forked from bartvdbraak/blender
29f6616d60
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
134 lines
3.2 KiB
Common Lisp
134 lines
3.2 KiB
Common Lisp
/*
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* Copyright 2011-2013 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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/* OpenCL kernel entry points - unfinished */
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#include "kernel_compat_opencl.h"
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#include "kernel_math.h"
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#include "kernel_types.h"
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#include "kernel_globals.h"
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#include "kernel_film.h"
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#include "kernel_path.h"
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#include "kernel_displace.h"
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__kernel void kernel_ocl_path_trace(
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__constant KernelData *data,
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__global float *buffer,
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__global uint *rng_state,
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#define KERNEL_TEX(type, ttype, name) \
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__global type *name,
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#include "kernel_textures.h"
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int sample,
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int sx, int sy, int sw, int sh, int offset, int stride)
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{
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KernelGlobals kglobals, *kg = &kglobals;
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kg->data = data;
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#define KERNEL_TEX(type, ttype, name) \
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kg->name = name;
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#include "kernel_textures.h"
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int x = sx + get_global_id(0);
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int y = sy + get_global_id(1);
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if(x < sx + sw && y < sy + sh)
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kernel_path_trace(kg, buffer, rng_state, sample, x, y, offset, stride);
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}
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__kernel void kernel_ocl_convert_to_byte(
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__constant KernelData *data,
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__global uchar4 *rgba,
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__global float *buffer,
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#define KERNEL_TEX(type, ttype, name) \
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__global type *name,
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#include "kernel_textures.h"
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float sample_scale,
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int sx, int sy, int sw, int sh, int offset, int stride)
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{
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KernelGlobals kglobals, *kg = &kglobals;
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kg->data = data;
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#define KERNEL_TEX(type, ttype, name) \
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kg->name = name;
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#include "kernel_textures.h"
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int x = sx + get_global_id(0);
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int y = sy + get_global_id(1);
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if(x < sx + sw && y < sy + sh)
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kernel_film_convert_to_byte(kg, rgba, buffer, sample_scale, x, y, offset, stride);
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}
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__kernel void kernel_ocl_convert_to_half_float(
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__constant KernelData *data,
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__global uchar4 *rgba,
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__global float *buffer,
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#define KERNEL_TEX(type, ttype, name) \
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__global type *name,
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#include "kernel_textures.h"
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float sample_scale,
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int sx, int sy, int sw, int sh, int offset, int stride)
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{
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KernelGlobals kglobals, *kg = &kglobals;
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kg->data = data;
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#define KERNEL_TEX(type, ttype, name) \
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kg->name = name;
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#include "kernel_textures.h"
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int x = sx + get_global_id(0);
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int y = sy + get_global_id(1);
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if(x < sx + sw && y < sy + sh)
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kernel_film_convert_to_half_float(kg, rgba, buffer, sample_scale, x, y, offset, stride);
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}
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__kernel void kernel_ocl_shader(
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__constant KernelData *data,
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__global uint4 *input,
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__global float4 *output,
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#define KERNEL_TEX(type, ttype, name) \
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__global type *name,
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#include "kernel_textures.h"
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int type, int sx, int sw)
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{
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KernelGlobals kglobals, *kg = &kglobals;
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kg->data = data;
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#define KERNEL_TEX(type, ttype, name) \
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kg->name = name;
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#include "kernel_textures.h"
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int x = sx + get_global_id(0);
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if(x < sx + sw)
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kernel_shader_evaluate(kg, input, output, (ShaderEvalType)type, x);
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}
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