blender/intern/cycles/kernel/split/kernel_data_init.h

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/*
* 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"
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/*
* Note on kernel_data_initialization kernel
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* This kernel Initializes structures needed in path-iteration kernels.
* This is the first kernel in ray-tracing logic.
*
* Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE
*
* Its input and output are as follows,
*
* Un-initialized rng---------------|--- kernel_data_initialization ---|--- Initialized rng
* Un-initialized throughput -------| |--- Initialized throughput
* Un-initialized L_transparent ----| |--- Initialized L_transparent
* Un-initialized PathRadiance -----| |--- Initialized PathRadiance
* Un-initialized Ray --------------| |--- Initialized Ray
* Un-initialized PathState --------| |--- Initialized PathState
* Un-initialized QueueData --------| |--- Initialized QueueData (to QUEUE_EMPTY_SLOT)
* Un-initilaized QueueIndex -------| |--- Initialized QueueIndex (to 0)
* Un-initialized use_queues_flag---| |--- Initialized use_queues_flag (to false)
* Un-initialized ray_state --------| |--- Initialized ray_state
* parallel_samples --------------- | |--- Initialized per_sample_output_buffers
* rng_state -----------------------| |--- Initialized work_array
* data ----------------------------| |--- Initialized work_pool_wgs
* start_sample --------------------| |
* sx ------------------------------| |
* sy ------------------------------| |
* sw ------------------------------| |
* sh ------------------------------| |
* stride --------------------------| |
* queuesize -----------------------| |
* num_samples ---------------------| |
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*
* Note on Queues :
* All slots in queues are initialized to queue empty slot;
* The number of elements in the queues is initialized to 0;
*/
__kernel void kernel_data_init(
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ccl_global char *globals,
ccl_global char *shader_data_sd, /* Arguments related to ShaderData */
ccl_global char *shader_data_sd_DL_shadow, /* Arguments related to ShaderData */
ccl_global float3 *P_sd,
ccl_global float3 *P_sd_DL_shadow,
ccl_global float3 *N_sd,
ccl_global float3 *N_sd_DL_shadow,
ccl_global float3 *Ng_sd,
ccl_global float3 *Ng_sd_DL_shadow,
ccl_global float3 *I_sd,
ccl_global float3 *I_sd_DL_shadow,
ccl_global int *shader_sd,
ccl_global int *shader_sd_DL_shadow,
ccl_global int *flag_sd,
ccl_global int *flag_sd_DL_shadow,
ccl_global int *prim_sd,
ccl_global int *prim_sd_DL_shadow,
ccl_global int *type_sd,
ccl_global int *type_sd_DL_shadow,
ccl_global float *u_sd,
ccl_global float *u_sd_DL_shadow,
ccl_global float *v_sd,
ccl_global float *v_sd_DL_shadow,
ccl_global int *object_sd,
ccl_global int *object_sd_DL_shadow,
ccl_global float *time_sd,
ccl_global float *time_sd_DL_shadow,
ccl_global float *ray_length_sd,
ccl_global float *ray_length_sd_DL_shadow,
ccl_global int *ray_depth_sd,
ccl_global int *ray_depth_sd_DL_shadow,
ccl_global int *transparent_depth_sd,
ccl_global int *transparent_depth_sd_DL_shadow,
/* Ray differentials. */
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ccl_global differential3 *dP_sd,
ccl_global differential3 *dP_sd_DL_shadow,
ccl_global differential3 *dI_sd,
ccl_global differential3 *dI_sd_DL_shadow,
ccl_global differential *du_sd,
ccl_global differential *du_sd_DL_shadow,
ccl_global differential *dv_sd,
ccl_global differential *dv_sd_DL_shadow,
/* Dp/Du */
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ccl_global float3 *dPdu_sd,
ccl_global float3 *dPdu_sd_DL_shadow,
ccl_global float3 *dPdv_sd,
ccl_global float3 *dPdv_sd_DL_shadow,
/* Object motion. */
ccl_global Transform *ob_tfm_sd,
ccl_global Transform *ob_tfm_sd_DL_shadow,
ccl_global Transform *ob_itfm_sd,
ccl_global Transform *ob_itfm_sd_DL_shadow,
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ShaderClosure *closure_sd,
