forked from bartvdbraak/blender
230c00d872
This does a few things at once: - Refactors host side split kernel logic into a new device agnostic class `DeviceSplitKernel`. - Removes tile splitting, a new work pool implementation takes its place and allows as many threads as will fit in memory regardless of tile size, which can give performance gains. - Refactors split state buffers into one buffer, as well as reduces the number of arguments passed to kernels. Means there's less code to deal with overall. - Moves kernel logic out of OpenCL kernel files so they can later be used by other device types. - Replaced OpenCL specific APIs with new generic versions - Tiles can now be seen updating during rendering
144 lines
6.1 KiB
C
144 lines
6.1 KiB
C
/*
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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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CCL_NAMESPACE_BEGIN
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/* Note on kernel_scene_intersect kernel.
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* This is the second kernel in the ray tracing logic. This is the first
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* of the path iteration kernels. This kernel takes care of scene_intersect function.
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*
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* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
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* This kernel processes rays of ray state RAY_ACTIVE
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* This kernel determines the rays that have hit the background and changes their ray state to RAY_HIT_BACKGROUND.
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*
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* The input and output are as follows,
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*
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* Ray_coop ---------------------------------------|--------- kernel_scene_intersect----------|--- PathState
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* PathState_coop ---------------------------------| |--- Intersection
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* ray_state --------------------------------------| |--- ray_state
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* use_queues_flag --------------------------------| |
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* QueueData(QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| |
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* kg (globals) -----------------------------------| |
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* rng_coop ---------------------------------------| |
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* sw ---------------------------------------------| |
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* sh ---------------------------------------------| |
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* queuesize --------------------------------------| |
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*
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* Note on Queues :
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* Ideally we would want kernel_scene_intersect to work on queues.
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* But during the very first time, the queues will be empty and hence we perform a direct mapping
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* between ray-index and thread-index; From the next time onward, the queue will be filled and
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* we may start operating on queues.
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*
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* State of queue during the first time this kernel is called :
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.before and after this kernel
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*
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* State of queues during other times this kernel is called :
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* At entry,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will have a mix of RAY_ACTIVE, RAY_UPDATE_BUFFER and RAY_REGENERATED rays;
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays ;
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* (The rays that are in the state RAY_UPDATE_BUFFER in both the queues are actually the same rays; These
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* are the rays that were in RAY_ACTIVE state during the initial enqueue but on further processing
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* , by different kernels, have turned into RAY_UPDATE_BUFFER rays. Since all kernel, even after fetching from
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS, proceed further based on ray state information, RAY_UPDATE_BUFFER rays
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* being present in QUEUE_ACTIVE_AND_REGENERATED_RAYS does not cause any logical issues)
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* At exit,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS - All RAY_REGENERATED rays will have been converted to RAY_ACTIVE and
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* Some rays in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue will move to state RAY_HIT_BACKGROUND
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* QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS - no change
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*/
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ccl_device void kernel_scene_intersect(KernelGlobals *kg)
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{
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/* Fetch use_queues_flag */
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ccl_local char local_use_queues_flag;
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if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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local_use_queues_flag = *kernel_split_params.use_queues_flag;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(local_use_queues_flag) {
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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}
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/* All regenerated rays become active here */
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if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED))
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
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if(!IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE))
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return;
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#ifdef __KERNEL_DEBUG__
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DebugData *debug_data = &kernel_split_state.debug_data[ray_index];
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#endif
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Intersection *isect = &kernel_split_state.isect[ray_index];
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PathState state = kernel_split_state.path_state[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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/* intersect scene */
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uint visibility = path_state_ray_visibility(kg, &state);
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#ifdef __HAIR__
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float difl = 0.0f, extmax = 0.0f;
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uint lcg_state = 0;
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RNG rng = kernel_split_state.rng[ray_index];
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if(kernel_data.bvh.have_curves) {
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if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
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float3 pixdiff = ray.dD.dx + ray.dD.dy;
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/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
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difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
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}
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extmax = kernel_data.curve.maximum_width;
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lcg_state = lcg_state_init(&rng, &state, 0x51633e2d);
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}
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bool hit = scene_intersect(kg, ray, visibility, isect, &lcg_state, difl, extmax);
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#else
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bool hit = scene_intersect(kg, ray, visibility, isect, NULL, 0.0f, 0.0f);
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#endif
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#ifdef __KERNEL_DEBUG__
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if(state.flag & PATH_RAY_CAMERA) {
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debug_data->num_bvh_traversed_nodes += isect->num_traversed_nodes;
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debug_data->num_bvh_traversed_instances += isect->num_traversed_instances;
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debug_data->num_bvh_intersections += isect->num_intersections;
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}
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debug_data->num_ray_bounces++;
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#endif
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if(!hit) {
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/* Change the state of rays that hit the background;
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* These rays undergo special processing in the
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* background_bufferUpdate kernel.
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*/
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
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}
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}
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CCL_NAMESPACE_END
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