This does a few things at once: - Refactors host side split kernel logic into a new device agnostic class `DeviceSplitKernel`. - Removes tile splitting, a new work pool implementation takes its place and allows as many threads as will fit in memory regardless of tile size, which can give performance gains. - Refactors split state buffers into one buffer, as well as reduces the number of arguments passed to kernels. Means there's less code to deal with overall. - Moves kernel logic out of OpenCL kernel files so they can later be used by other device types. - Replaced OpenCL specific APIs with new generic versions - Tiles can now be seen updating during rendering
250 lines
11 KiB
C++
250 lines
11 KiB
C++
/*
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* Copyright 2011-2015 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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/* Note on kernel_background_buffer_update kernel.
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* This is the fourth kernel in the ray tracing logic, and the third
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* of the path iteration kernels. This kernel takes care of rays that hit
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* the background (sceneintersect kernel), and for the rays of
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* state RAY_UPDATE_BUFFER it updates the ray's accumulated radiance in
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* the output buffer. This kernel also takes care of rays that have been determined
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* to-be-regenerated.
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*
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* We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel
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*
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* Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER
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* will be eventually set to RAY_TO_REGENERATE state in this kernel. Finally all rays of ray_state
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* RAY_TO_REGENERATE will be regenerated and put in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
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*
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* The input and output are as follows,
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*
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* rng_coop ---------------------------------------------|--- kernel_background_buffer_update --|--- PathRadiance_coop
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* throughput_coop --------------------------------------| |--- L_transparent_coop
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* per_sample_output_buffers ----------------------------| |--- per_sample_output_buffers
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* Ray_coop ---------------------------------------------| |--- ray_state
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* PathState_coop ---------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* L_transparent_coop -----------------------------------| |--- Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* ray_state --------------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ----| |--- Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ------| |--- work_array
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* parallel_samples -------------------------------------| |--- PathState_coop
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* end_sample -------------------------------------------| |--- throughput_coop
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* kg (globals) -----------------------------------------| |--- rng_coop
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* rng_state --------------------------------------------| |--- Ray
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* PathRadiance_coop ------------------------------------| |
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* sw ---------------------------------------------------| |
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* sh ---------------------------------------------------| |
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* sx ---------------------------------------------------| |
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* sy ---------------------------------------------------| |
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* stride -----------------------------------------------| |
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* work_array -------------------------------------------| |--- work_array
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* queuesize --------------------------------------------| |
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* start_sample -----------------------------------------| |--- work_pool_wgs
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* work_pool_wgs ----------------------------------------| |
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* num_samples ------------------------------------------| |
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*
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* note on sd : sd argument is neither an input nor an output for this kernel. It is just filled and consumed here itself.
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* Note on Queues :
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* This kernel fetches rays from QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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*
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* State of queues when this kernel is called :
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* At entry,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays
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* At exit,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty
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*/
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ccl_device void kernel_background_buffer_update(KernelGlobals *kg)
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{
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ccl_local unsigned int local_queue_atomics;
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if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(ray_index == 0) {
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/* We will empty this queue in this kernel. */
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kernel_split_params.queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
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}
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char enqueue_flag = 0;
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_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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#ifdef __COMPUTE_DEVICE_GPU__
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/* If we are executing on a GPU device, we exit all threads that are not
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* required.
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*
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* If we are executing on a CPU device, then we need to keep all threads
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* active since we have barrier() calls later in the kernel. CPU devices,
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* expect all threads to execute barrier statement.
