forked from bartvdbraak/blender
9bce104c8c
Apparently removing kernel arguments broke NVidia OpenCL. Needs more investigation, for the time being revering changes which caused problem.
115 lines
5.1 KiB
Common Lisp
115 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_next_iteration_setup.h"
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__kernel void kernel_ocl_path_trace_next_iteration_setup(
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ccl_global char *kg,
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ccl_constant KernelData *data,
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ccl_global char *sd, /* Required for setting up ray for next iteration */
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ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */
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ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */
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PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */
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ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */
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ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */
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ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */
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ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */
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ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */
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ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */
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ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */
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ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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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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ccl_global char *use_queues_flag) /* flag to decide if scene_intersect kernel should
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* use queues to fetch ray index */
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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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if(get_global_id(0) == 0 && get_global_id(1) == 0) {
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/* If we are here, then it means that scene-intersect kernel
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* has already been executed atleast once. From the next time,
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* scene-intersect kernel may operate on queues to fetch ray index
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*/
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use_queues_flag[0] = 1;
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/* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and
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* QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the
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* previous kernel.
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*/
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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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char enqueue_flag = 0;
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int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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ray_index = get_ray_index(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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Queue_data,
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queuesize,
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0);
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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 = kernel_next_iteration_setup((KernelGlobals *)kg,
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(ShaderData *)sd,
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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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LightRay_dl_coop,
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ISLamp_coop,
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BSDFEval_coop,
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LightRay_ao_coop,
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AOBSDF_coop,
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AOAlpha_coop,
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ray_state,
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use_queues_flag,
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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_UPDATE_BUFFER rays. */
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_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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