
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
145 lines
5.1 KiB
Plaintext
145 lines
5.1 KiB
Plaintext
/*
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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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#include "kernel/kernel_compat_cuda.h"
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#include "kernel_config.h"
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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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#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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#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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/* kernels */
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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_state_buffer_size(uint num_threads, uint64_t *size)
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{
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*size = split_data_buffer_size(NULL, num_threads);
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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_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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ccl_global uint *rng_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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rng_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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CUDA_LAUNCH_BOUNDS(CUDA_THREADS_BLOCK_WIDTH, CUDA_KERNEL_MAX_REGISTERS) \
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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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#define DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(name, type) \
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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_##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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DEFINE_SPLIT_KERNEL_FUNCTION(path_init)
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DEFINE_SPLIT_KERNEL_FUNCTION(scene_intersect)
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DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
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DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(subsurface_scatter, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)
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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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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(next_iteration_setup, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION(indirect_subsurface)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(buffer_update, uint)
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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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