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*/
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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if(ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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ccl_global uint *rng_state = kernel_split_params.rng_state;
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int stride = kernel_split_params.stride;
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ccl_global char *ray_state = kernel_split_state.ray_state;
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#ifdef __KERNEL_DEBUG__
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DebugData *debug_data = &kernel_split_state.debug_data[ray_index];
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#endif
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global float *L_transparent = &kernel_split_state.L_transparent[ray_index];
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ccl_global uint *rng = &kernel_split_state.rng[ray_index];
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ccl_global float *per_sample_output_buffers = kernel_split_state.per_sample_output_buffers;
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unsigned int work_index;
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ccl_global uint *initial_rng;
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unsigned int sample;
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unsigned int tile_x;
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unsigned int tile_y;
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unsigned int pixel_x;
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unsigned int pixel_y;
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unsigned int my_sample_tile;
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work_index = kernel_split_state.work_array[ray_index];
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sample = get_work_sample(kg, work_index, ray_index) + kernel_split_params.start_sample;
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get_work_pixel_tile_position(kg, &pixel_x, &pixel_y,
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&tile_x, &tile_y,
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work_index,
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ray_index);
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my_sample_tile = 0;
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initial_rng = rng_state;
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rng_state += kernel_split_params.offset + pixel_x + pixel_y*kernel_split_params.stride;
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per_sample_output_buffers += ((tile_x + (tile_y * stride)) + my_sample_tile) * kernel_data.film.pass_stride;
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if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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/* eval background shader if nothing hit */
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if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
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*L_transparent = (*L_transparent) + average((*throughput));
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#ifdef __PASSES__
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if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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}
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if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, kernel_split_state.sd_DL_shadow, state, ray);
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path_radiance_accum_background(L, (*throughput), L_background, state->bounce);
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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}
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}
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if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
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float3 L_sum = path_radiance_clamp_and_sum(kg, L);
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kernel_write_light_passes(kg, per_sample_output_buffers, L, sample);
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#ifdef __KERNEL_DEBUG__
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kernel_write_debug_passes(kg, per_sample_output_buffers, state, debug_data, sample);
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#endif
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float4 L_rad = make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - (*L_transparent));
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/* accumulate result in output buffer */
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kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
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path_rng_end(kg, rng_state, *rng);
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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/* We have completed current work; So get next work */
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int valid_work = get_next_work(kg, &work_index, ray_index);
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if(!valid_work) {
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/* If work is invalid, this means no more work is available and the thread may exit */
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
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}
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if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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kernel_split_state.work_array[ray_index] = work_index;
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/* Get the sample associated with the current work */
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sample = get_work_sample(kg, work_index, ray_index) + kernel_split_params.start_sample;
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/* Get pixel and tile position associated with current work */
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get_work_pixel_tile_position(kg, &pixel_x, &pixel_y, &tile_x, &tile_y, work_index, ray_index);
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my_sample_tile = 0;
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/* Remap rng_state according to the current work */
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rng_state = initial_rng + kernel_split_params.offset + pixel_x + pixel_y*kernel_split_params.stride;
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/* Remap per_sample_output_buffers according to the current work */
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per_sample_output_buffers = kernel_split_state.per_sample_output_buffers
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+ ((tile_x + (tile_y * stride)) + my_sample_tile) * kernel_data.film.pass_stride;
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/* Initialize random numbers and ray. */
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kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, rng, ray);
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if(ray->t != 0.0f) {
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/* Initialize throughput, L_transparent, Ray, PathState;
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* These rays proceed with path-iteration.
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*/
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*throughput = make_float3(1.0f, 1.0f, 1.0f);
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*L_transparent = 0.0f;
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path_radiance_init(L, kernel_data.film.use_light_pass);
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path_state_init(kg, kernel_split_state.sd_DL_shadow, state, rng, sample, ray);
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#ifdef __KERNEL_DEBUG__
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debug_data_init(debug_data);
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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enqueue_flag = 1;
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}
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else {
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/* These rays do not participate in path-iteration. */
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float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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/* Accumulate result in output buffer. */
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kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
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path_rng_end(kg, rng_state, *rng);
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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}
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}
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#ifndef __COMPUTE_DEVICE_GPU__
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}
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#endif
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/* Enqueue RAY_REGENERATED rays into QUEUE_ACTIVE_AND_REGENERATED_RAYS;
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* These rays will be made active during next SceneIntersectkernel.
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*/
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enqueue_ray_index_local(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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enqueue_flag,
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kernel_split_params.queue_size,
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&local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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}
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CCL_NAMESPACE_END
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