Apparently removing kernel arguments broke NVidia OpenCL. Needs more investigation, for the time being revering changes which caused problem.
69 lines
2.8 KiB
Common Lisp
69 lines
2.8 KiB
Common Lisp
/*
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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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#include "split/kernel_shader_eval.h"
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__kernel void kernel_ocl_path_trace_shader_eval(
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ccl_global char *kg,
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ccl_constant KernelData *data,
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ccl_global char *sd, /* Output ShaderData structure to be filled */
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ccl_global uint *rng_coop, /* Required for rbsdf calculation */
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ccl_global Ray *Ray_coop, /* Required for setting up shader from ray */
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ccl_global PathState *PathState_coop, /* Required for all functions in this kernel */
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Intersection *Intersection_coop, /* Required for setting up shader from ray */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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ccl_global int *Queue_data, /* queue memory */
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ccl_global int *Queue_index, /* Tracks the number of elements in each queue */
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int queuesize) /* Size (capacity) of each queue */
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{
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/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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ccl_local unsigned int local_queue_atomics;
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if(get_local_id(0) == 0 && get_local_id(1) == 0) {
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local_queue_atomics = 0;
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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ray_index = get_ray_index(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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Queue_data,
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queuesize,
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0);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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char enqueue_flag = (IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0;
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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enqueue_flag,
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queuesize,
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&local_queue_atomics,
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Queue_data,
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Queue_index);
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/* Continue on with shader evaluation. */
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kernel_shader_eval((KernelGlobals *)kg,
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(ShaderData *)sd,
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rng_coop,
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Ray_coop,
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PathState_coop,
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Intersection_coop,
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ray_state,
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ray_index);
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}
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