ea846a4dfc
The queue will be used to make reuse of inactive threads to keep the GPU more busy.
47 lines
1.5 KiB
C
47 lines
1.5 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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ccl_device void kernel_enqueue_inactive(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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{
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#ifdef __BRANCHED_PATH__
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/* Enqeueue RAY_INACTIVE rays into QUEUE_INACTIVE_RAYS queue. */
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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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char enqueue_flag = 0;
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if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_INACTIVE)) {
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enqueue_flag = 1;
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}
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enqueue_ray_index_local(ray_index,
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QUEUE_INACTIVE_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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#endif /* __BRANCHED_PATH__ */
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}
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CCL_NAMESPACE_END
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