ShaderClosure *closure_sd_DL_shadow,
ccl_global int *num_closure_sd,
ccl_global int *num_closure_sd_DL_shadow,
ccl_global float *randb_closure_sd,
ccl_global float *randb_closure_sd_DL_shadow,
ccl_global float3 *ray_P_sd,
ccl_global float3 *ray_P_sd_DL_shadow,
ccl_global differential3 *ray_dP_sd,
ccl_global differential3 *ray_dP_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 */
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"
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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 */
)
{
/* Load kernel globals structure */
KernelGlobals *kg = (KernelGlobals *)globals;
kg->data = data;
#define KERNEL_TEX(type, ttype, name) \
kg->name = name;
#include "../kernel_textures.h"
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/* Load ShaderData structure */
ShaderData *sd = (ShaderData *)shader_data_sd;
ShaderData *sd_DL_shadow = (ShaderData *)shader_data_sd_DL_shadow;
sd->P = P_sd;
sd_DL_shadow->P = P_sd_DL_shadow;
sd->N = N_sd;
sd_DL_shadow->N = N_sd_DL_shadow;
sd->Ng = Ng_sd;
sd_DL_shadow->Ng = Ng_sd_DL_shadow;
sd->I = I_sd;
sd_DL_shadow->I = I_sd_DL_shadow;
sd->shader = shader_sd;
sd_DL_shadow->shader = shader_sd_DL_shadow;
sd->flag = flag_sd;
sd_DL_shadow->flag = flag_sd_DL_shadow;
sd->prim = prim_sd;
sd_DL_shadow->prim = prim_sd_DL_shadow;
sd->type = type_sd;
sd_DL_shadow->type = type_sd_DL_shadow;
sd->u = u_sd;
sd_DL_shadow->u = u_sd_DL_shadow;
sd->v = v_sd;
sd_DL_shadow->v = v_sd_DL_shadow;
sd->object = object_sd;
sd_DL_shadow->object = object_sd_DL_shadow;
sd->time = time_sd;
sd_DL_shadow->time = time_sd_DL_shadow;
sd->ray_length = ray_length_sd;
sd_DL_shadow->ray_length = ray_length_sd_DL_shadow;
sd->ray_depth = ray_depth_sd;
sd_DL_shadow->ray_depth = ray_depth_sd_DL_shadow;
sd->transparent_depth = transparent_depth_sd;
sd_DL_shadow->transparent_depth = transparent_depth_sd_DL_shadow;
#ifdef __RAY_DIFFERENTIALS__
sd->dP = dP_sd;
sd_DL_shadow->dP = dP_sd_DL_shadow;
sd->dI = dI_sd;
sd_DL_shadow->dI = dI_sd_DL_shadow;
sd->du = du_sd;
sd_DL_shadow->du = du_sd_DL_shadow;
sd->dv = dv_sd;
sd_DL_shadow->dv = dv_sd_DL_shadow;
#ifdef __DPDU__
sd->dPdu = dPdu_sd;
sd_DL_shadow->dPdu = dPdu_sd_DL_shadow;
sd->dPdv = dPdv_sd;
sd_DL_shadow->dPdv = dPdv_sd_DL_shadow;
#endif
#endif
#ifdef __OBJECT_MOTION__
sd->ob_tfm = ob_tfm_sd;
sd_DL_shadow->ob_tfm = ob_tfm_sd_DL_shadow;
sd->ob_itfm = ob_itfm_sd;
sd_DL_shadow->ob_itfm = ob_itfm_sd_DL_shadow;
#endif
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sd->closure = closure_sd;
sd_DL_shadow->closure = closure_sd_DL_shadow;
sd->num_closure = num_closure_sd;
sd_DL_shadow->num_closure = num_closure_sd_DL_shadow;
sd->randb_closure = randb_closure_sd;
sd_DL_shadow->randb_closure = randb_closure_sd_DL_shadow;
sd->ray_P = ray_P_sd;
sd_DL_shadow->ray_P = ray_P_sd_DL_shadow;
sd->ray_dP = ray_dP_sd;
sd_DL_shadow->ray_dP = ray_dP_sd_DL_shadow;
int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
#ifdef __WORK_STEALING__
int lid = get_local_id(1) * get_local_size(0) + get_local_id(0);
/* Initialize work_pool_wgs */
if(lid == 0) {
int group_index = get_group_id(1) * get_num_groups(0) + get_group_id(0);
work_pool_wgs[group_index] = 0;
}
barrier(CLK_LOCAL_MEM_FENCE);
#endif // __WORK_STEALING__
/* Initialize queue data and queue index */
if(thread_index < queuesize) {
/* Initialize active ray queue */
Queue_data[QUEUE_ACTIVE_AND_REGENERATED_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
/* Initialize background and buffer update queue */
Queue_data[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
/* Initialize shadow ray cast of AO queue */
Queue_data[QUEUE_SHADOW_RAY_CAST_AO_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
/* Initialize shadow ray cast of direct lighting queue */
Queue_data[QUEUE_SHADOW_RAY_CAST_DL_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
}
if(thread_index == 0) {
Queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
/* The scene-intersect kernel should not use the queues very first time.
