forked from bartvdbraak/blender
9bce104c8c
Apparently removing kernel arguments broke NVidia OpenCL. Needs more investigation, for the time being revering changes which caused problem.
83 lines
3.2 KiB
Common Lisp
83 lines
3.2 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_shadow_blocked.h"
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__kernel void kernel_ocl_path_trace_shadow_blocked(
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ccl_global char *kg,
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ccl_constant KernelData *data,
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ccl_global char *sd_shadow, /* Required for shadow blocked */
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ccl_global PathState *PathState_coop, /* Required for shadow blocked */
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ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */
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ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */
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Intersection *Intersection_coop_AO,
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Intersection *Intersection_coop_DL,
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ccl_global char *ray_state,
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ccl_global int *Queue_data, /* Queue 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 total_num_rays)
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{
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#if 0
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/* We will make the Queue_index entries '0' in the next kernel. */
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if(get_global_id(0) == 0 && get_global_id(1) == 0) {
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/* We empty this queue here */
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Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
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Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
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}
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#endif
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int lidx = get_local_id(1) * get_local_id(0) + get_local_id(0);
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ccl_local unsigned int ao_queue_length;
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ccl_local unsigned int dl_queue_length;
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if(lidx == 0) {
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ao_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
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dl_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS];
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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/* flag determining if the current ray is to process shadow ray for AO or DL */
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char shadow_blocked_type = -1;
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int ray_index = QUEUE_EMPTY_SLOT;
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int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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if(thread_index < ao_queue_length + dl_queue_length) {
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if(thread_index < ao_queue_length) {
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ray_index = get_ray_index(thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, Queue_data, queuesize, 1);
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shadow_blocked_type = RAY_SHADOW_RAY_CAST_AO;
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} else {
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ray_index = get_ray_index(thread_index - ao_queue_length, QUEUE_SHADOW_RAY_CAST_DL_RAYS, Queue_data, queuesize, 1);
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shadow_blocked_type = RAY_SHADOW_RAY_CAST_DL;
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}
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}
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if(ray_index == QUEUE_EMPTY_SLOT)
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return;
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kernel_shadow_blocked((KernelGlobals *)kg,
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(ShaderData *)sd_shadow,
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PathState_coop,
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LightRay_dl_coop,
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LightRay_ao_coop,
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Intersection_coop_AO,
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Intersection_coop_DL,
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ray_state,
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total_num_rays,
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shadow_blocked_type,
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ray_index);
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}
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