Files
test/intern/cycles/kernel/integrator/integrator_state_util.h
Brecht Van Lommel 4d4113adc2 Cycles: record large number of transparent shadow intersections on CPU
So we can do fewer intersection calls, only on the GPU do we need to save
memory and do this in small steps.

Ref T87836
2021-09-29 16:37:32 +02:00

279 lines
10 KiB
C

/*
* Copyright 2011-2021 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.
*/
#pragma once
#include "kernel/integrator/integrator_state.h"
#include "kernel/kernel_differential.h"
CCL_NAMESPACE_BEGIN
/* Ray */
ccl_device_forceinline void integrator_state_write_ray(INTEGRATOR_STATE_ARGS,
const Ray *ccl_restrict ray)
{
INTEGRATOR_STATE_WRITE(ray, P) = ray->P;
INTEGRATOR_STATE_WRITE(ray, D) = ray->D;
INTEGRATOR_STATE_WRITE(ray, t) = ray->t;
INTEGRATOR_STATE_WRITE(ray, time) = ray->time;
INTEGRATOR_STATE_WRITE(ray, dP) = ray->dP;
INTEGRATOR_STATE_WRITE(ray, dD) = ray->dD;
}
ccl_device_forceinline void integrator_state_read_ray(INTEGRATOR_STATE_CONST_ARGS,
Ray *ccl_restrict ray)
{
ray->P = INTEGRATOR_STATE(ray, P);
ray->D = INTEGRATOR_STATE(ray, D);
ray->t = INTEGRATOR_STATE(ray, t);
ray->time = INTEGRATOR_STATE(ray, time);
ray->dP = INTEGRATOR_STATE(ray, dP);
ray->dD = INTEGRATOR_STATE(ray, dD);
}
/* Shadow Ray */
ccl_device_forceinline void integrator_state_write_shadow_ray(INTEGRATOR_STATE_ARGS,
const Ray *ccl_restrict ray)
{
INTEGRATOR_STATE_WRITE(shadow_ray, P) = ray->P;
INTEGRATOR_STATE_WRITE(shadow_ray, D) = ray->D;
INTEGRATOR_STATE_WRITE(shadow_ray, t) = ray->t;
INTEGRATOR_STATE_WRITE(shadow_ray, time) = ray->time;
INTEGRATOR_STATE_WRITE(shadow_ray, dP) = ray->dP;
}
ccl_device_forceinline void integrator_state_read_shadow_ray(INTEGRATOR_STATE_CONST_ARGS,
Ray *ccl_restrict ray)
{
ray->P = INTEGRATOR_STATE(shadow_ray, P);
ray->D = INTEGRATOR_STATE(shadow_ray, D);
ray->t = INTEGRATOR_STATE(shadow_ray, t);
ray->time = INTEGRATOR_STATE(shadow_ray, time);
ray->dP = INTEGRATOR_STATE(shadow_ray, dP);
ray->dD = differential_zero_compact();
}
/* Intersection */
ccl_device_forceinline void integrator_state_write_isect(INTEGRATOR_STATE_ARGS,
const Intersection *ccl_restrict isect)
{
INTEGRATOR_STATE_WRITE(isect, t) = isect->t;
INTEGRATOR_STATE_WRITE(isect, u) = isect->u;
INTEGRATOR_STATE_WRITE(isect, v) = isect->v;
INTEGRATOR_STATE_WRITE(isect, object) = isect->object;
INTEGRATOR_STATE_WRITE(isect, prim) = isect->prim;
INTEGRATOR_STATE_WRITE(isect, type) = isect->type;
#ifdef __EMBREE__
INTEGRATOR_STATE_WRITE(isect, Ng) = isect->Ng;
#endif
}
ccl_device_forceinline void integrator_state_read_isect(INTEGRATOR_STATE_CONST_ARGS,
Intersection *ccl_restrict isect)
{
isect->prim = INTEGRATOR_STATE(isect, prim);
isect->object = INTEGRATOR_STATE(isect, object);
isect->type = INTEGRATOR_STATE(isect, type);
isect->u = INTEGRATOR_STATE(isect, u);
isect->v = INTEGRATOR_STATE(isect, v);
isect->t = INTEGRATOR_STATE(isect, t);
#ifdef __EMBREE__
isect->Ng = INTEGRATOR_STATE(isect, Ng);
