forked from bartvdbraak/blender
2c503d8303
Since the kernel split work we're now having quite a few of new files, majority of which are related on the kernel entry points. Keeping those files in the root kernel folder will eventually make it really hard to follow which files are actual implementation of Cycles kernel. Those files are now moved to kernel/kernels/<device_type>. This way adding extra entry points will be less noisy. It is also nice to have all device-specific files grouped together. Another change is in the way how split kernel invokes logic. Previously all the logic was implemented directly in the .cl files, which makes it a bit tricky to re-use the logic across other devices. Since we'll likely be looking into doing same split work for CUDA devices eventually it makes sense to move logic from .cl files to header files. Those files are stored in kernel/split. This does not mean the header files will not give error messages when tried to be included from other devices and their arguments will likely be changed, but having such separation is a good start anyway. There should be no functional changes. Reviewers: juicyfruit, dingto Differential Revision: https://developer.blender.org/D1314
165 lines
6.9 KiB
C
165 lines
6.9 KiB
C
/*
|
|
* 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 "kernel_split_common.h"
|
|
|
|
/*
|
|
* Note on kernel_scene_intersect kernel.
|
|
* This is the second kernel in the ray tracing logic. This is the first
|
|
* of the path iteration kernels. This kernel takes care of scene_intersect function.
|
|
*
|
|
* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
|
|
* This kernel processes rays of ray state RAY_ACTIVE
|
|
* This kernel determines the rays that have hit the background and changes their ray state to RAY_HIT_BACKGROUND.
|
|
*
|
|
* The input and output are as follows,
|
|
*
|
|
* Ray_coop ---------------------------------------|--------- kernel_scene_intersect----------|--- PathState
|
|
* PathState_coop ---------------------------------| |--- Intersection
|
|
* ray_state --------------------------------------| |--- ray_state
|
|
* use_queues_flag --------------------------------| |
|
|
* parallel_samples -------------------------------| |
|
|
* QueueData(QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| |
|
|
* kg (data + globals) ----------------------------| |
|
|
* rng_coop ---------------------------------------| |
|
|
* sw ---------------------------------------------| |
|
|
* sh ---------------------------------------------| |
|
|
* queuesize --------------------------------------| |
|
|
*
|
|
* Note on Queues :
|
|
* Ideally we would want kernel_scene_intersect to work on queues.
|
|
* But during the very first time, the queues wil be empty and hence we perform a direct mapping
|
|
* between ray-index and thread-index; From the next time onward, the queue will be filled and
|
|
* we may start operating on queues.
|
|
*
|
|
* State of queue during the first time this kernel is called :
|
|
* QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.before and after this kernel
|
|
*
|
|
* State of queues during other times this kernel is called :
|
|
* At entry,
|
|
* QUEUE_ACTIVE_AND_REGENERATED_RAYS will have a mix of RAY_ACTIVE, RAY_UPDATE_BUFFER and RAY_REGENERATED rays;
|
|
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays ;
|
|
* (The rays that are in the state RAY_UPDATE_BUFFER in both the queues are actually the same rays; These
|
|
* are the rays that were in RAY_ACTIVE state during the initial enqueue but on further processing
|
|
* , by different kernels, have turned into RAY_UPDATE_BUFFER rays. Since all kernel, even after fetching from
|
|
* QUEUE_ACTIVE_AND_REGENERATED_RAYS, proceed further based on ray state information, RAY_UPDATE_BUFFER rays
|
|
