Unlike regular path tracing, branched path tracing is usually used with lower sample counts, at least for primary rays. This means that are less samples for the GPU to work on in parallel and rendering is slower. As there is less work overall there is also more inactive threads during rendering with BPT. This patch makes use of those inactive rays to render branched samples in parallel with other samples. Each thread that is preparing for a branched sample will attempt to find an inactive thread and if one is found the state for the sample is copied to that thread. Potentially, if there are enough inactive threads, 100s of branched samples could be generated from the same originating thread and ran in parallel giving large speed ups. Gives 70% faster render for pavillion midday scene. 20-60% faster on BMW with car paint replaced with SSS/volumes.
226 lines
7.9 KiB
C++
226 lines
7.9 KiB
C++
/*
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* Copyright 2011-2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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#if defined(__BRANCHED_PATH__) && defined(__VOLUME__)
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ccl_device_inline void kernel_split_branched_path_volume_indirect_light_init(KernelGlobals *kg, int ray_index)
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{
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kernel_split_branched_path_indirect_loop_init(kg, ray_index);
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ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_VOLUME_INDIRECT);
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}
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ccl_device_noinline bool kernel_split_branched_path_volume_indirect_light_iter(KernelGlobals *kg, int ray_index)
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{
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SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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RNG rng = kernel_split_state.rng[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
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/* GPU: no decoupled ray marching, scatter probalistically */
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int num_samples = kernel_data.integrator.volume_samples;
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float num_samples_inv = 1.0f/num_samples;
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Ray volume_ray = branched_state->ray;
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volume_ray.t = (!IS_STATE(&branched_state->ray_state, 0, RAY_HIT_BACKGROUND)) ? branched_state->isect.t : FLT_MAX;
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bool heterogeneous = volume_stack_is_heterogeneous(kg, branched_state->path_state.volume_stack);
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for(int j = branched_state->next_sample; j < num_samples; j++) {
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ccl_global PathState *ps = &kernel_split_state.path_state[ray_index];
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*ps = branched_state->path_state;
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ccl_global Ray *pray = &kernel_split_state.ray[ray_index];
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*pray = branched_state->ray;
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ccl_global float3 *tp = &kernel_split_state.throughput[ray_index];
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*tp = branched_state->throughput * num_samples_inv;
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/* branch RNG state */
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path_state_branch(ps, j, num_samples);
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/* integrate along volume segment with distance sampling */
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, ps, sd, &volume_ray, L, tp, &rng, heterogeneous);
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg, &rng, sd, emission_sd, *tp, &branched_state->path_state, L);
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/* indirect light bounce */
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if(!kernel_path_volume_bounce(kg, &rng, sd, tp, ps, L, pray)) {
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continue;
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}
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/* start the indirect path */
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branched_state->next_closure = 0;
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branched_state->next_sample = j+1;
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branched_state->num_samples = num_samples;
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/* Attempting to share too many samples is slow for volumes as it causes us to
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* loop here more and have many calls to kernel_volume_integrate which evaluates
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* shaders. The many expensive shader evaluations cause the work load to become
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* unbalanced and many threads to become idle in this kernel. Limiting the
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* number of shared samples here helps quite a lot.
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*/
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if(branched_state->shared_sample_count < 2) {
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if(kernel_split_branched_indirect_start_shared(kg, ray_index)) {
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continue;
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}
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}
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return true;
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}
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# endif
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}
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branched_state->next_sample = num_samples;
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branched_state->waiting_on_shared_samples = (branched_state->shared_sample_count > 0);
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if(branched_state->waiting_on_shared_samples) {
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return true;
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}
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kernel_split_branched_path_indirect_loop_end(kg, ray_index);
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/* todo: avoid this calculation using decoupled ray marching */
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float3 throughput = kernel_split_state.throughput[ray_index];
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kernel_volume_shadow(kg, emission_sd, &kernel_split_state.path_state[ray_index], &volume_ray, &throughput);
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kernel_split_state.throughput[ray_index] = throughput;
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return false;
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}
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#endif /* __BRANCHED_PATH__ && __VOLUME__ */
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ccl_device void kernel_do_volume(KernelGlobals *kg)
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{
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#ifdef __VOLUME__
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/* We will empty this queue in this kernel. */
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if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
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kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
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# ifdef __BRANCHED_PATH__
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kernel_split_params.queue_index[QUEUE_VOLUME_INDIRECT_ITER] = 0;
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# endif /* __BRANCHED_PATH__ */
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}
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(*kernel_split_params.use_queues_flag) {
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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1);
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}
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ccl_global char *ray_state = kernel_split_state.ray_state;
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE) ||
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IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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RNG rng = kernel_split_state.rng[ray_index];
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ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
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bool hit = ! IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND);
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/* Sanitize volume stack. */
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if(!hit) {
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kernel_volume_clean_stack(kg, state->volume_stack);
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}
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/* volume attenuation, emission, scatter */
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if(state->volume_stack[0].shader != SHADER_NONE) {
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Ray volume_ray = *ray;
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volume_ray.t = (hit)? isect->t: FLT_MAX;
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# ifdef __BRANCHED_PATH__
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if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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# endif /* __BRANCHED_PATH__ */
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bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
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{
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/* integrate along volume segment with distance sampling */
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, state, sd, &volume_ray, L, throughput, &rng, heterogeneous);
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg, &rng, sd, emission_sd, *throughput, state, L);
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg, &rng, sd, throughput, state, L, ray)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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}
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else {
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kernel_split_path_end(kg, ray_index);
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}
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}
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# endif /* __VOLUME_SCATTER__ */
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}
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# ifdef __BRANCHED_PATH__
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}
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else {
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kernel_split_branched_path_volume_indirect_light_init(kg, ray_index);
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if(kernel_split_branched_path_volume_indirect_light_iter(kg, ray_index)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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}
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}
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# endif /* __BRANCHED_PATH__ */
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}
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kernel_split_state.rng[ray_index] = rng;
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}
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# ifdef __BRANCHED_PATH__
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/* iter loop */
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ray_index = get_ray_index(kg, ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0),
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QUEUE_VOLUME_INDIRECT_ITER,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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1);
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if(IS_STATE(ray_state, ray_index, RAY_VOLUME_INDIRECT_NEXT_ITER)) {
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/* for render passes, sum and reset indirect light pass variables
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* for the next samples */
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path_radiance_sum_indirect(&kernel_split_state.path_radiance[ray_index]);
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path_radiance_reset_indirect(&kernel_split_state.path_radiance[ray_index]);
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if(kernel_split_branched_path_volume_indirect_light_iter(kg, ray_index)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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}
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}
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# endif /* __BRANCHED_PATH__ */
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#endif /* __VOLUME__ */
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}
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CCL_NAMESPACE_END
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