forked from bartvdbraak/blender
087331c495
Goal is to reduce OpenCL kernel recompilations. Currently viewport renders are still set to use 64 closures as this seems to be faster and we don't want to cause a performance regression there. Needs to be investigated. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2775
66 lines
2.2 KiB
C
66 lines
2.2 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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ccl_device void kernel_indirect_background(KernelGlobals *kg)
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{
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ccl_global char *ray_state = kernel_split_state.ray_state;
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int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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int ray_index;
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if(kernel_data.integrator.ao_bounces != INT_MAX) {
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ray_index = get_ray_index(kg, thread_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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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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if(path_state_ao_bounce(kg, state)) {
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kernel_split_path_end(kg, ray_index);
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}
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}
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}
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}
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ray_index = get_ray_index(kg, thread_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_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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if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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float3 throughput = kernel_split_state.throughput[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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kernel_path_background(kg, state, ray, throughput, sd, L);
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kernel_split_path_end(kg, ray_index);
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}
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}
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CCL_NAMESPACE_END
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