Files
blender/intern/cycles/kernel/split/kernel_lamp_emission.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

69 lines
2.3 KiB
C

/*
* 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.
*/
CCL_NAMESPACE_BEGIN
/* This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS.
* It processes rays of state RAY_ACTIVE and RAY_HIT_BACKGROUND.
* We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
*/
ccl_device void kernel_lamp_emission(KernelGlobals *kg)
{
#ifndef __VOLUME__
/* We will empty this queue in this kernel. */
if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
}
#endif
/* Fetch use_queues_flag. */
char local_use_queues_flag = *kernel_split_params.use_queues_flag;
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if(local_use_queues_flag) {
ray_index = get_ray_index(kg, ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
#ifndef __VOLUME__
1
#else
0
#endif
);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
}
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND))
{
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
float3 throughput = kernel_split_state.throughput[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
ShaderData *sd = kernel_split_sd(sd, ray_index);
kernel_path_lamp_emission(kg, state, &ray, throughput, isect, sd, L);
}
}
CCL_NAMESPACE_END