* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
53 lines
1.7 KiB
C
53 lines
1.7 KiB
C
/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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/*
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* Utility functions for work stealing
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*/
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/* Map global work index to tile, pixel X/Y and sample. */
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ccl_device_inline void get_work_pixel(ccl_global const KernelWorkTile *tile,
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uint global_work_index,
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ccl_private uint *x,
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ccl_private uint *y,
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ccl_private uint *sample)
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{
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#if 0
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/* Keep threads for the same sample together. */
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uint tile_pixels = tile->w * tile->h;
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uint sample_offset = global_work_index / tile_pixels;
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uint pixel_offset = global_work_index - sample_offset * tile_pixels;
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#else
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/* Keeping threads for the same pixel together.
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* Appears to improve performance by a few % on CUDA and OptiX. */
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uint sample_offset = global_work_index % tile->num_samples;
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uint pixel_offset = global_work_index / tile->num_samples;
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#endif
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uint y_offset = pixel_offset / tile->w;
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uint x_offset = pixel_offset - y_offset * tile->w;
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*x = tile->x + x_offset;
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*y = tile->y + y_offset;
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*sample = tile->start_sample + sample_offset;
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}
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CCL_NAMESPACE_END
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