forked from bartvdbraak/blender
6bf4115c13
Reduce thread divergence in kernel_shader_eval. Rays are sorted in blocks of 2048 according to shader->id. On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster. No sorting for CUDA split kernel. Reviewers: sergey, maiself Reviewed By: maiself Differential Revision: https://developer.blender.org/D2598
79 lines
2.5 KiB
C
79 lines
2.5 KiB
C
/*
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* Copyright 2011-2017 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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/* This kernel evaluates ShaderData structure from the values computed
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* by the previous kernels.
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*/
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ccl_device void kernel_shader_eval(KernelGlobals *kg)
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{
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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/* Sorting on cuda split is not implemented */
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#ifdef __KERNEL_CUDA__
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int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
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#else
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int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
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#endif
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if(ray_index >= queue_index) {
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return;
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}
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ray_index = get_ray_index(kg, ray_index,
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#ifdef __KERNEL_CUDA__
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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#else
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QUEUE_SHADER_SORTED_RAYS,
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#endif
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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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ccl_global char *ray_state = kernel_split_state.ray_state;
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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RNG rng = kernel_split_state.rng[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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#ifndef __BRANCHED_PATH__
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float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
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shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
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#else
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ShaderContext ctx = SHADER_CONTEXT_MAIN;
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float rbsdf = 0.0f;
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if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
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}
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if(IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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ctx = SHADER_CONTEXT_INDIRECT;
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}
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shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, ctx);
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shader_merge_closures(&kernel_split_state.sd[ray_index]);
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#endif /* __BRANCHED_PATH__ */
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kernel_split_state.rng[ray_index] = rng;
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}
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}
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CCL_NAMESPACE_END
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