forked from bartvdbraak/blender
4ca688a963
Ideally we shouldn't use char* at all, but for now we have to, so at least let's assume common .h files are free from pointer magic.
129 lines
5.1 KiB
Common Lisp
129 lines
5.1 KiB
Common Lisp
/*
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* Copyright 2011-2015 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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#include "split/kernel_background_buffer_update.h"
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__kernel void kernel_ocl_path_trace_background_buffer_update(
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ccl_global char *kg,
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ccl_constant KernelData *data,
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ccl_global char *sd,
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ccl_global float *per_sample_output_buffers,
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ccl_global uint *rng_state,
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ccl_global uint *rng_coop, /* Required for buffer Update */
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ccl_global float3 *throughput_coop, /* Required for background hit processing */
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PathRadiance *PathRadiance_coop, /* Required for background hit processing and buffer Update */
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ccl_global Ray *Ray_coop, /* Required for background hit processing */
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ccl_global PathState *PathState_coop, /* Required for background hit processing */
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ccl_global float *L_transparent_coop, /* Required for background hit processing and buffer Update */
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ccl_global char *ray_state, /* Stores information on the current state of a ray */
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int sw, int sh, int sx, int sy, int stride,
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int rng_state_offset_x,
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int rng_state_offset_y,
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int rng_state_stride,
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ccl_global unsigned int *work_array, /* Denotes work of each ray */
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ccl_global int *Queue_data, /* Queues memory */
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ccl_global int *Queue_index, /* Tracks the number of elements in each queue */
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int queuesize, /* Size (capacity) of each queue */
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int end_sample,
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int start_sample,
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#ifdef __WORK_STEALING__
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ccl_global unsigned int *work_pool_wgs,
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unsigned int num_samples,
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#endif
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#ifdef __KERNEL_DEBUG__
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DebugData *debugdata_coop,
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#endif
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int parallel_samples) /* Number of samples to be processed in parallel */
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{
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ccl_local unsigned int local_queue_atomics;
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if(get_local_id(0) == 0 && get_local_id(1) == 0) {
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local_queue_atomics = 0;
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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if(ray_index == 0) {
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/* We will empty this queue in this kernel. */
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Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
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}
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char enqueue_flag = 0;
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ray_index = get_ray_index(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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Queue_data,
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queuesize,
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1);
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#ifdef __COMPUTE_DEVICE_GPU__
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/* If we are executing on a GPU device, we exit all threads that are not
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* required.
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*
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* If we are executing on a CPU device, then we need to keep all threads
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* active since we have barrier() calls later in the kernel. CPU devices,
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* expect all threads to execute barrier statement.
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*/
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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if(ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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enqueue_flag =
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kernel_background_buffer_update((KernelGlobals *)kg,
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data,
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(ShaderData *)sd,
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per_sample_output_buffers,
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rng_state,
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rng_coop,
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throughput_coop,
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PathRadiance_coop,
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Ray_coop,
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PathState_coop,
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L_transparent_coop,
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ray_state,
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sw, sh, sx, sy, stride,
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rng_state_offset_x,
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rng_state_offset_y,
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rng_state_stride,
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work_array,
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end_sample,
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start_sample,
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#ifdef __WORK_STEALING__
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work_pool_wgs,
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num_samples,
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#endif
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#ifdef __KERNEL_DEBUG__
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debugdata_coop,
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#endif
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parallel_samples,
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ray_index);
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#ifndef __COMPUTE_DEVICE_GPU__
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}
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#endif
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/* Enqueue RAY_REGENERATED rays into QUEUE_ACTIVE_AND_REGENERATED_RAYS;
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* These rays will be made active during next SceneIntersectkernel.
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*/
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enqueue_ray_index_local(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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enqueue_flag,
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queuesize,
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&local_queue_atomics,
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Queue_data,
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Queue_index);
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}
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