Files
blender/intern/cycles/kernel/kernels/opencl/kernel_data_init.cl
Sergey Sharybin 2c503d8303 Cycles: Restructure kernel files organization
Since the kernel split work we're now having quite a few of new files, majority
of which are related on the kernel entry points. Keeping those files in the
root kernel folder will eventually make it really hard to follow which files are
actual implementation of Cycles kernel.

Those files are now moved to kernel/kernels/<device_type>. This way adding extra
entry points will be less noisy. It is also nice to have all device-specific
files grouped together.

Another change is in the way how split kernel invokes logic. Previously all the
logic was implemented directly in the .cl files, which makes it a bit tricky to
re-use the logic across other devices. Since we'll likely be looking into doing
same split work for CUDA devices eventually it makes sense to move logic from
.cl files to header files. Those files are stored in kernel/split. This does not
mean the header files will not give error messages when tried to be included
from other devices and their arguments will likely be changed, but having such
separation is a good start anyway.

There should be no functional changes.

Reviewers: juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1314
2015-05-22 16:31:34 +05:00

243 lines
7.7 KiB
Common Lisp

/*
* Copyright 2011-2015 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.
*/
#include "split/kernel_data_init.h"
__kernel void kernel_ocl_path_trace_data_init(
ccl_global char *globals,
ccl_global char *shader_data_sd, /* Arguments related to ShaderData */
ccl_global char *shader_data_sd_DL_shadow, /* Arguments related to ShaderData */
ccl_global float3 *P_sd,
ccl_global float3 *P_sd_DL_shadow,
ccl_global float3 *N_sd,
ccl_global float3 *N_sd_DL_shadow,
ccl_global float3 *Ng_sd,
ccl_global float3 *Ng_sd_DL_shadow,
ccl_global float3 *I_sd,
ccl_global float3 *I_sd_DL_shadow,
ccl_global int *shader_sd,
ccl_global int *shader_sd_DL_shadow,
ccl_global int *flag_sd,
ccl_global int *flag_sd_DL_shadow,
ccl_global int *prim_sd,
ccl_global int *prim_sd_DL_shadow,
ccl_global int *type_sd,
ccl_global int *type_sd_DL_shadow,
ccl_global float *u_sd,
ccl_global float *u_sd_DL_shadow,
ccl_global float *v_sd,
ccl_global float *v_sd_DL_shadow,
ccl_global int *object_sd,
ccl_global int *object_sd_DL_shadow,
ccl_global float *time_sd,
ccl_global float *time_sd_DL_shadow,
ccl_global float *ray_length_sd,
ccl_global float *ray_length_sd_DL_shadow,
ccl_global int *ray_depth_sd,
ccl_global int *ray_depth_sd_DL_shadow,
ccl_global int *transparent_depth_sd,
ccl_global int *transparent_depth_sd_DL_shadow,
/* Ray differentials. */
ccl_global differential3 *dP_sd,
ccl_global differential3 *dP_sd_DL_shadow,
ccl_global differential3 *dI_sd,
ccl_global differential3 *dI_sd_DL_shadow,
ccl_global differential *du_sd,
ccl_global differential *du_sd_DL_shadow,
ccl_global differential *dv_sd,
ccl_global differential *dv_sd_DL_shadow,
/* Dp/Du */
ccl_global float3 *dPdu_sd,
ccl_global float3 *dPdu_sd_DL_shadow,
ccl_global float3 *dPdv_sd,
ccl_global float3 *dPdv_sd_DL_shadow,
/* Object motion. */
ccl_global Transform *ob_tfm_sd,
ccl_global Transform *ob_tfm_sd_DL_shadow,
ccl_global Transform *ob_itfm_sd,
ccl_global Transform *ob_itfm_sd_DL_shadow,
ShaderClosure *closure_sd,
ShaderClosure *closure_sd_DL_shadow,
ccl_global int *num_closure_sd,
ccl_global int *num_closure_sd_DL_shadow,
