2017-02-14 05:50:29 -05:00
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/*
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* Copyright 2011-2016 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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/* CUDA split kernel entry points */
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#ifdef __CUDA_ARCH__
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#define __SPLIT_KERNEL__
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "kernel/kernel_compat_cuda.h"
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2017-02-14 05:50:29 -05:00
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#include "kernel_config.h"
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "kernel/split/kernel_split_common.h"
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#include "kernel/split/kernel_data_init.h"
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#include "kernel/split/kernel_path_init.h"
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#include "kernel/split/kernel_scene_intersect.h"
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#include "kernel/split/kernel_lamp_emission.h"
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#include "kernel/split/kernel_do_volume.h"
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#include "kernel/split/kernel_queue_enqueue.h"
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#include "kernel/split/kernel_indirect_background.h"
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2017-05-03 15:30:45 +02:00
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#include "kernel/split/kernel_shader_setup.h"
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#include "kernel/split/kernel_shader_sort.h"
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "kernel/split/kernel_shader_eval.h"
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#include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
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#include "kernel/split/kernel_subsurface_scatter.h"
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#include "kernel/split/kernel_direct_lighting.h"
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#include "kernel/split/kernel_shadow_blocked_ao.h"
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#include "kernel/split/kernel_shadow_blocked_dl.h"
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2017-05-29 20:40:26 -04:00
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#include "kernel/split/kernel_enqueue_inactive.h"
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "kernel/split/kernel_next_iteration_setup.h"
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#include "kernel/split/kernel_indirect_subsurface.h"
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#include "kernel/split/kernel_buffer_update.h"
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#include "kernel/kernel_film.h"
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2017-02-14 05:50:29 -05:00
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/* kernels */
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2017-03-04 06:29:01 -05:00
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extern "C" __global__ void
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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_MAX_REGISTERS)
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2017-03-11 05:23:11 -05:00
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kernel_cuda_state_buffer_size(uint num_threads, uint64_t *size)
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2017-03-04 06:29:01 -05:00
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{
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*size = split_data_buffer_size(NULL, num_threads);
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}
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2017-02-14 05:50:29 -05:00
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extern "C" __global__ void
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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_MAX_REGISTERS)
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kernel_cuda_path_trace_data_init(
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ccl_global void *split_data_buffer,
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int num_elements,
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ccl_global char *ray_state,
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int start_sample,
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int end_sample,
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int sx, int sy, int sw, int sh, int offset, int stride,
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ccl_global int *Queue_index,
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int queuesize,
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ccl_global char *use_queues_flag,
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ccl_global unsigned int *work_pool_wgs,
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unsigned int num_samples,
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ccl_global float *buffer)
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{
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kernel_data_init(NULL,
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NULL,
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split_data_buffer,
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num_elements,
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ray_state,
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start_sample,
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end_sample,
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sx, sy, sw, sh, offset, stride,
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Queue_index,
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queuesize,
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use_queues_flag,
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work_pool_wgs,
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num_samples,
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buffer);
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}
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#define DEFINE_SPLIT_KERNEL_FUNCTION(name) \
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extern "C" __global__ void \
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2017-08-05 04:06:39 +02:00
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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_SPLIT_MAX_REGISTERS) \
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2017-02-14 05:50:29 -05:00
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kernel_cuda_##name() \
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{ \
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kernel_##name(NULL); \
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}
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2017-03-08 13:34:29 +01:00
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#define DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(name, type) \
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extern "C" __global__ void \
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2017-08-05 04:06:39 +02:00
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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_SPLIT_MAX_REGISTERS) \
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2017-03-08 13:34:29 +01:00
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kernel_cuda_##name() \
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{ \
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ccl_local type locals; \
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kernel_##name(NULL, &locals); \
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}
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2017-03-01 01:05:55 -05:00
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DEFINE_SPLIT_KERNEL_FUNCTION(path_init)
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2017-02-14 05:50:29 -05:00
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DEFINE_SPLIT_KERNEL_FUNCTION(scene_intersect)
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DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
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2017-03-10 02:09:41 -05:00
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DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
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2017-03-08 13:34:29 +01:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
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2017-03-10 02:09:41 -05:00
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DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
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2017-05-03 15:30:45 +02:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_setup, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
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2017-03-08 13:34:29 +01:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
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2017-03-20 22:31:54 -04:00
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DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
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2017-03-08 13:34:29 +01:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)
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2017-03-10 02:09:41 -05:00
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DEFINE_SPLIT_KERNEL_FUNCTION(shadow_blocked_ao)
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DEFINE_SPLIT_KERNEL_FUNCTION(shadow_blocked_dl)
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2017-05-29 20:40:26 -04:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(enqueue_inactive, uint)
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2017-03-08 13:34:29 +01:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(next_iteration_setup, uint)
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2017-03-10 02:09:41 -05:00
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DEFINE_SPLIT_KERNEL_FUNCTION(indirect_subsurface)
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2017-03-08 13:34:29 +01:00
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(buffer_update, uint)
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2017-02-14 05:50:29 -05:00
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extern "C" __global__ void
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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_MAX_REGISTERS)
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kernel_cuda_convert_to_byte(uchar4 *rgba, float *buffer, float sample_scale, int sx, int sy, int sw, int sh, int offset, int stride)
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{
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int x = sx + blockDim.x*blockIdx.x + threadIdx.x;
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int y = sy + blockDim.y*blockIdx.y + threadIdx.y;
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if(x < sx + sw && y < sy + sh)
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kernel_film_convert_to_byte(NULL, rgba, buffer, sample_scale, x, y, offset, stride);
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}
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extern "C" __global__ void
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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_MAX_REGISTERS)
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kernel_cuda_convert_to_half_float(uchar4 *rgba, float *buffer, float sample_scale, int sx, int sy, int sw, int sh, int offset, int stride)
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{
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int x = sx + blockDim.x*blockIdx.x + threadIdx.x;
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int y = sy + blockDim.y*blockIdx.y + threadIdx.y;
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if(x < sx + sw && y < sy + sh)
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kernel_film_convert_to_half_float(NULL, rgba, buffer, sample_scale, x, y, offset, stride);
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}
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#endif
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