Files
test/intern/cycles/kernel/data_template.h
Lukas Stockner 78147b5db7 Cycles: Add Render Time pass
This implements a basic render time pass,
using HW-based counters to minimize render time impact.

x86-64 uses the TSC instruction for timing, while ARM64 uses the cntvct_el0
register. In theory TSC is not always super reliable (e.g. old CPUs had it tied
to their current clock rate), but for somewhat recent CPU models it should
be fine. If neither is available, it falls back to `std::chrono::steady_clock`,
which should still be very fast.

The output is in milliseconds of CPU-time per pixel.

Pull Request: https://projects.blender.org/blender/blender/pulls/125933
2025-09-22 21:54:08 +02:00

248 lines
10 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef KERNEL_STRUCT_BEGIN
# define KERNEL_STRUCT_BEGIN(name, parent)
#endif
#ifndef KERNEL_STRUCT_END
# define KERNEL_STRUCT_END(name)
#endif
#ifndef KERNEL_STRUCT_MEMBER
# define KERNEL_STRUCT_MEMBER(parent, type, name)
#endif
#ifndef KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
# define KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
#endif
/* Background. */
KERNEL_STRUCT_BEGIN(KernelBackground, background)
/* xyz store direction, w the angle. float4 instead of float3 is used
* to ensure consistent padding/alignment across devices. */
KERNEL_STRUCT_MEMBER(background, float4, sun)
KERNEL_STRUCT_MEMBER(background, int, use_sun_guiding)
/* Only shader index. */
KERNEL_STRUCT_MEMBER(background, int, surface_shader)
KERNEL_STRUCT_MEMBER(background, int, volume_shader)
KERNEL_STRUCT_MEMBER(background, int, transparent)
KERNEL_STRUCT_MEMBER(background, float, transparent_roughness_squared_threshold)
/* Sun sampling. */
KERNEL_STRUCT_MEMBER(background, float, sun_weight)
/* Importance map sampling. */
KERNEL_STRUCT_MEMBER(background, float, map_weight)
KERNEL_STRUCT_MEMBER(background, float, portal_weight)
KERNEL_STRUCT_MEMBER(background, int, map_res_x)
KERNEL_STRUCT_MEMBER(background, int, map_res_y)
/* Multiple importance sampling. */
KERNEL_STRUCT_MEMBER(background, int, use_mis)
/* Light-group. */
KERNEL_STRUCT_MEMBER(background, int, lightgroup)
/* Light Index. */
KERNEL_STRUCT_MEMBER(background, int, light_index)
/* Object Index. */
KERNEL_STRUCT_MEMBER(background, int, object_index)
/* Padding. */
KERNEL_STRUCT_MEMBER(background, int, pad1)
KERNEL_STRUCT_MEMBER(background, int, pad2)
KERNEL_STRUCT_END(KernelBackground)
/* BVH: own BVH2 if no native device acceleration struct used. */
KERNEL_STRUCT_BEGIN(KernelBVH, bvh)
KERNEL_STRUCT_MEMBER(bvh, int, root)
KERNEL_STRUCT_MEMBER(bvh, int, have_motion)
KERNEL_STRUCT_MEMBER(bvh, int, have_curves)
KERNEL_STRUCT_MEMBER(bvh, int, have_points)
KERNEL_STRUCT_MEMBER(bvh, int, have_volumes)
KERNEL_STRUCT_MEMBER(bvh, int, bvh_layout)
KERNEL_STRUCT_MEMBER(bvh, int, use_bvh_steps)
KERNEL_STRUCT_MEMBER(bvh, int, curve_subdivisions)
KERNEL_STRUCT_END(KernelBVH)
/* Film. */
KERNEL_STRUCT_BEGIN(KernelFilm, film)
/* XYZ to rendering color space transform. float4 instead of float3 to
* ensure consistent padding/alignment across devices. */
KERNEL_STRUCT_MEMBER(film, float4, xyz_to_r)
KERNEL_STRUCT_MEMBER(film, float4, xyz_to_g)
KERNEL_STRUCT_MEMBER(film, float4, xyz_to_b)
KERNEL_STRUCT_MEMBER(film, float4, rgb_to_y)
KERNEL_STRUCT_MEMBER(film, float4, white_xyz)
/* Rec709 to rendering color space. */
KERNEL_STRUCT_MEMBER(film, float4, rec709_to_r)
KERNEL_STRUCT_MEMBER(film, float4, rec709_to_g)
KERNEL_STRUCT_MEMBER(film, float4, rec709_to_b)
KERNEL_STRUCT_MEMBER(film, int, is_rec709)
/* Exposure. */
KERNEL_STRUCT_MEMBER(film, float, exposure)
/* Passed used. */
KERNEL_STRUCT_MEMBER(film, int, pass_flag)
KERNEL_STRUCT_MEMBER(film, int, light_pass_flag)
