
This implements branched path tracing for the split kernel. General approach is to store the ray state at a branch point, trace the branched ray as normal, then restore the state as necessary before iterating to the next part of the path. A state machine is used to advance the indirect loop state, which avoids the need to add any new kernels. Each iteration the state machine recreates as much state as possible from the stored ray to keep overall storage down. Its kind of hard to keep all the different integration loops in sync, so this needs lots of testing to make sure everything is working correctly. We should probably start trying to deduplicate the integration loops more now. Nonbranched BMW is ~2% slower, while classroom is ~2% faster, other scenes could use more testing still. Reviewers: sergey, nirved Reviewed By: nirved Subscribers: Blendify, bliblubli Differential Revision: https://developer.blender.org/D2611
230 lines
7.7 KiB
C
230 lines
7.7 KiB
C
/*
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* Copyright 2011-2013 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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/* Templated common implementation part of all CPU kernels.
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*
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* The idea is that particular .cpp files sets needed optimization flags and
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* simply includes this file without worry of copying actual implementation over.
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*/
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#include "kernel/kernel_compat_cpu.h"
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#ifndef __SPLIT_KERNEL__
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# include "kernel/kernel_math.h"
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# include "kernel/kernel_types.h"
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# include "kernel/split/kernel_split_data.h"
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# include "kernel/kernel_globals.h"
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# include "kernel/kernels/cpu/kernel_cpu_image.h"
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# include "kernel/kernel_film.h"
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# include "kernel/kernel_path.h"
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# include "kernel/kernel_path_branched.h"
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# include "kernel/kernel_bake.h"
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#else
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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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#endif
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CCL_NAMESPACE_BEGIN
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#ifndef __SPLIT_KERNEL__
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/* Path Tracing */
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void KERNEL_FUNCTION_FULL_NAME(path_trace)(KernelGlobals *kg,
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float *buffer,
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unsigned int *rng_state,
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int sample,
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int x, int y,
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int offset,
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int stride)
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{
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#ifdef __BRANCHED_PATH__
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if(kernel_data.integrator.branched) {
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kernel_branched_path_trace(kg,
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buffer,
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rng_state,
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sample,
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x, y,
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offset,
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stride);
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}
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else
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#endif
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{
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kernel_path_trace(kg, buffer, rng_state, sample, x, y, offset, stride);
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}
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}
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/* Film */
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void KERNEL_FUNCTION_FULL_NAME(convert_to_byte)(KernelGlobals *kg,
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uchar4 *rgba,
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float *buffer,
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float sample_scale,
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int x, int y,
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int offset,
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int stride)
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{
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kernel_film_convert_to_byte(kg,
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rgba,
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buffer,
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sample_scale,
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x, y,
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offset,
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stride);
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}
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void KERNEL_FUNCTION_FULL_NAME(convert_to_half_float)(KernelGlobals *kg,
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uchar4 *rgba,
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float *buffer,
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float sample_scale,
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int x, int y,
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int offset,
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int stride)
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{
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kernel_film_convert_to_half_float(kg,
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rgba,
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buffer,
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sample_scale,
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x, y,
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offset,
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stride);
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}
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/* Shader Evaluate */
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void KERNEL_FUNCTION_FULL_NAME(shader)(KernelGlobals *kg,
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uint4 *input,
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float4 *output,
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float *output_luma,
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int type,
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int filter,
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int i,
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int offset,
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int sample)
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{
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if(type >= SHADER_EVAL_BAKE) {
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kernel_assert(output_luma == NULL);
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#ifdef __BAKING__
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kernel_bake_evaluate(kg,
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input,
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output,
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(ShaderEvalType)type,
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filter,
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i,
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offset,
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sample);
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#endif
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}
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else {
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kernel_shader_evaluate(kg,
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input,
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output,
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output_luma,
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(ShaderEvalType)type,
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i,
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sample);
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}
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}
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#else /* __SPLIT_KERNEL__ */
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/* Split Kernel Path Tracing */
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#define DEFINE_SPLIT_KERNEL_FUNCTION(name) \
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void KERNEL_FUNCTION_FULL_NAME(name)(KernelGlobals *kg, KernelData* /*data*/) \
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{ \
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kernel_##name(kg); \
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}
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#define DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(name, type) \
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void KERNEL_FUNCTION_FULL_NAME(name)(KernelGlobals *kg, KernelData* /*data*/) \
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{ \
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ccl_local type locals; \
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kernel_##name(kg, &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(subsurface_scatter)
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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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void KERNEL_FUNCTION_FULL_NAME(register_functions)(void(*reg)(const char* name, void* func))
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{
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#define REGISTER_NAME_STRING(name) #name
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#define REGISTER_EVAL_NAME(name) REGISTER_NAME_STRING(name)
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#define REGISTER(name) reg(REGISTER_EVAL_NAME(KERNEL_FUNCTION_FULL_NAME(name)), (void*)KERNEL_FUNCTION_FULL_NAME(name));
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REGISTER(path_trace);
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REGISTER(convert_to_byte);
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REGISTER(convert_to_half_float);
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REGISTER(shader);
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REGISTER(data_init);
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REGISTER(path_init);
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REGISTER(scene_intersect);
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REGISTER(lamp_emission);
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REGISTER(do_volume);
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REGISTER(queue_enqueue);
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REGISTER(indirect_background);
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REGISTER(shader_eval);
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REGISTER(holdout_emission_blurring_pathtermination_ao);
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REGISTER(subsurface_scatter);
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REGISTER(direct_lighting);
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REGISTER(shadow_blocked_ao);
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REGISTER(shadow_blocked_dl);
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REGISTER(next_iteration_setup);
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REGISTER(indirect_subsurface);
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REGISTER(buffer_update);
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#undef REGISTER
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#undef REGISTER_EVAL_NAME
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#undef REGISTER_NAME_STRING
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}
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#endif /* __SPLIT_KERNEL__ */
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CCL_NAMESPACE_END
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