Like Camera Motion, only available in the Experimental kernel.
This should be it for the upcoming release, we now support almost everything, apart from Transparent Shadows, SSS and Volume.
Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
Let's finally delete this code, after 4 years of being unused,
there really is no excuse anymore.
If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
This commit re-shuffles code in split kernel once again and makes it so common
parts which is in the headers is only responsible to making all the work needed
for specified ray index. Getting ray index, checking for it's validity and
enqueuing tasks are now happening in the device specified part of the kernel.
This actually makes sense because enqueuing is indeed device-specified and i.e.
with CUDA we'll want to enqueue kernels from kernel and avoid CPU roundtrip.
TODO:
- Kernel comments are still placed in the common header files, but since queue
related stuff is not passed to those functions those comments might need to
be split as well.
Just currently read them considering that they're also covering the way how
all devices are invoking the common code path.
- Arguments might need to be wrapped into KernelGlobals, so we don't ened to
pass all them around as function arguments.
It was kept disabled due to render artifacts which weer in fact caused by bad
memory access, which is fixed in the previous commit.
We now also can make it enabled in regular AMD split kernel after someone tests
the updated code.
The code was failing to compile on runtime because of some path differences,
and it seems we don't need to specify full path to the file which originally
seemed to be needed to make include directives expansion working correct.
This was broken after the kernel file restructure.
Variables allocated in the __local address space can only be defined
inside a __kernel function.
We probably need to solve this a bit differently once we do the CUDA
kernel split, but this fix shoud be good enough until then.
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
They were lost during simplification of kernel loading but might be rather
crucial for the performance.
Also made it so cflags are shared across kernels. Surely it might lead to
some unwanted kernel re-compilation but at the same time they might easily
run out of sync with the changes in kernel and so.
In certain configurations (for example when start resolution is set to small
value for background render and progressive refine enabled) number of tiles
might change in the tile manager. This situation will confuse progressive
refine feature and likely cause crash.
We might also add some settings verification in the session constructor, but
having an assert with brief explanation about what's wrong should already be
much better than nothing.
For animations, you often want an animated render seed (noise pattern).
This could be done by e.g. setting a driver on the seed value.
Now it's a little checkbox, that can be enabled.
The animated seed is based on the current Blender frame and
the seed value itself. Simply enabling it, will already result in an animated
seed (different on each Blender frame), but it can be randomized further
by setting a different seed value.
Disabled per default, so no backward compatibility break.
Differential Revision: https://developer.blender.org/D1285
Experimental feature set id currently unavailable for megakernel, it'll
require some changes to the cache system to distinguish cached regular
kernels from cached experimental kernels.
Currently unused, but some features will be enabled soon.
Driver fails to compile kernel in reasonable time for those devices here,
so for easier testing of the OpenCL split kernel work disabling bake kernel
for now.
This required allocating some memory related on object transform needed
by ShaderData and currently it is done for all the platforms. Since we're
targeting full feature-complete platforms this is rather acceptable at
this point and in the future we'll do selective NO_HAIR/NO_SSS/NO_BLUR
kernels.
This is experimental still and in fact there're some major issues on
NVidia platform and it's not really clear if it's a bug in compiler,
some uninitizlied variable or other kind of issue.
Some stupid fixes like spaces around operator and missing semicolon,
plus fix for wrong detecting of ShaderData SOA size. Thar was harmless
since there's only one closure array, but still better to fix this.