blender/intern/cycles/kernel/kernels/opencl/kernel_next_iteration_setup.cl

115 lines
5.1 KiB
Common Lisp
Raw Normal View History

/*
* 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_next_iteration_setup.h"
__kernel void kernel_ocl_path_trace_next_iteration_setup(
ccl_global char *kg,
ccl_constant KernelData *data,
ccl_global char *sd, /* Required for setting up ray for next iteration */
ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */
ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */
PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */
ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */
ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */
ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */
ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */
ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */
ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */
ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */
ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */
ccl_global char *ray_state, /* Denotes the state of each ray */
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 */
ccl_global char *use_queues_flag) /* flag to decide if scene_intersect kernel should
* use queues to fetch ray index */
{
ccl_local unsigned int local_queue_atomics;
if(get_local_id(0) == 0 && get_local_id(1) == 0) {
local_queue_atomics = 0;
}
barrier(CLK_LOCAL_MEM_FENCE);
if(get_global_id(0) == 0 && get_global_id(1) == 0) {
/* If we are here, then it means that scene-intersect kernel
* has already been executed atleast once. From the next time,
* scene-intersect kernel may operate on queues to fetch ray index
*/
use_queues_flag[0] = 1;
/* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and
* QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the
* previous kernel.
*/
Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
}
char enqueue_flag = 0;
int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
ray_index = get_ray_index(ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
Queue_data,
queuesize,
0);
#ifdef __COMPUTE_DEVICE_GPU__
/* If we are executing on a GPU device, we exit all threads that are not
* required.
*
* If we are executing on a CPU device, then we need to keep all threads
* active since we have barrier() calls later in the kernel. CPU devices,
* expect all threads to execute barrier statement.
*/
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
#endif
#ifndef __COMPUTE_DEVICE_GPU__
if(ray_index != QUEUE_EMPTY_SLOT) {
#endif
enqueue_flag = kernel_next_iteration_setup((KernelGlobals *)kg,
(ShaderData *)sd,
rng_coop,
throughput_coop,
PathRadiance_coop,
Ray_coop,
PathState_coop,
LightRay_dl_coop,
ISLamp_coop,
BSDFEval_coop,
LightRay_ao_coop,
AOBSDF_coop,
AOAlpha_coop,
ray_state,
use_queues_flag,
ray_index);
#ifndef __COMPUTE_DEVICE_GPU__
}
#endif
/* Enqueue RAY_UPDATE_BUFFER rays. */
enqueue_ray_index_local(ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
enqueue_flag,
queuesize,
&local_queue_atomics,
Queue_data,
Queue_index);
}