* being present in QUEUE_ACTIVE_AND_REGENERATED_RAYS does not cause any logical issues)
|
|
* At exit,
|
|
* QUEUE_ACTIVE_AND_REGENERATED_RAYS - All RAY_REGENERATED rays will have been converted to RAY_ACTIVE and
|
|
* Some rays in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue will move to state RAY_HIT_BACKGROUND
|
|
* QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS - no change
|
|
*/
|
|
|
|
ccl_device void kernel_scene_intersect(
|
|
ccl_global char *globals,
|
|
ccl_constant KernelData *data,
|
|
ccl_global uint *rng_coop,
|
|
ccl_global Ray *Ray_coop, /* Required for scene_intersect */
|
|
ccl_global PathState *PathState_coop, /* Required for scene_intersect */
|
|
Intersection *Intersection_coop, /* Required for scene_intersect */
|
|
ccl_global char *ray_state, /* Denotes the state of each ray */
|
|
int sw, int sh,
|
|
ccl_global int *Queue_data, /* Memory for queues */
|
|
ccl_global int *Queue_index, /* Tracks the number of elements in queues */
|
|
int queuesize, /* Size (capacity) of queues */
|
|
ccl_global char *use_queues_flag, /* used to decide if this kernel should use queues to fetch ray index */
|
|
#ifdef __KERNEL_DEBUG__
|
|
DebugData *debugdata_coop,
|
|
#endif
|
|
int parallel_samples /* Number of samples to be processed in parallel */
|
|
)
|
|
{
|
|
int x = get_global_id(0);
|
|
int y = get_global_id(1);
|
|
|
|
/* Fetch use_queues_flag */
|
|
ccl_local char local_use_queues_flag;
|
|
if(get_local_id(0) == 0 && get_local_id(1) == 0) {
|
|
local_use_queues_flag = use_queues_flag[0];
|
|
}
|
|
barrier(CLK_LOCAL_MEM_FENCE);
|
|
|
|
int ray_index;
|
|
if(local_use_queues_flag) {
|
|
int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
|
|
ray_index = get_ray_index(thread_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 0);
|
|
|
|
if(ray_index == QUEUE_EMPTY_SLOT) {
|
|
return;
|
|
}
|
|
} else {
|
|
if(x < (sw * parallel_samples) && y < sh){
|
|
ray_index = x + y * (sw * parallel_samples);
|
|
} else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* All regenerated rays become active here */
|
|
if(IS_STATE(ray_state, ray_index, RAY_REGENERATED))
|
|
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE);
|
|
|
|
if(!IS_STATE(ray_state, ray_index, RAY_ACTIVE))
|
|
return;
|
|
|
|
/* Load kernel globals structure */
|
|
KernelGlobals *kg = (KernelGlobals *)globals;
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
DebugData *debug_data = &debugdata_coop[ray_index];
|
|
#endif
|
|
Intersection *isect = &Intersection_coop[ray_index];
|
|
PathState state = PathState_coop[ray_index];
|
|
Ray ray = Ray_coop[ray_index];
|
|
|
|
/* intersect scene */
|
|
uint visibility = path_state_ray_visibility(kg, &state);
|
|
|
|
#ifdef __HAIR__
|
|
float difl = 0.0f, extmax = 0.0f;
|
|
uint lcg_state = 0;
|
|
RNG rng = rng_coop[ray_index];
|
|
|
|
if(kernel_data.bvh.have_curves) {
|
|
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
|
|
float3 pixdiff = ray.dD.dx + ray.dD.dy;
|
|
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
|
|
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
|
|
}
|
|
|
|
extmax = kernel_data.curve.maximum_width;
|
|
lcg_state = lcg_state_init(&rng, &state, 0x51633e2d);
|
|
}
|
|
|
|
bool hit = scene_intersect(kg, &ray, visibility, isect, &lcg_state, difl, extmax);
|
|
#else
|
|
bool hit = scene_intersect(kg, &ray, visibility, isect, NULL, 0.0f, 0.0f);
|
|
#endif
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
if(state.flag & PATH_RAY_CAMERA) {
|
|
debug_data->num_bvh_traversal_steps += isect->num_traversal_steps;
|
|
}
|
|
#endif
|
|
|
|
if(!hit) {
|
|
/* Change the state of rays that hit the background;
|
|
* These rays undergo special processing in the
|
|
* background_bufferUpdate kernel*/
|
|
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND);
|
|
}
|
|
}
|