Files
blender/intern/cycles/kernel/split/kernel_shader_setup.h
Mai Lavelle 087331c495 Cycles: Replace __MAX_CLOSURE__ build option with runtime integrator variable
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
2017-11-09 01:04:06 -05:00

71 lines
2.5 KiB
C

/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* This kernel sets up the ShaderData structure from the values computed
* by the previous kernels.
*
* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
*/
ccl_device void kernel_shader_setup(KernelGlobals *kg,
ccl_local_param unsigned int *local_queue_atomics)
{
/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
*local_queue_atomics = 0;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
if(ray_index >= queue_index) {
return;
}
ray_index = get_ray_index(kg, ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
char enqueue_flag = (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0;
enqueue_ray_index_local(ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
enqueue_flag,
kernel_split_params.queue_size,
local_queue_atomics,
kernel_split_state.queue_data,
kernel_split_params.queue_index);
/* Continue on with shader evaluation. */
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
Intersection isect = kernel_split_state.isect[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
shader_setup_from_ray(kg,
kernel_split_sd(sd, ray_index),
&isect,
&ray);
}
}
CCL_NAMESPACE_END