Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way.

This commit is contained in:
Lukas Toenne
2012-09-04 08:53:47 +00:00
parent 71871463a4
commit 6805db676d
6 changed files with 7 additions and 32 deletions

View File

@@ -54,8 +54,6 @@ __device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
eval = make_float3(0.0f, 0.0f, 0.0f);
}
shader_release(kg, &sd);
return eval;
}
@@ -164,7 +162,6 @@ __device float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag,
ShaderData sd;
shader_setup_from_background(kg, &sd, ray);
float3 L = shader_eval_background(kg, &sd, path_flag);
shader_release(kg, &sd);
#ifdef __BACKGROUND_MIS__
/* check if background light exists or if we should skip pdf */

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@@ -395,8 +395,6 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
shader_release(kg, &sd);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
@@ -569,8 +567,6 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
shader_release(kg, &sd);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
@@ -862,7 +858,6 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);
shader_release(kg, &sd);
if(is_zero(throughput))
break;

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@@ -773,15 +773,5 @@ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
}
#endif
/* Free ShaderData */
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __OSL__
if (kernel_osl_use(kg))
OSLShader::release(kg, sd);
#endif
}
CCL_NAMESPACE_END

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@@ -64,6 +64,7 @@ struct OSLGlobals {
struct ThreadData {
OSL::ShaderGlobals globals;
OSL::PerThreadInfo *thread_info;
OSL::ShadingContext *ctx;
};
static tls_ptr(ThreadData, thread_data);

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@@ -42,6 +42,7 @@ void OSLShader::thread_init(KernelGlobals *kg)
memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
tdata->thread_info = ss->create_thread_info();
tdata->ctx = ss->get_context(tdata->thread_info);
tls_set(kg->osl.thread_data, tdata);
@@ -54,6 +55,7 @@ void OSLShader::thread_free(KernelGlobals *kg)
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
ss->release_context(tdata->ctx);
ss->destroy_thread_info(tdata->thread_info);
delete tdata;
@@ -204,7 +206,7 @@ void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = tdata->ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
@@ -262,7 +264,7 @@ float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_fl
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = tdata->ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
@@ -339,7 +341,7 @@ void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = tdata->ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
@@ -363,7 +365,7 @@ void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = tdata->ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
@@ -379,13 +381,6 @@ void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
sd->P = TO_FLOAT3(globals->P);
}
void OSLShader::release(KernelGlobals *kg, const ShaderData *sd)
{
OSL::ShadingSystem *ss = kg->osl.ss;
ss->release_context((OSL::ShadingContext *)sd->osl_ctx);
}
/* BSDF Closure */
int OSLShader::bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)

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@@ -77,9 +77,6 @@ public:
static float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc,
const float3 omega_in, const float3 omega_out);
/* release */
static void release(KernelGlobals *kg, const ShaderData *sd);
};
CCL_NAMESPACE_END