#endif
}
ccl_device_forceinline VolumeStack integrator_state_read_volume_stack(INTEGRATOR_STATE_CONST_ARGS,
int i)
{
VolumeStack entry = {INTEGRATOR_STATE_ARRAY(volume_stack, i, object),
INTEGRATOR_STATE_ARRAY(volume_stack, i, shader)};
return entry;
}
ccl_device_forceinline void integrator_state_write_volume_stack(INTEGRATOR_STATE_ARGS,
int i,
VolumeStack entry)
{
INTEGRATOR_STATE_ARRAY_WRITE(volume_stack, i, object) = entry.object;
INTEGRATOR_STATE_ARRAY_WRITE(volume_stack, i, shader) = entry.shader;
}
ccl_device_forceinline bool integrator_state_volume_stack_is_empty(INTEGRATOR_STATE_CONST_ARGS)
{
return (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) ?
INTEGRATOR_STATE_ARRAY(volume_stack, 0, shader) == SHADER_NONE :
true;
}
/* Shadow Intersection */
ccl_device_forceinline void integrator_state_write_shadow_isect(
INTEGRATOR_STATE_ARGS, const Intersection *ccl_restrict isect, const int index)
{
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, t) = isect->t;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, u) = isect->u;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, v) = isect->v;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, object) = isect->object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, prim) = isect->prim;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, type) = isect->type;
#ifdef __EMBREE__
INTEGRATOR_STATE_ARRAY_WRITE(shadow_isect, index, Ng) = isect->Ng;
#endif
}
ccl_device_forceinline void integrator_state_read_shadow_isect(INTEGRATOR_STATE_CONST_ARGS,
Intersection *ccl_restrict isect,
const int index)
{
isect->prim = INTEGRATOR_STATE_ARRAY(shadow_isect, index, prim);
isect->object = INTEGRATOR_STATE_ARRAY(shadow_isect, index, object);
isect->type = INTEGRATOR_STATE_ARRAY(shadow_isect, index, type);
isect->u = INTEGRATOR_STATE_ARRAY(shadow_isect, index, u);
isect->v = INTEGRATOR_STATE_ARRAY(shadow_isect, index, v);
isect->t = INTEGRATOR_STATE_ARRAY(shadow_isect, index, t);
#ifdef __EMBREE__
isect->Ng = INTEGRATOR_STATE_ARRAY(shadow_isect, index, Ng);
#endif
}
ccl_device_forceinline void integrator_state_copy_volume_stack_to_shadow(INTEGRATOR_STATE_ARGS)
{
if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) {
for (int i = 0; i < INTEGRATOR_VOLUME_STACK_SIZE; i++) {
INTEGRATOR_STATE_ARRAY_WRITE(shadow_volume_stack, i, object) = INTEGRATOR_STATE_ARRAY(
volume_stack, i, object);
INTEGRATOR_STATE_ARRAY_WRITE(shadow_volume_stack, i, shader) = INTEGRATOR_STATE_ARRAY(
volume_stack, i, shader);
}
}
}
ccl_device_forceinline VolumeStack
integrator_state_read_shadow_volume_stack(INTEGRATOR_STATE_CONST_ARGS, int i)
{
VolumeStack entry = {INTEGRATOR_STATE_ARRAY(shadow_volume_stack, i, object),
INTEGRATOR_STATE_ARRAY(shadow_volume_stack, i, shader)};
return entry;
}
ccl_device_forceinline bool integrator_state_shadow_volume_stack_is_empty(
INTEGRATOR_STATE_CONST_ARGS)
{
return (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) ?
