blender/intern/cycles/kernel/kernels/opencl/kernel_data_init.cl
Sergey Sharybin 9815f8a623 Cycles: Cleanup of OpenCL split kernel routines
The idea is to switch from allocating separate buffers for shader data's
structure of arrays to allocating one huge memory block and do some index
trickery to make it accessed as SOA.

This saves quite reasonable amount of lines of code in device_opencl and
also makes it possible to get rid of special declaration of ShaderData
structure.

As a side effect it also makes it easier to experiment with SOA vs. AOS
for split kernel.

Works fine here on NVidia GTX580, Intel CPU amd AMD Fiji cards.

Reviewers: #cycles, brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1593
2016-01-30 00:23:06 +01:00

91 lines
3.9 KiB
Common Lisp

/*
* 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_data_init.h"
__kernel void kernel_ocl_path_trace_data_init(
ccl_global char *globals,
ccl_global char *sd_DL_shadow,
ccl_constant KernelData *data,
ccl_global float *per_sample_output_buffers,
ccl_global uint *rng_state,
ccl_global uint *rng_coop, /* rng array to store rng values for all rays */
ccl_global float3 *throughput_coop, /* throughput array to store throughput values for all rays */
ccl_global float *L_transparent_coop, /* L_transparent array to store L_transparent values for all rays */
PathRadiance *PathRadiance_coop, /* PathRadiance array to store PathRadiance values for all rays */
ccl_global Ray *Ray_coop, /* Ray array to store Ray information for all rays */
ccl_global PathState *PathState_coop, /* PathState array to store PathState information for all rays */
Intersection *Intersection_coop_shadow,
ccl_global char *ray_state, /* Stores information on current state of a ray */
#define KERNEL_TEX(type, ttype, name) \
ccl_global type *name,
#include "../../kernel_textures.h"
int start_sample, int sx, int sy, int sw, int sh, int offset, int stride,
int rng_state_offset_x,
int rng_state_offset_y,
int rng_state_stride,
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 the queue */
ccl_global char *use_queues_flag, /* flag to decide if scene-intersect kernel should use queues to fetch ray index */
ccl_global unsigned int *work_array, /* work array to store which work each ray belongs to */
#ifdef __WORK_STEALING__
ccl_global unsigned int *work_pool_wgs, /* Work pool for each work group */
unsigned int num_samples, /* Total number of samples per pixel */
#endif
#ifdef __KERNEL_DEBUG__
DebugData *debugdata_coop,
#endif
int parallel_samples) /* Number of samples to be processed in parallel */
{
kernel_data_init((KernelGlobals *)globals,
(ShaderData *)sd_DL_shadow,
data,
per_sample_output_buffers,
rng_state,
rng_coop,
throughput_coop,
L_transparent_coop,
PathRadiance_coop,
Ray_coop,
PathState_coop,
Intersection_coop_shadow,
ray_state,
#define KERNEL_TEX(type, ttype, name) name,
#include "../../kernel_textures.h"
start_sample, sx, sy, sw, sh, offset, stride,
rng_state_offset_x,
rng_state_offset_y,
rng_state_stride,
Queue_data,
Queue_index,
queuesize,
use_queues_flag,
work_array,
#ifdef __WORK_STEALING__
work_pool_wgs,
num_samples,
#endif
#ifdef __KERNEL_DEBUG__
debugdata_coop,
#endif
parallel_samples);
}