Move MNEE to own kernel, separate from shader ray-tracing. This does introduce the limitation that a shader can't use both MNEE and AO/bevel, but that seems like the better trade-off for now. We can experiment with bigger kernel organization changes later. Differential Revision: https://developer.blender.org/D15070
26 lines
1.1 KiB
Plaintext
26 lines
1.1 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2021-2022 Blender Foundation. */
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/* Copy of the regular kernels with additional shader ray-tracing kernel that takes
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* much longer to compiler. This is only loaded when needed by the scene. */
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#include "kernel/device/optix/kernel.cu"
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#include "kernel/integrator/shade_surface.h"
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extern "C" __global__ void __raygen__kernel_optix_integrator_shade_surface_raytrace()
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{
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const int global_index = optixGetLaunchIndex().x;
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const int path_index = (__params.path_index_array) ? __params.path_index_array[global_index] :
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global_index;
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integrator_shade_surface_raytrace(nullptr, path_index, __params.render_buffer);
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}
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extern "C" __global__ void __raygen__kernel_optix_integrator_shade_surface_mnee()
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{
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const int global_index = optixGetLaunchIndex().x;
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const int path_index = (__params.path_index_array) ? __params.path_index_array[global_index] :
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global_index;
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integrator_shade_surface_mnee(nullptr, path_index, __params.render_buffer);
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}
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