Remove limit for number of textures when using CPU rendering, so huge scenes from Mango could be rendered properly. Re-arranged float and bytes textures for this, so now float textures goes before byte. This is needed to make alignment stuff easier for variable number of textures. Also replace code-generated CPU kernel structure's members with an array, which makes it easier to access textures without adding bunch of cases in switch. Should be no functional changes when rendering with GPU or OpenCL devices.
93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/* Constant Globals */
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#ifdef __KERNEL_CPU__
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#ifdef __OSL__
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#include "osl_globals.h"
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#endif
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#endif
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CCL_NAMESPACE_BEGIN
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/* On the CPU, we pass along the struct KernelGlobals to nearly everywhere in
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* the kernel, to access constant data. These are all stored as "textures", but
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* these are really just standard arrays. We can't use actually globals because
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* multiple renders may be running inside the same process. */
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#ifdef __KERNEL_CPU__
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#define MAX_BYTE_IMAGES 512
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#define MAX_FLOAT_IMAGES 5
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typedef struct KernelGlobals {
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texture_image_uchar4 texture_byte_images[MAX_BYTE_IMAGES];
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texture_image_float4 texture_float_images[MAX_FLOAT_IMAGES];
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#define KERNEL_TEX(type, ttype, name) ttype name;
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#define KERNEL_IMAGE_TEX(type, ttype, name)
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#include "kernel_textures.h"
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KernelData __data;
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#ifdef __OSL__
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/* On the CPU, we also have the OSL globals here. Most data structures are shared
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* with SVM, the difference is in the shaders and object/mesh attributes. */
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OSLGlobals osl;
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#endif
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} KernelGlobals;
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#endif
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/* For CUDA, constant memory textures must be globals, so we can't put them
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* into a struct. As a result we don't actually use this struct and use actual
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* globals and simply pass along a NULL pointer everywhere, which we hope gets
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* optimized out. */
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#ifdef __KERNEL_CUDA__
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__constant__ KernelData __data;
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typedef struct KernelGlobals {} KernelGlobals;
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#define KERNEL_TEX(type, ttype, name) ttype name;
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#define KERNEL_IMAGE_TEX(type, ttype, name) ttype name;
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#include "kernel_textures.h"
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#endif
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/* OpenCL */
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#ifdef __KERNEL_OPENCL__
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typedef struct KernelGlobals {
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__constant KernelData *data;
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#define KERNEL_TEX(type, ttype, name) \
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__global type *name;
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#include "kernel_textures.h"
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} KernelGlobals;
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#endif
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CCL_NAMESPACE_END
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