blender/intern/cycles/kernel/kernel_passes.h
George Kyriazis 7f4479da42 Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.

Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.

Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.

This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.

More feature will be enabled once they're ported to the split kernel and
tested.

Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.

Based on the research paper:

  https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf

Here's the documentation:

  https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit

Design discussion of the patch:

  https://developer.blender.org/T44197

Differential Revision: https://developer.blender.org/D1200
2015-05-09 19:52:40 +05:00

204 lines
7.5 KiB
C

/*
* Copyright 2011-2013 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.
*/
CCL_NAMESPACE_BEGIN
ccl_device_inline void kernel_write_pass_float(ccl_global float *buffer, int sample, float value)
{
ccl_global float *buf = buffer;
#if defined(__SPLIT_KERNEL__) && defined(__WORK_STEALING__)
atomic_add_float(buf, value);
#else
*buf = (sample == 0)? value: *buf + value;
#endif // __SPLIT_KERNEL__ && __WORK_STEALING__
}
ccl_device_inline void kernel_write_pass_float3(ccl_global float *buffer, int sample, float3 value)
{
#if defined(__SPLIT_KERNEL__) && defined(__WORK_STEALING__)
ccl_global float *buf_x = buffer + 0;
ccl_global float *buf_y = buffer + 1;
ccl_global float *buf_z = buffer + 2;
atomic_add_float(buf_x, value.x);
atomic_add_float(buf_y, value.y);
atomic_add_float(buf_z, value.z);
#else
ccl_global float3 *buf = (ccl_global float3*)buffer;
*buf = (sample == 0)? value: *buf + value;
#endif // __SPLIT_KERNEL__ && __WORK_STEALING__
}
ccl_device_inline void kernel_write_pass_float4(ccl_global float *buffer, int sample, float4 value)
{
#if defined(__SPLIT_KERNEL__) && defined(__WORK_STEALING__)
ccl_global float *buf_x = buffer + 0;
ccl_global float *buf_y = buffer + 1;
ccl_global float *buf_z = buffer + 2;
ccl_global float *buf_w = buffer + 3;
atomic_add_float(buf_x, value.x);
atomic_add_float(buf_y, value.y);
atomic_add_float(buf_z, value.z);
atomic_add_float(buf_w, value.w);
#else
ccl_global float4 *buf = (ccl_global float4*)buffer;
*buf = (sample == 0)? value: *buf + value;
#endif // __SPLIT_KERNEL__ && __WORK_STEALING__
}
ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L,
ShaderData *sd, int sample, ccl_addr_space PathState *state, float3 throughput)
{
#ifdef __PASSES__
int path_flag = state->flag;
if(!(path_flag & PATH_RAY_CAMERA))
return;
int flag = kernel_data.film.pass_flag;
if(!(flag & PASS_ALL))
return;
if(!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) {
if(!(ccl_fetch(sd, flag) & SD_TRANSPARENT) ||
kernel_data.film.pass_alpha_threshold == 0.0f ||
average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold)
{
if(sample == 0) {
if(flag & PASS_DEPTH) {
float depth = camera_distance(kg, ccl_fetch(sd, P));
kernel_write_pass_float(buffer + kernel_data.film.pass_depth, sample, depth);
}
if(flag & PASS_OBJECT_ID) {
float id = object_pass_id(kg, ccl_fetch(sd, object));
kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, sample, id);
}
if(flag & PASS_MATERIAL_ID) {
float id = shader_pass_id(kg, sd);
kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, sample, id);
}
}
if(flag & PASS_NORMAL) {
float3 normal = ccl_fetch(sd, N);
kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, sample, normal);
}
if(flag & PASS_UV) {
float3 uv = primitive_uv(kg, sd);
kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, sample, uv);
}
if(flag & PASS_MOTION) {
float4 speed = primitive_motion_vector(kg, sd);
kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, sample, speed);
kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, sample, 1.0f);
}
state->flag |= PATH_RAY_SINGLE_PASS_DONE;
}
}
if(flag & (PASS_DIFFUSE_INDIRECT|PASS_DIFFUSE_COLOR|PASS_DIFFUSE_DIRECT))
L->color_diffuse += shader_bsdf_diffuse(kg, sd)*throughput;
if(flag & (PASS_GLOSSY_INDIRECT|PASS_GLOSSY_COLOR|PASS_GLOSSY_DIRECT))
L->color_glossy += shader_bsdf_glossy(kg, sd)*throughput;
if(flag & (PASS_TRANSMISSION_INDIRECT|PASS_TRANSMISSION_COLOR|PASS_TRANSMISSION_DIRECT))
L->color_transmission += shader_bsdf_transmission(kg, sd)*throughput;
if(flag & (PASS_SUBSURFACE_INDIRECT|PASS_SUBSURFACE_COLOR|PASS_SUBSURFACE_DIRECT))
L->color_subsurface += shader_bsdf_subsurface(kg, sd)*throughput;
if(flag & PASS_MIST) {
/* bring depth into 0..1 range */
float mist_start = kernel_data.film.mist_start;
float mist_inv_depth = kernel_data.film.mist_inv_depth;
float depth = camera_distance(kg, ccl_fetch(sd, P));
float mist = saturate((depth - mist_start)*mist_inv_depth);
/* falloff */
float mist_falloff = kernel_data.film.mist_falloff;
if(mist_falloff == 1.0f)
;
else if(mist_falloff == 2.0f)
mist = mist*mist;
else if(mist_falloff == 0.5f)
mist = sqrtf(mist);
else
mist = powf(mist, mist_falloff);
/* modulate by transparency */
float3 alpha = shader_bsdf_alpha(kg, sd);
L->mist += (1.0f - mist)*average(throughput*alpha);
}
#endif
}
ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L, int sample)
{
#ifdef __PASSES__
int flag = kernel_data.film.pass_flag;
if(!kernel_data.film.use_light_pass)
return;
if(flag & PASS_DIFFUSE_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_indirect, sample, L->indirect_diffuse);
if(flag & PASS_GLOSSY_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_indirect, sample, L->indirect_glossy);
if(flag & PASS_TRANSMISSION_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_indirect, sample, L->indirect_transmission);
if(flag & PASS_SUBSURFACE_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_indirect, sample, L->indirect_subsurface);
if(flag & PASS_DIFFUSE_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_direct, sample, L->direct_diffuse);
if(flag & PASS_GLOSSY_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_direct, sample, L->direct_glossy);
if(flag & PASS_TRANSMISSION_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_direct, sample, L->direct_transmission);
if(flag & PASS_SUBSURFACE_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_direct, sample, L->direct_subsurface);
if(flag & PASS_EMISSION)
kernel_write_pass_float3(buffer + kernel_data.film.pass_emission, sample, L->emission);
if(flag & PASS_BACKGROUND)
kernel_write_pass_float3(buffer + kernel_data.film.pass_background, sample, L->background);
if(flag & PASS_AO)
kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, sample, L->ao);
if(flag & PASS_DIFFUSE_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, sample, L->color_diffuse);
if(flag & PASS_GLOSSY_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, sample, L->color_glossy);
if(flag & PASS_TRANSMISSION_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, sample, L->color_transmission);
if(flag & PASS_SUBSURFACE_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_color, sample, L->color_subsurface);
if(flag & PASS_SHADOW) {
float4 shadow = L->shadow;
shadow.w = kernel_data.film.pass_shadow_scale;
kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, sample, shadow);
}
if(flag & PASS_MIST)
kernel_write_pass_float(buffer + kernel_data.film.pass_mist, sample, 1.0f - L->mist);
#endif
}
CCL_NAMESPACE_END