Goal is to reduce OpenCL kernel recompilations. Currently viewport renders are still set to use 64 closures as this seems to be faster and we don't want to cause a performance regression there. Needs to be investigated. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2775
56 lines
1.9 KiB
C++
56 lines
1.9 KiB
C++
/*
|
|
* Copyright 2011-2015 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.
|
|
*/
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
/* Shadow ray cast for AO. */
|
|
ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg)
|
|
{
|
|
unsigned int ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
|
|
ccl_barrier(CCL_LOCAL_MEM_FENCE);
|
|
|
|
int ray_index = QUEUE_EMPTY_SLOT;
|
|
int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
|
|
if(thread_index < ao_queue_length) {
|
|
ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS,
|
|
kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
|
|
}
|
|
|
|
if(ray_index == QUEUE_EMPTY_SLOT) {
|
|
return;
|
|
}
|
|
|
|
ShaderData *sd = kernel_split_sd(sd, ray_index);
|
|
ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
|
|
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
|
|
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
|
|
float3 throughput = kernel_split_state.throughput[ray_index];
|
|
|
|
#ifdef __BRANCHED_PATH__
|
|
if(!kernel_data.integrator.branched || IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
|
|
#endif
|
|
kernel_path_ao(kg, sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, sd));
|
|
#ifdef __BRANCHED_PATH__
|
|
}
|
|
else {
|
|
kernel_branched_path_ao(kg, sd, emission_sd, L, state, throughput);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|