ccl_global float *randb_closure_sd,
ccl_global float *randb_closure_sd_DL_shadow,
ccl_global float3 *ray_P_sd,
ccl_global float3 *ray_P_sd_DL_shadow,
ccl_global differential3 *ray_dP_sd,
ccl_global differential3 *ray_dP_sd_DL_shadow,
ccl_constant KernelData *data,
ccl_global float *per_sample_output_buffers,
ccl_global uint *rng_state,
ccl_global uint *rng_coop, /* rng array to store rng values for all rays */
ccl_global float3 *throughput_coop, /* throughput array to store throughput values for all rays */
ccl_global float *L_transparent_coop, /* L_transparent array to store L_transparent values for all rays */
PathRadiance *PathRadiance_coop, /* PathRadiance array to store PathRadiance values for all rays */
ccl_global Ray *Ray_coop, /* Ray array to store Ray information for all rays */
ccl_global PathState *PathState_coop, /* PathState array to store PathState information for all rays */
ccl_global char *ray_state, /* Stores information on current state of a ray */
#define KERNEL_TEX(type, ttype, name) \
ccl_global type *name,
#include "../../kernel_textures.h"
int start_sample, int sx, int sy, int sw, int sh, int offset, int stride,
int rng_state_offset_x,
int rng_state_offset_y,
int rng_state_stride,
ccl_global int *Queue_data, /* Memory for queues */
ccl_global int *Queue_index, /* Tracks the number of elements in queues */
int queuesize, /* size (capacity) of the queue */
ccl_global char *use_queues_flag, /* flag to decide if scene-intersect kernel should use queues to fetch ray index */
ccl_global unsigned int *work_array, /* work array to store which work each ray belongs to */
#ifdef __WORK_STEALING__
ccl_global unsigned int *work_pool_wgs, /* Work pool for each work group */
unsigned int num_samples, /* Total number of samples per pixel */
#endif
#ifdef __KERNEL_DEBUG__
DebugData *debugdata_coop,
#endif
int parallel_samples /* Number of samples to be processed in parallel */
)
{
kernel_data_init(globals,
shader_data_sd,
shader_data_sd_DL_shadow,
P_sd,
P_sd_DL_shadow,
N_sd,
N_sd_DL_shadow,
Ng_sd,
Ng_sd_DL_shadow,
I_sd,
I_sd_DL_shadow,
shader_sd,
shader_sd_DL_shadow,
flag_sd,
flag_sd_DL_shadow,
prim_sd,
prim_sd_DL_shadow,
type_sd,
type_sd_DL_shadow,
u_sd,
u_sd_DL_shadow,
v_sd,
v_sd_DL_shadow,
object_sd,
object_sd_DL_shadow,
time_sd,
time_sd_DL_shadow,
ray_length_sd,
ray_length_sd_DL_shadow,
ray_depth_sd,
ray_depth_sd_DL_shadow,
transparent_depth_sd,
transparent_depth_sd_DL_shadow,
/* Ray differentials. */
dP_sd,
dP_sd_DL_shadow,
dI_sd,
dI_sd_DL_shadow,
du_sd,
du_sd_DL_shadow,
dv_sd,
dv_sd_DL_shadow,
/* Dp/Du */
dPdu_sd,
dPdu_sd_DL_shadow,
dPdv_sd,
dPdv_sd_DL_shadow,
/* Object motion. */
ob_tfm_sd,
ob_tfm_sd_DL_shadow,
ob_itfm_sd,
ob_itfm_sd_DL_shadow,
closure_sd,
closure_sd_DL_shadow,
num_closure_sd,
num_closure_sd_DL_shadow,
randb_closure_sd,
randb_closure_sd_DL_shadow,
ray_P_sd,
ray_P_sd_DL_shadow,
ray_dP_sd,
ray_dP_sd_DL_shadow,
data,
per_sample_output_buffers,
rng_state,
rng_coop,
throughput_coop,
L_transparent_coop,
PathRadiance_coop,
Ray_coop,
PathState_coop,
ray_state,
#define KERNEL_TEX(type, ttype, name) name,
#include "../../kernel_textures.h"
start_sample, sx, sy, sw, sh, offset, stride,
rng_state_offset_x,
rng_state_offset_y,
rng_state_stride,
Queue_data,
Queue_index,
queuesize,
use_queues_flag,
work_array,
#ifdef __WORK_STEALING__
work_pool_wgs,
num_samples,
#endif
#ifdef __KERNEL_DEBUG__
debugdata_coop,
#endif
parallel_samples);
}