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blender-archive/intern/cycles/kernel/kernels/cpu/kernel_cpu_impl.h
Brecht Van Lommel d9773edaa3 Cycles: code refactor to bake using regular render session and tiles
There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.

A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.

With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.

Reviewers: #cycles

Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben

Differential Revision: https://developer.blender.org/D3108
2020-05-15 20:25:24 +02:00

231 lines
8.0 KiB
C++

/*
* 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.
*/
// clang-format off
#include "kernel/kernel_compat_cpu.h"
#ifndef KERNEL_STUB
# ifndef __SPLIT_KERNEL__
# include "kernel/kernel_math.h"
# include "kernel/kernel_types.h"
# include "kernel/split/kernel_split_data.h"
# include "kernel/kernel_globals.h"
# include "kernel/kernel_color.h"
# include "kernel/kernels/cpu/kernel_cpu_image.h"
# include "kernel/kernel_film.h"
# include "kernel/kernel_path.h"
# include "kernel/kernel_path_branched.h"
# include "kernel/kernel_bake.h"
# else
# include "kernel/split/kernel_split_common.h"
# include "kernel/split/kernel_data_init.h"
# include "kernel/split/kernel_path_init.h"
# include "kernel/split/kernel_scene_intersect.h"
# include "kernel/split/kernel_lamp_emission.h"
# include "kernel/split/kernel_do_volume.h"
# include "kernel/split/kernel_queue_enqueue.h"
# include "kernel/split/kernel_indirect_background.h"
# include "kernel/split/kernel_shader_setup.h"
# include "kernel/split/kernel_shader_sort.h"
# include "kernel/split/kernel_shader_eval.h"
# include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
# include "kernel/split/kernel_subsurface_scatter.h"
# include "kernel/split/kernel_direct_lighting.h"
# include "kernel/split/kernel_shadow_blocked_ao.h"
# include "kernel/split/kernel_shadow_blocked_dl.h"
# include "kernel/split/kernel_enqueue_inactive.h"
# include "kernel/split/kernel_next_iteration_setup.h"
# include "kernel/split/kernel_indirect_subsurface.h"
# include "kernel/split/kernel_buffer_update.h"
# include "kernel/split/kernel_adaptive_stopping.h"
# include "kernel/split/kernel_adaptive_filter_x.h"
# include "kernel/split/kernel_adaptive_filter_y.h"
# include "kernel/split/kernel_adaptive_adjust_samples.h"
# endif /* __SPLIT_KERNEL__ */
#else
# define STUB_ASSERT(arch, name) \
assert(!(#name " kernel stub for architecture " #arch " was called!"))
# ifdef __SPLIT_KERNEL__
# include "kernel/split/kernel_data_init.h"
# endif /* __SPLIT_KERNEL__ */
#endif /* KERNEL_STUB */
// clang-format on
CCL_NAMESPACE_BEGIN
#ifndef __SPLIT_KERNEL__
/* Path Tracing */
void KERNEL_FUNCTION_FULL_NAME(path_trace)(
KernelGlobals *kg, float *buffer, int sample, int x, int y, int offset, int stride)
{
# ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, path_trace);
# else
# ifdef __BRANCHED_PATH__
if (kernel_data.integrator.branched) {
kernel_branched_path_trace(kg, buffer, sample, x, y, offset, stride);
}
else
# endif
{
kernel_path_trace(kg, buffer, sample, x, y, offset, stride);
}
# endif /* KERNEL_STUB */
}
/* 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)
{
# ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, convert_to_byte);
# else
kernel_film_convert_to_byte(kg, rgba, buffer, sample_scale, x, y, offset, stride);
# endif /* KERNEL_STUB */
}
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)
{
# ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, convert_to_half_float);
# else
kernel_film_convert_to_half_float(kg, rgba, buffer, sample_scale, x, y, offset, stride);
# endif /* KERNEL_STUB */
}
/* Bake */
void KERNEL_FUNCTION_FULL_NAME(bake)(
KernelGlobals *kg, float *buffer, int sample, int x, int y, int offset, int stride)
{
# ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, bake);
# else
kernel_bake_evaluate(kg, buffer, sample, x, y, offset, stride);
# endif /* KERNEL_STUB */
}
/* Shader Evaluate */
void KERNEL_FUNCTION_FULL_NAME(shader)(KernelGlobals *kg,
uint4 *input,
float4 *output,
int type,
int filter,
int i,
int offset,
int sample)
{
# ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, shader);
# else
if (type == SHADER_EVAL_DISPLACE) {
kernel_displace_evaluate(kg, input, output, i);
}
else {
kernel_background_evaluate(kg, input, output, i);
}
# endif /* KERNEL_STUB */
}
#else /* __SPLIT_KERNEL__ */
/* Split Kernel Path Tracing */
# ifdef KERNEL_STUB
# define DEFINE_SPLIT_KERNEL_FUNCTION(name) \
void KERNEL_FUNCTION_FULL_NAME(name)(KernelGlobals * kg, KernelData * /*data*/) \
{ \
STUB_ASSERT(KERNEL_ARCH, name); \
}
# define DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(name, type) \
void KERNEL_FUNCTION_FULL_NAME(name)(KernelGlobals * kg, KernelData * /*data*/) \
{ \
STUB_ASSERT(KERNEL_ARCH, name); \
}
# else
# 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); \
}
# endif /* KERNEL_STUB */
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_setup, uint)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao,
BackgroundAOLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
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(enqueue_inactive, uint)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(next_iteration_setup, uint)
DEFINE_SPLIT_KERNEL_FUNCTION(indirect_subsurface)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(buffer_update, uint)
DEFINE_SPLIT_KERNEL_FUNCTION(adaptive_stopping)
DEFINE_SPLIT_KERNEL_FUNCTION(adaptive_filter_x)
DEFINE_SPLIT_KERNEL_FUNCTION(adaptive_filter_y)
DEFINE_SPLIT_KERNEL_FUNCTION(adaptive_adjust_samples)
#endif /* __SPLIT_KERNEL__ */
#undef KERNEL_STUB
#undef STUB_ASSERT
#undef KERNEL_ARCH
CCL_NAMESPACE_END