* since the queue would be empty.
*/
use_queues_flag[0] = 0;
}
int x = get_global_id(0);
int y = get_global_id(1);
if(x < (sw * parallel_samples) && y < sh) {
int ray_index = x + y * (sw * parallel_samples);
/* This is the first assignment to ray_state; So we dont use ASSIGN_RAY_STATE macro */
ray_state[ray_index] = RAY_ACTIVE;
unsigned int my_sample;
unsigned int pixel_x;
unsigned int pixel_y;
unsigned int tile_x;
unsigned int tile_y;
unsigned int my_sample_tile;
#ifdef __WORK_STEALING__
unsigned int my_work = 0;
/* get work */
get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index);
/* Get the sample associated with the work */
my_sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
my_sample_tile = 0;
/* Get pixel and tile position associated with the work */
get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index);
work_array[ray_index] = my_work;
#else // __WORK_STEALING__
unsigned int tile_index = ray_index / parallel_samples;
tile_x = tile_index % sw;
tile_y = tile_index / sw;
my_sample_tile = ray_index - (tile_index * parallel_samples);
my_sample = my_sample_tile + start_sample;
/* Initialize work array */
work_array[ray_index] = my_sample ;
/* Calculate pixel position of this ray */
pixel_x = sx + tile_x;
pixel_y = sy + tile_y;
#endif // __WORK_STEALING__
rng_state += (rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride;
/* Initialise per_sample_output_buffers to all zeros */
per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + (my_sample_tile)) * kernel_data.film.pass_stride;
int per_sample_output_buffers_iterator = 0;
for(per_sample_output_buffers_iterator = 0; per_sample_output_buffers_iterator < kernel_data.film.pass_stride; per_sample_output_buffers_iterator++) {
per_sample_output_buffers[per_sample_output_buffers_iterator] = 0.0f;
}
/* initialize random numbers and ray */
kernel_path_trace_setup(kg, rng_state, my_sample, pixel_x, pixel_y, &rng_coop[ray_index], &Ray_coop[ray_index]);
if(Ray_coop[ray_index].t != 0.0f) {
/* Initialize throuput, L_transparent, Ray, PathState; These rays proceed with path-iteration*/
throughput_coop[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
L_transparent_coop[ray_index] = 0.0f;
path_radiance_init(&PathRadiance_coop[ray_index], kernel_data.film.use_light_pass);
path_state_init(kg, &PathState_coop[ray_index], &rng_coop[ray_index], my_sample, &Ray_coop[ray_index]);
#ifdef __KERNEL_DEBUG__
debug_data_init(&debugdata_coop[ray_index]);
#endif
} else {
/*These rays do not participate in path-iteration */
float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
/* accumulate result in output buffer */
kernel_write_pass_float4(per_sample_output_buffers, my_sample, L_rad);
path_rng_end(kg, rng_state, rng_coop[ray_index]);
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
}
}
/* Mark rest of the ray-state indices as RAY_INACTIVE */
if(thread_index < (get_global_size(0) * get_global_size(1)) - (sh * (sw * parallel_samples))) {
/* First assignment, hence we dont use ASSIGN_RAY_STATE macro */
ray_state[((sw * parallel_samples) * sh) + thread_index] = RAY_INACTIVE;
}
}