \
IntegratorShadowState shadow_state = atomic_fetch_and_add_uint32( \
&kernel_integrator_state.next_shadow_path_index[0], 1); \
atomic_fetch_and_add_uint32(&kernel_integrator_state.queue_counter->num_queued[next_kernel], \
1); \
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, queued_kernel) = next_kernel;
# define INTEGRATOR_SHADOW_PATH_NEXT(current_kernel, next_kernel) \
atomic_fetch_and_sub_uint32( \
&kernel_integrator_state.queue_counter->num_queued[current_kernel], 1); \
atomic_fetch_and_add_uint32(&kernel_integrator_state.queue_counter->num_queued[next_kernel], \
1); \
INTEGRATOR_STATE_WRITE(state, shadow_path, queued_kernel) = next_kernel;
# define INTEGRATOR_SHADOW_PATH_TERMINATE(current_kernel) \
atomic_fetch_and_sub_uint32( \
&kernel_integrator_state.queue_counter->num_queued[current_kernel], 1); \
INTEGRATOR_STATE_WRITE(state, shadow_path, queued_kernel) = 0;
# ifdef __KERNEL_SORT_PARTITIONING__
/* Sort first by truncated state index (for good locality), then by key (for good coherence). */
# define INTEGRATOR_SORT_KEY(key, state) \
(key + kernel_data.max_shaders * (state / kernel_integrator_state.sort_partition_divisor))
# else
# define INTEGRATOR_SORT_KEY(key, state) (key)
# endif
# define INTEGRATOR_PATH_INIT_SORTED(next_kernel, key) \
{ \
const int key_ = INTEGRATOR_SORT_KEY(key, state); \
atomic_fetch_and_add_uint32( \
&kernel_integrator_state.queue_counter->num_queued[next_kernel], 1); \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel; \
INTEGRATOR_STATE_WRITE(state, path, shader_sort_key) = key_; \
atomic_fetch_and_add_uint32(&kernel_integrator_state.sort_key_counter[next_kernel][key_], \
1); \
}
# define INTEGRATOR_PATH_NEXT_SORTED(current_kernel, next_kernel, key) \
{ \
const int key_ = INTEGRATOR_SORT_KEY(key, state); \
atomic_fetch_and_sub_uint32( \
&kernel_integrator_state.queue_counter->num_queued[current_kernel], 1); \
atomic_fetch_and_add_uint32( \
&kernel_integrator_state.queue_counter->num_queued[next_kernel], 1); \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel; \
INTEGRATOR_STATE_WRITE(state, path, shader_sort_key) = key_; \
atomic_fetch_and_add_uint32(&kernel_integrator_state.sort_key_counter[next_kernel][key_], \
1); \
}
#else
# define INTEGRATOR_PATH_INIT(next_kernel) \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel;
# define INTEGRATOR_PATH_INIT_SORTED(next_kernel, key) \
{ \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel; \
(void)key; \
}
# define INTEGRATOR_PATH_NEXT(current_kernel, next_kernel) \
{ \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel; \
(void)current_kernel; \
}
# define INTEGRATOR_PATH_TERMINATE(current_kernel) \
{ \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0; \
(void)current_kernel; \
}
# define INTEGRATOR_PATH_NEXT_SORTED(current_kernel, next_kernel, key) \
{ \
INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = next_kernel; \
(void)key; \
(void)current_kernel; \
}
# define INTEGRATOR_SHADOW_PATH_INIT(shadow_state, state, next_kernel, shadow_type) \
IntegratorShadowState shadow_state = &state->shadow_type; \
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, queued_kernel) = next_kernel;
# define INTEGRATOR_SHADOW_PATH_NEXT(current_kernel, next_kernel) \
{ \
INTEGRATOR_STATE_WRITE(state, shadow_path, queued_kernel) = next_kernel; \
(void)current_kernel; \
}
# define INTEGRATOR_SHADOW_PATH_TERMINATE(current_kernel) \
{ \
INTEGRATOR_STATE_WRITE(state, shadow_path, queued_kernel) = 0; \
(void)current_kernel; \
}
#endif
CCL_NAMESPACE_END
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