/* Pass offsets. */
KERNEL_STRUCT_MEMBER(film, int, pass_stride)
KERNEL_STRUCT_MEMBER(film, int, pass_combined)
KERNEL_STRUCT_MEMBER(film, int, pass_depth)
KERNEL_STRUCT_MEMBER(film, int, pass_position)
KERNEL_STRUCT_MEMBER(film, int, pass_normal)
KERNEL_STRUCT_MEMBER(film, int, pass_roughness)
KERNEL_STRUCT_MEMBER(film, int, pass_motion)
KERNEL_STRUCT_MEMBER(film, int, pass_motion_weight)
KERNEL_STRUCT_MEMBER(film, int, pass_uv)
KERNEL_STRUCT_MEMBER(film, int, pass_object_id)
KERNEL_STRUCT_MEMBER(film, int, pass_material_id)
KERNEL_STRUCT_MEMBER(film, int, pass_diffuse_color)
KERNEL_STRUCT_MEMBER(film, int, pass_glossy_color)
KERNEL_STRUCT_MEMBER(film, int, pass_transmission_color)
KERNEL_STRUCT_MEMBER(film, int, pass_diffuse_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_glossy_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_transmission_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_diffuse_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_glossy_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_transmission_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_scatter)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_scatter_denoised)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_transmit)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_transmit_denoised)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_majorant)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_majorant_sample_count)
KERNEL_STRUCT_MEMBER(film, int, pass_emission)
KERNEL_STRUCT_MEMBER(film, int, pass_background)
KERNEL_STRUCT_MEMBER(film, int, pass_ao)
KERNEL_STRUCT_MEMBER(film, float, pass_alpha_threshold)
KERNEL_STRUCT_MEMBER(film, int, pass_shadow_catcher)
KERNEL_STRUCT_MEMBER(film, int, pass_shadow_catcher_sample_count)
KERNEL_STRUCT_MEMBER(film, int, pass_shadow_catcher_matte)
KERNEL_STRUCT_MEMBER(film, int, pass_render_time)
/* Cryptomatte. */
KERNEL_STRUCT_MEMBER(film, int, cryptomatte_passes)
KERNEL_STRUCT_MEMBER(film, int, cryptomatte_depth)
KERNEL_STRUCT_MEMBER(film, int, pass_cryptomatte)
/* Adaptive sampling. */
KERNEL_STRUCT_MEMBER(film, int, pass_adaptive_aux_buffer)
KERNEL_STRUCT_MEMBER(film, int, pass_sample_count)
/* Mist. */
KERNEL_STRUCT_MEMBER(film, int, pass_mist)
KERNEL_STRUCT_MEMBER(film, float, mist_start)
KERNEL_STRUCT_MEMBER(film, float, mist_inv_depth)
KERNEL_STRUCT_MEMBER(film, float, mist_falloff)
/* Denoising. */
KERNEL_STRUCT_MEMBER(film, int, pass_denoising_normal)
KERNEL_STRUCT_MEMBER(film, int, pass_denoising_albedo)
KERNEL_STRUCT_MEMBER(film, int, pass_denoising_depth)
/* AOVs. */
KERNEL_STRUCT_MEMBER(film, int, pass_aov_color)
KERNEL_STRUCT_MEMBER(film, int, pass_aov_value)
/* Light groups. */
KERNEL_STRUCT_MEMBER(film, int, pass_lightgroup)
/* Baking. */
KERNEL_STRUCT_MEMBER(film, int, pass_bake_primitive)
KERNEL_STRUCT_MEMBER(film, int, pass_bake_seed)
KERNEL_STRUCT_MEMBER(film, int, pass_bake_differential)
/* Shadow catcher. */
KERNEL_STRUCT_MEMBER(film, int, use_approximate_shadow_catcher)
/* Path Guiding */
KERNEL_STRUCT_MEMBER(film, int, pass_guiding_color)
KERNEL_STRUCT_MEMBER(film, int, pass_guiding_probability)
KERNEL_STRUCT_MEMBER(film, int, pass_guiding_avg_roughness)
KERNEL_STRUCT_END(KernelFilm)
/* Integrator. */
KERNEL_STRUCT_BEGIN(KernelIntegrator, integrator)
/* Emission. */
KERNEL_STRUCT_MEMBER(integrator, int, use_direct_light)
KERNEL_STRUCT_MEMBER(integrator, int, use_light_mis)
KERNEL_STRUCT_MEMBER(integrator, int, use_light_tree)
KERNEL_STRUCT_MEMBER(integrator, int, num_lights)
KERNEL_STRUCT_MEMBER(integrator, int, num_distant_lights)
KERNEL_STRUCT_MEMBER(integrator, int, num_background_lights)
/* Portal sampling. */
