* Rename "texture" to "data array". This has not used textures for a long time, there are just global memory arrays now. (On old CUDA GPUs there was a cache for textures but not global memory, so we used to put all data in textures.) * For CUDA and HIP, put globals in KernelParams struct like other devices. * Drop __ prefix for data array names, no possibility for naming conflict now that these are in a struct.
64 lines
1.6 KiB
C++
64 lines
1.6 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/* Constant Globals */
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#pragma once
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#include "kernel/tables.h"
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#include "kernel/types.h"
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#include "kernel/util/profiling.h"
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CCL_NAMESPACE_BEGIN
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/* On the CPU, we pass along the struct KernelGlobals to nearly everywhere in
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* the kernel, to access constant data. These are all stored as flat arrays.
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* these are really just standard arrays. We can't use actually globals because
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* multiple renders may be running inside the same process. */
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#ifdef __OSL__
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struct OSLGlobals;
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struct OSLThreadData;
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struct OSLShadingSystem;
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#endif
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/* Array for kernel data, with size to be able to assert on invalid data access. */
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template<typename T> struct kernel_array {
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ccl_always_inline const T &fetch(int index) const
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{
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kernel_assert(index >= 0 && index < width);
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return data[index];
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}
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T *data;
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int width;
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};
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typedef struct KernelGlobalsCPU {
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#define KERNEL_DATA_ARRAY(type, name) kernel_array<type> name;
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#include "kernel/data_arrays.h"
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KernelData data;
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#ifdef __OSL__
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/* On the CPU, we also have the OSL globals here. Most data structures are shared
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* with SVM, the difference is in the shaders and object/mesh attributes. */
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OSLGlobals *osl;
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OSLShadingSystem *osl_ss;
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OSLThreadData *osl_tdata;
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#endif
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/* **** Run-time data **** */
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ProfilingState profiler;
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} KernelGlobalsCPU;
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typedef const KernelGlobalsCPU *ccl_restrict KernelGlobals;
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/* Abstraction macros */
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#define kernel_data_fetch(name, index) (kg->name.fetch(index))
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#define kernel_data_array(name) (kg->name.data)
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#define kernel_data (kg->data)
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CCL_NAMESPACE_END
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