Files
test2/intern/cycles/kernel/svm/svm_aov.h
Brecht Van Lommel 943e73b07e Cycles: decouple shadow paths from main path on GPU
The motivation for this is twofold. It improves performance (5-10% on most
benchmark scenes), and will help  to bring back transparency support for the
ambient occlusion pass.

* Duplicate some members from the main path state in the shadow path state.
* Add shadow paths incrementally to the array similar to what we do for
  the shadow catchers.
* For the scheduling, allow running shade surface and shade volume kernels
  as long as there is enough space in the shadow paths array. If not, execute
  shadow kernels until it is empty.

* Add IntegratorShadowState and ConstIntegratorShadowState typedefs that
  can be different between CPU and GPU. For GPU both main and shadow paths
  juse have an integer for SoA access. Bt with CPU it's a different pointer
  type so we get type safety checks in code shared between CPU and GPU.
* For CPU, add a separate IntegratorShadowStateCPU struct embedded in
  IntegratorShadowState.
* Update various functions to take the shadow state, and make SVM take either
  type of state using templates.

Differential Revision: https://developer.blender.org/D12889
2021-10-19 15:09:29 +02:00

69 lines
2.9 KiB
C++

/*
* Copyright 2011-2013 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.
*/
#include "kernel/kernel_write_passes.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool svm_node_aov_check(const uint32_t path_flag,
ccl_global float *render_buffer)
{
bool is_primary = (path_flag & PATH_RAY_CAMERA) && (!(path_flag & PATH_RAY_SINGLE_PASS_DONE));
return ((render_buffer != NULL) && is_primary);
}
template<uint node_feature_mask, typename ConstIntegratorGenericState>
ccl_device void svm_node_aov_color(KernelGlobals kg,
ConstIntegratorGenericState state,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node,
ccl_global float *render_buffer)
{
IF_KERNEL_NODES_FEATURE(AOV)
{
const float3 val = stack_load_float3(stack, node.y);
const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
kernel_data.film.pass_stride;
ccl_global float *buffer = render_buffer + render_buffer_offset +
(kernel_data.film.pass_aov_color + node.z);
kernel_write_pass_float3(buffer, make_float3(val.x, val.y, val.z));
}
}
template<uint node_feature_mask, typename ConstIntegratorGenericState>
ccl_device void svm_node_aov_value(KernelGlobals kg,
ConstIntegratorGenericState state,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node,
ccl_global float *render_buffer)
{
IF_KERNEL_NODES_FEATURE(AOV)
{
const float val = stack_load_float(stack, node.y);
const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
kernel_data.film.pass_stride;
ccl_global float *buffer = render_buffer + render_buffer_offset +
(kernel_data.film.pass_aov_value + node.z);
kernel_write_pass_float(buffer, val);
}
}
CCL_NAMESPACE_END