This commit re-shuffles code in split kernel once again and makes it so common parts which is in the headers is only responsible to making all the work needed for specified ray index. Getting ray index, checking for it's validity and enqueuing tasks are now happening in the device specified part of the kernel. This actually makes sense because enqueuing is indeed device-specified and i.e. with CUDA we'll want to enqueue kernels from kernel and avoid CPU roundtrip. TODO: - Kernel comments are still placed in the common header files, but since queue related stuff is not passed to those functions those comments might need to be split as well. Just currently read them considering that they're also covering the way how all devices are invoking the common code path. - Arguments might need to be wrapped into KernelGlobals, so we don't ened to pass all them around as function arguments.
84 lines
3.2 KiB
Common Lisp
84 lines
3.2 KiB
Common Lisp
/*
|
|
* 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.
|
|
*/
|
|
|
|
#include "split/kernel_shadow_blocked.h"
|
|
|
|
__kernel void kernel_ocl_path_trace_shadow_blocked(
|
|
ccl_global char *globals,
|
|
ccl_constant KernelData *data,
|
|
ccl_global char *shader_shadow, /* Required for shadow blocked */
|
|
ccl_global PathState *PathState_coop, /* Required for shadow blocked */
|
|
ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */
|
|
ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */
|
|
Intersection *Intersection_coop_AO,
|
|
Intersection *Intersection_coop_DL,
|
|
ccl_global char *ray_state,
|
|
ccl_global int *Queue_data, /* Queue memory */
|
|
ccl_global int *Queue_index, /* Tracks the number of elements in each queue */
|
|
int queuesize, /* Size (capacity) of each queue */
|
|
int total_num_rays)
|
|
{
|
|
#if 0
|
|
/* We will make the Queue_index entries '0' in the next kernel. */
|
|
if(get_global_id(0) == 0 && get_global_id(1) == 0) {
|
|
/* We empty this queue here */
|
|
Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
|
|
Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
|
|
}
|
|
#endif
|
|
|
|
int lidx = get_local_id(1) * get_local_id(0) + get_local_id(0);
|
|
|
|
ccl_local unsigned int ao_queue_length;
|
|
ccl_local unsigned int dl_queue_length;
|
|
if(lidx == 0) {
|
|
ao_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
|
|
dl_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS];
|
|
}
|
|
barrier(CLK_LOCAL_MEM_FENCE);
|
|
|
|
/* flag determining if the current ray is to process shadow ray for AO or DL */
|
|
char shadow_blocked_type = -1;
|
|
|
|
int ray_index = QUEUE_EMPTY_SLOT;
|
|
int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
|
|
if(thread_index < ao_queue_length + dl_queue_length) {
|
|
if(thread_index < ao_queue_length) {
|
|
ray_index = get_ray_index(thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, Queue_data, queuesize, 1);
|
|
shadow_blocked_type = RAY_SHADOW_RAY_CAST_AO;
|
|
} else {
|
|
ray_index = get_ray_index(thread_index - ao_queue_length, QUEUE_SHADOW_RAY_CAST_DL_RAYS, Queue_data, queuesize, 1);
|
|
shadow_blocked_type = RAY_SHADOW_RAY_CAST_DL;
|
|
}
|
|
}
|
|
|
|
if(ray_index == QUEUE_EMPTY_SLOT)
|
|
return;
|
|
|
|
kernel_shadow_blocked(globals,
|
|
data,
|
|
shader_shadow,
|
|
PathState_coop,
|
|
LightRay_dl_coop,
|
|
LightRay_ao_coop,
|
|
Intersection_coop_AO,
|
|
Intersection_coop_DL,
|
|
ray_state,
|
|
total_num_rays,
|
|
shadow_blocked_type,
|
|
ray_index);
|
|
}
|