INTEGRATOR_STATE_ARRAY(shadow_volume_stack, 0, shader) == SHADER_NONE :
true;
}
ccl_device_forceinline void integrator_state_write_shadow_volume_stack(INTEGRATOR_STATE_ARGS,
int i,
VolumeStack entry)
{
INTEGRATOR_STATE_ARRAY_WRITE(shadow_volume_stack, i, object) = entry.object;
INTEGRATOR_STATE_ARRAY_WRITE(shadow_volume_stack, i, shader) = entry.shader;
}
#if defined(__KERNEL_GPU__)
ccl_device_inline void integrator_state_copy_only(const IntegratorState to_state,
const IntegratorState state)
{
int index;
/* Rely on the compiler to optimize out unused assignments and `while(false)`'s. */
# define KERNEL_STRUCT_BEGIN(name) \
index = 0; \
do {
# define KERNEL_STRUCT_MEMBER(parent_struct, type, name, feature) \
if (kernel_integrator_state.parent_struct.name != nullptr) { \
kernel_integrator_state.parent_struct.name[to_state] = \
kernel_integrator_state.parent_struct.name[state]; \
}
# define KERNEL_STRUCT_ARRAY_MEMBER(parent_struct, type, name, feature) \
if (kernel_integrator_state.parent_struct[index].name != nullptr) { \
kernel_integrator_state.parent_struct[index].name[to_state] = \
kernel_integrator_state.parent_struct[index].name[state]; \
}
# define KERNEL_STRUCT_END(name) \
} \
while (false) \
;
# define KERNEL_STRUCT_END_ARRAY(name, cpu_array_size, gpu_array_size) \
++index; \
} \
while (index < gpu_array_size) \
;
# include "kernel/integrator/integrator_state_template.h"
# undef KERNEL_STRUCT_BEGIN
# undef KERNEL_STRUCT_MEMBER
# undef KERNEL_STRUCT_ARRAY_MEMBER
# undef KERNEL_STRUCT_END
# undef KERNEL_STRUCT_END_ARRAY
}
ccl_device_inline void integrator_state_move(const IntegratorState to_state,
const IntegratorState state)
{
integrator_state_copy_only(to_state, state);
INTEGRATOR_STATE_WRITE(path, queued_kernel) = 0;
INTEGRATOR_STATE_WRITE(shadow_path, queued_kernel) = 0;
}
#endif
/* NOTE: Leaves kernel scheduling information untouched. Use INIT semantic for one of the paths
* after this function. */
ccl_device_inline void integrator_state_shadow_catcher_split(INTEGRATOR_STATE_ARGS)
{
#if defined(__KERNEL_GPU__)
const IntegratorState to_state = atomic_fetch_and_add_uint32(
&kernel_integrator_state.next_shadow_catcher_path_index[0], 1);
integrator_state_copy_only(to_state, state);
kernel_integrator_state.path.flag[to_state] |= PATH_RAY_SHADOW_CATCHER_PASS;
/* Sanity check: expect to split in the intersect-closest kernel, where there is no shadow ray
* and no sorting yet. */
kernel_assert(INTEGRATOR_STATE(shadow_path, queued_kernel) == 0);
kernel_assert(kernel_integrator_state.sort_key_counter[INTEGRATOR_STATE(path, queued_kernel)] ==
nullptr);
#else
IntegratorStateCPU *ccl_restrict split_state = state + 1;
/* Only copy the required subset, since shadow intersections are big and irrelevant here. */
split_state->path = state->path;
split_state->ray = state->ray;
split_state->isect = state->isect;
memcpy(split_state->volume_stack, state->volume_stack, sizeof(state->volume_stack));
split_state->shadow_path = state->shadow_path;
split_state->path.flag |= PATH_RAY_SHADOW_CATCHER_PASS;
#endif
}
CCL_NAMESPACE_END