KERNEL_STRUCT_MEMBER(integrator, int, num_portals)
KERNEL_STRUCT_MEMBER(integrator, int, portal_offset)
/* Flat light distribution. */
KERNEL_STRUCT_MEMBER(integrator, int, num_distribution)
KERNEL_STRUCT_MEMBER(integrator, float, distribution_pdf_triangles)
KERNEL_STRUCT_MEMBER(integrator, float, distribution_pdf_lights)
KERNEL_STRUCT_MEMBER(integrator, float, light_inv_rr_threshold)
/* Bounces. */
KERNEL_STRUCT_MEMBER(integrator, int, min_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_diffuse_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_glossy_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_transmission_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_volume_bounce)
/* AO bounces. */
KERNEL_STRUCT_MEMBER(integrator, int, ao_bounces)
KERNEL_STRUCT_MEMBER(integrator, float, ao_bounces_distance)
KERNEL_STRUCT_MEMBER(integrator, float, ao_bounces_factor)
KERNEL_STRUCT_MEMBER(integrator, float, ao_additive_factor)
/* Transparency. */
KERNEL_STRUCT_MEMBER(integrator, int, transparent_min_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, transparent_max_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, transparent_shadows)
/* Caustics. */
KERNEL_STRUCT_MEMBER(integrator, int, caustics_reflective)
KERNEL_STRUCT_MEMBER(integrator, int, caustics_refractive)
KERNEL_STRUCT_MEMBER(integrator, float, filter_glossy)
/* Seed. */
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, seed)
/* Clamp. */
KERNEL_STRUCT_MEMBER(integrator, float, sample_clamp_direct)
KERNEL_STRUCT_MEMBER(integrator, float, sample_clamp_indirect)
/* Caustics. */
KERNEL_STRUCT_MEMBER(integrator, int, use_caustics)
/* Sampling pattern. */
KERNEL_STRUCT_MEMBER(integrator, int, sampling_pattern)
KERNEL_STRUCT_MEMBER(integrator, float, scrambling_distance)
/* Sobol pattern. */
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, tabulated_sobol_sequence_size)
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, sobol_index_mask)
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, blue_noise_sequence_length)
/* Volume render. */
KERNEL_STRUCT_MEMBER(integrator, int, use_volumes)
KERNEL_STRUCT_MEMBER(integrator, int, volume_unbiased)
/* Shadow catcher. */
KERNEL_STRUCT_MEMBER(integrator, int, has_shadow_catcher)
/* Closure filter. */
KERNEL_STRUCT_MEMBER(integrator, int, filter_closures)
/* MIS debugging. */
KERNEL_STRUCT_MEMBER(integrator, int, direct_light_sampling_type)
/* Path Guiding */
KERNEL_STRUCT_MEMBER(integrator, float, surface_guiding_probability)
KERNEL_STRUCT_MEMBER(integrator, float, volume_guiding_probability)
KERNEL_STRUCT_MEMBER(integrator, int, guiding_distribution_type)
KERNEL_STRUCT_MEMBER(integrator, int, guiding_directional_sampling_type)
KERNEL_STRUCT_MEMBER(integrator, float, guiding_roughness_threshold)
KERNEL_STRUCT_MEMBER(integrator, int, use_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, train_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, use_surface_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, use_volume_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, use_guiding_direct_light)
KERNEL_STRUCT_MEMBER(integrator, int, use_guiding_mis_weights)
/* Padding. */
KERNEL_STRUCT_MEMBER(integrator, int, pad1)
KERNEL_STRUCT_MEMBER(integrator, int, pad2)
KERNEL_STRUCT_MEMBER(integrator, int, pad3)
KERNEL_STRUCT_END(KernelIntegrator)
/* SVM. For shader specialization. */
KERNEL_STRUCT_BEGIN(KernelSVMUsage, svm_usage)
#define SHADER_NODE_TYPE(type) KERNEL_STRUCT_MEMBER(svm_usage, int, type)
#include "kernel/svm/node_types_template.h"
KERNEL_STRUCT_END(KernelSVMUsage)
#undef KERNEL_STRUCT_BEGIN
#undef KERNEL_STRUCT_MEMBER
#undef KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
#undef KERNEL_STRUCT_END