forked from bartvdbraak/blender
Cycles OpenCL: a few fixes to get things compiling after kernel changes,
for Apple OpenCL on OS X 10.8 and simple AO render. Also environment variable CYCLES_OPENCL_TEST can now be set to CPU, GPU, ACCELERATOR, DEFAULT or ALL values to test particuler devices.
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@ -40,6 +40,26 @@ CCL_NAMESPACE_BEGIN
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#define CL_MEM_PTR(p) ((cl_mem)(unsigned long)(p))
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static cl_device_type opencl_device_type()
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{
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char *device = getenv("CYCLES_OPENCL_TEST");
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if(device) {
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if(strcmp(device, "ALL") == 0)
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return CL_DEVICE_TYPE_ALL;
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else if(strcmp(device, "DEFAULT") == 0)
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return CL_DEVICE_TYPE_DEFAULT;
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else if(strcmp(device, "CPU") == 0)
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return CL_DEVICE_TYPE_CPU;
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else if(strcmp(device, "GPU") == 0)
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return CL_DEVICE_TYPE_GPU;
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else if(strcmp(device, "ACCELERATOR") == 0)
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return CL_DEVICE_TYPE_ACCELERATOR;
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}
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return CL_DEVICE_TYPE_GPU|CL_DEVICE_TYPE_ACCELERATOR;
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}
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class OpenCLDevice : public Device
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{
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public:
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@ -181,7 +201,7 @@ public:
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vector<cl_device_id> device_ids;
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cl_uint num_devices;
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if(opencl_error(clGetDeviceIDs(cpPlatform, CL_DEVICE_TYPE_GPU|CL_DEVICE_TYPE_ACCELERATOR, 0, NULL, &num_devices)))
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if(opencl_error(clGetDeviceIDs(cpPlatform, opencl_device_type(), 0, NULL, &num_devices)))
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return;
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if(info.num > num_devices) {
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@ -194,7 +214,7 @@ public:
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device_ids.resize(num_devices);
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if(opencl_error(clGetDeviceIDs(cpPlatform, CL_DEVICE_TYPE_GPU|CL_DEVICE_TYPE_ACCELERATOR, num_devices, &device_ids[0], NULL)))
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if(opencl_error(clGetDeviceIDs(cpPlatform, opencl_device_type(), num_devices, &device_ids[0], NULL)))
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return;
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cdDevice = device_ids[info.num];
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@ -306,10 +326,10 @@ public:
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build_options += "-D__KERNEL_OPENCL_NVIDIA__ -cl-nv-maxrregcount=24 -cl-nv-verbose ";
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else if(platform_name == "Apple")
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build_options += "-D__CL_NO_FLOAT3__ -D__KERNEL_OPENCL_APPLE__ ";
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build_options += "-D__KERNEL_OPENCL_APPLE__ -Wno-missing-prototypes";
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else if(platform_name == "AMD Accelerated Parallel Processing")
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build_options += "-D__CL_NO_FLOAT3__ -D__KERNEL_OPENCL_AMD__ ";
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build_options += "-D__KERNEL_OPENCL_AMD__ ";
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return build_options;
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}
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@ -754,12 +774,12 @@ void device_opencl_info(vector<DeviceInfo>& devices)
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if(clGetPlatformIDs(num_platforms, &platform_ids[0], NULL) != CL_SUCCESS)
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return;
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if(clGetDeviceIDs(platform_ids[0], CL_DEVICE_TYPE_GPU|CL_DEVICE_TYPE_ACCELERATOR, 0, NULL, &num_devices) != CL_SUCCESS || num_devices == 0)
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if(clGetDeviceIDs(platform_ids[0], opencl_device_type(), 0, NULL, &num_devices) != CL_SUCCESS || num_devices == 0)
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return;
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device_ids.resize(num_devices);
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if(clGetDeviceIDs(platform_ids[0], CL_DEVICE_TYPE_GPU|CL_DEVICE_TYPE_ACCELERATOR, num_devices, &device_ids[0], NULL) != CL_SUCCESS)
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if(clGetDeviceIDs(platform_ids[0], opencl_device_type(), num_devices, &device_ids[0], NULL) != CL_SUCCESS)
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return;
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/* add devices */
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@ -26,6 +26,10 @@
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#define CCL_NAMESPACE_BEGIN
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#define CCL_NAMESPACE_END
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#ifdef __KERNEL_OPENCL_AMD__
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#define __CL_NO_FLOAT3__
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#endif
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#ifdef __CL_NO_FLOAT3__
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#define float3 float4
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#endif
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@ -52,7 +52,7 @@ __device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
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shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ls->prim);
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else
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#endif
