forked from bartvdbraak/blender
6e268a749f
Implement an overscan support for tiles, so that adaptive sampling can rely on the pixels neighbourhood. Differential Revision: https://developer.blender.org/D12599
122 lines
4.7 KiB
C++
122 lines
4.7 KiB
C++
/*
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* Copyright 2011-2021 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 "integrator/pass_accessor_gpu.h"
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#include "device/device_queue.h"
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#include "render/buffers.h"
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#include "util/util_logging.h"
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CCL_NAMESPACE_BEGIN
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PassAccessorGPU::PassAccessorGPU(DeviceQueue *queue,
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const PassAccessInfo &pass_access_info,
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float exposure,
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int num_samples)
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: PassAccessor(pass_access_info, exposure, num_samples), queue_(queue)
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{
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}
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/* --------------------------------------------------------------------
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* Kernel execution.
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*/
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void PassAccessorGPU::run_film_convert_kernels(DeviceKernel kernel,
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const RenderBuffers *render_buffers,
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const BufferParams &buffer_params,
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const Destination &destination) const
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{
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KernelFilmConvert kfilm_convert;
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init_kernel_film_convert(&kfilm_convert, buffer_params, destination);
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const int work_size = buffer_params.window_width * buffer_params.window_height;
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const int destination_stride = destination.stride != 0 ? destination.stride :
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buffer_params.window_width;
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const int offset = buffer_params.window_x * buffer_params.pass_stride +
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buffer_params.window_y * buffer_params.stride * buffer_params.pass_stride;
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if (destination.d_pixels) {
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DCHECK_EQ(destination.stride, 0) << "Custom stride for float destination is not implemented.";
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void *args[] = {const_cast<KernelFilmConvert *>(&kfilm_convert),
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const_cast<device_ptr *>(&destination.d_pixels),
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const_cast<device_ptr *>(&render_buffers->buffer.device_pointer),
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const_cast<int *>(&work_size),
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const_cast<int *>(&buffer_params.window_width),
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const_cast<int *>(&offset),
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const_cast<int *>(&buffer_params.stride),
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const_cast<int *>(&destination.offset),
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const_cast<int *>(&destination_stride)};
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queue_->enqueue(kernel, work_size, args);
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}
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if (destination.d_pixels_half_rgba) {
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const DeviceKernel kernel_half_float = static_cast<DeviceKernel>(kernel + 1);
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void *args[] = {const_cast<KernelFilmConvert *>(&kfilm_convert),
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const_cast<device_ptr *>(&destination.d_pixels_half_rgba),
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const_cast<device_ptr *>(&render_buffers->buffer.device_pointer),
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const_cast<int *>(&work_size),
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const_cast<int *>(&buffer_params.window_width),
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const_cast<int *>(&offset),
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const_cast<int *>(&buffer_params.stride),
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const_cast<int *>(&destination.offset),
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const_cast<int *>(&destination_stride)};
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queue_->enqueue(kernel_half_float, work_size, args);
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}
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queue_->synchronize();
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}
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/* --------------------------------------------------------------------
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* Pass accessors.
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*/
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#define DEFINE_PASS_ACCESSOR(pass, kernel_pass) \
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void PassAccessorGPU::get_pass_##pass(const RenderBuffers *render_buffers, \
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const BufferParams &buffer_params, \
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const Destination &destination) const \
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{ \
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run_film_convert_kernels( \
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DEVICE_KERNEL_FILM_CONVERT_##kernel_pass, render_buffers, buffer_params, destination); \
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}
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/* Float (scalar) passes. */
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DEFINE_PASS_ACCESSOR(depth, DEPTH);
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DEFINE_PASS_ACCESSOR(mist, MIST);
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DEFINE_PASS_ACCESSOR(sample_count, SAMPLE_COUNT);
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DEFINE_PASS_ACCESSOR(float, FLOAT);
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/* Float3 passes. */
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DEFINE_PASS_ACCESSOR(light_path, LIGHT_PATH);
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DEFINE_PASS_ACCESSOR(float3, FLOAT3);
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/* Float4 passes. */
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DEFINE_PASS_ACCESSOR(motion, MOTION);
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DEFINE_PASS_ACCESSOR(cryptomatte, CRYPTOMATTE);
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DEFINE_PASS_ACCESSOR(shadow_catcher, SHADOW_CATCHER);
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DEFINE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow, SHADOW_CATCHER_MATTE_WITH_SHADOW);
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DEFINE_PASS_ACCESSOR(combined, COMBINED);
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DEFINE_PASS_ACCESSOR(float4, FLOAT4);
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#undef DEFINE_PASS_ACCESSOR
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CCL_NAMESPACE_END
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