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shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time);
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shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ~0);
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ls->Ng = sd.Ng;
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@ -430,11 +430,9 @@ __device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls,
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/* instance transform */
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if(object >= 0) {
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#ifdef __OBJECT_MOTION__
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Transform itfm;
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Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
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Transform tfm = object_fetch_transform_motion_test(kg, object, time, NULL);
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#else
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Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
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Transform itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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#endif
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ls->P = transform_point(&tfm, ls->P);
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@ -262,7 +262,7 @@ __device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderData
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__device_noinline void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
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const float3 P, const float3 Ng, const float3 I,
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int shader, int object, int prim, float u, float v, float t, float time, int segment = ~0)
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int shader, int object, int prim, float u, float v, float t, float time, int segment)
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{
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/* vectors */
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sd->P = P;
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@ -393,7 +393,7 @@ __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
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/* watch out: no instance transform currently */
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shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID);
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shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID, ~0);
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}
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/* ShaderData setup from ray into background */
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@ -769,8 +769,9 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
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#ifdef __SVM__
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
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#else
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bsdf_diffuse_setup(&sd->closure);
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sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
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sd->closure.N = sd->N;
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sd->flag |= bsdf_diffuse_setup(&sd->closure);
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#endif
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}
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}
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@ -109,19 +109,6 @@ __device_inline Transform transform_transpose(const Transform a)
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return t;
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}
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__device_inline Transform operator*(const Transform a, const Transform b)
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{
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Transform c = transform_transpose(b);
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Transform t;
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t.x = make_float4(dot(a.x, c.x), dot(a.x, c.y), dot(a.x, c.z), dot(a.x, c.w));
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t.y = make_float4(dot(a.y, c.x), dot(a.y, c.y), dot(a.y, c.z), dot(a.y, c.w));
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t.z = make_float4(dot(a.z, c.x), dot(a.z, c.y), dot(a.z, c.z), dot(a.z, c.w));
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t.w = make_float4(dot(a.w, c.x), dot(a.w, c.y), dot(a.w, c.z), dot(a.w, c.w));
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return t;
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}
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__device_inline Transform make_transform(float a, float b, float c, float d,
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float e, float f, float g, float h,
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float i, float j, float k, float l,
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@ -139,6 +126,19 @@ __device_inline Transform make_transform(float a, float b, float c, float d,
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#ifndef __KERNEL_GPU__
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__device_inline Transform operator*(const Transform a, const Transform b)
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{
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Transform c = transform_transpose(b);
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Transform t;
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t.x = make_float4(dot(a.x, c.x), dot(a.x, c.y), dot(a.x, c.z), dot(a.x, c.w));
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t.y = make_float4(dot(a.y, c.x), dot(a.y, c.y), dot(a.y, c.z), dot(a.y, c.w));
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t.z = make_float4(dot(a.z, c.x), dot(a.z, c.y), dot(a.z, c.z), dot(a.z, c.w));
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t.w = make_float4(dot(a.w, c.x), dot(a.w, c.y), dot(a.w, c.z), dot(a.w, c.w));
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return t;
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}
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__device_inline void print_transform(const char *label, const Transform& t)
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{
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print_float4(label, t.x);
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