Cycles: Split kernel - sort shaders
Reduce thread divergence in kernel_shader_eval. Rays are sorted in blocks of 2048 according to shader->id. On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster. No sorting for CUDA split kernel. Reviewers: sergey, maiself Reviewed By: maiself Differential Revision: https://developer.blender.org/D2598
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@ -39,6 +39,8 @@ DeviceSplitKernel::DeviceSplitKernel(Device *device) : device(device)
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kernel_do_volume = NULL;
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kernel_queue_enqueue = NULL;
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kernel_indirect_background = NULL;
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kernel_shader_setup = NULL;
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kernel_shader_sort = NULL;
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kernel_shader_eval = NULL;
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kernel_holdout_emission_blurring_pathtermination_ao = NULL;
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kernel_subsurface_scatter = NULL;
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@ -64,6 +66,8 @@ DeviceSplitKernel::~DeviceSplitKernel()
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delete kernel_do_volume;
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delete kernel_queue_enqueue;
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delete kernel_indirect_background;
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delete kernel_shader_setup;
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delete kernel_shader_sort;
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delete kernel_shader_eval;
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delete kernel_holdout_emission_blurring_pathtermination_ao;
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delete kernel_subsurface_scatter;
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@ -89,6 +93,8 @@ bool DeviceSplitKernel::load_kernels(const DeviceRequestedFeatures& requested_fe
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LOAD_KERNEL(do_volume);
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LOAD_KERNEL(queue_enqueue);
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LOAD_KERNEL(indirect_background);
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LOAD_KERNEL(shader_setup);
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LOAD_KERNEL(shader_sort);
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LOAD_KERNEL(shader_eval);
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LOAD_KERNEL(holdout_emission_blurring_pathtermination_ao);
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LOAD_KERNEL(subsurface_scatter);
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@ -241,6 +247,8 @@ bool DeviceSplitKernel::path_trace(DeviceTask *task,
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ENQUEUE_SPLIT_KERNEL(do_volume, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(queue_enqueue, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(indirect_background, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(shader_setup, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(shader_sort, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(shader_eval, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(holdout_emission_blurring_pathtermination_ao, global_size, local_size);
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ENQUEUE_SPLIT_KERNEL(subsurface_scatter, global_size, local_size);
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@ -61,6 +61,8 @@ private:
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SplitKernelFunction *kernel_do_volume;
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SplitKernelFunction *kernel_queue_enqueue;
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SplitKernelFunction *kernel_indirect_background;
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SplitKernelFunction *kernel_shader_setup;
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SplitKernelFunction *kernel_shader_sort;
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SplitKernelFunction *kernel_shader_eval;
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SplitKernelFunction *kernel_holdout_emission_blurring_pathtermination_ao;
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SplitKernelFunction *kernel_subsurface_scatter;
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@ -21,6 +21,8 @@ set(SRC
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kernels/opencl/kernel_lamp_emission.cl
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kernels/opencl/kernel_do_volume.cl
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kernels/opencl/kernel_indirect_background.cl
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kernels/opencl/kernel_shader_setup.cl
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kernels/opencl/kernel_shader_sort.cl
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kernels/opencl/kernel_shader_eval.cl
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kernels/opencl/kernel_holdout_emission_blurring_pathtermination_ao.cl
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kernels/opencl/kernel_subsurface_scatter.cl
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@ -248,6 +250,8 @@ set(SRC_SPLIT_HEADERS
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split/kernel_path_init.h
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split/kernel_queue_enqueue.h
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split/kernel_scene_intersect.h
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split/kernel_shader_setup.h
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split/kernel_shader_sort.h
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split/kernel_shader_eval.h
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split/kernel_shadow_blocked_ao.h
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split/kernel_shadow_blocked_dl.h
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@ -457,6 +461,8 @@ delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_scene_interse
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_lamp_emission.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_do_volume.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_indirect_background.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_shader_setup.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_shader_sort.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_shader_eval.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_holdout_emission_blurring_pathtermination_ao.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_subsurface_scatter.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
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@ -64,6 +64,18 @@ CCL_NAMESPACE_BEGIN
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# define WORK_POOL_SIZE WORK_POOL_SIZE_CPU
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#endif
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#define SHADER_SORT_BLOCK_SIZE 2048
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#ifdef __KERNEL_OPENCL__
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# define SHADER_SORT_LOCAL_SIZE 64
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#elif defined(__KERNEL_CUDA__)
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# define SHADER_SORT_LOCAL_SIZE 32
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#else
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# define SHADER_SORT_LOCAL_SIZE 1
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#endif
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/* device capabilities */
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#ifdef __KERNEL_CPU__
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# ifdef __KERNEL_SSE2__
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@ -1321,6 +1333,9 @@ enum QueueNumber {
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*/
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QUEUE_SHADOW_RAY_CAST_DL_RAYS,
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/* Rays sorted according to shader->id */
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QUEUE_SHADER_SORTED_RAYS,
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#ifdef __BRANCHED_PATH__
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/* All rays moving to next iteration of the indirect loop for light */
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QUEUE_LIGHT_INDIRECT_ITER,
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@ -77,6 +77,8 @@ DECLARE_SPLIT_KERNEL_FUNCTION(lamp_emission)
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DECLARE_SPLIT_KERNEL_FUNCTION(do_volume)
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DECLARE_SPLIT_KERNEL_FUNCTION(queue_enqueue)
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DECLARE_SPLIT_KERNEL_FUNCTION(indirect_background)
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DECLARE_SPLIT_KERNEL_FUNCTION(shader_setup)
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DECLARE_SPLIT_KERNEL_FUNCTION(shader_sort)
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DECLARE_SPLIT_KERNEL_FUNCTION(shader_eval)
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DECLARE_SPLIT_KERNEL_FUNCTION(holdout_emission_blurring_pathtermination_ao)
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DECLARE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
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@ -44,6 +44,8 @@
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# include "kernel/split/kernel_do_volume.h"
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# include "kernel/split/kernel_queue_enqueue.h"
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# include "kernel/split/kernel_indirect_background.h"
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# include "kernel/split/kernel_shader_setup.h"
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# include "kernel/split/kernel_shader_sort.h"
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# include "kernel/split/kernel_shader_eval.h"
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# include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
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# include "kernel/split/kernel_subsurface_scatter.h"
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@ -181,7 +183,9 @@ DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
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DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_setup, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)
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@ -209,6 +213,8 @@ void KERNEL_FUNCTION_FULL_NAME(register_functions)(void(*reg)(const char* name,
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REGISTER(do_volume);
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REGISTER(queue_enqueue);
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REGISTER(indirect_background);
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REGISTER(shader_setup);
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REGISTER(shader_sort);
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REGISTER(shader_eval);
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REGISTER(holdout_emission_blurring_pathtermination_ao);
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REGISTER(subsurface_scatter);
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@ -31,6 +31,8 @@
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#include "kernel/split/kernel_do_volume.h"
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#include "kernel/split/kernel_queue_enqueue.h"
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#include "kernel/split/kernel_indirect_background.h"
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#include "kernel/split/kernel_shader_setup.h"
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#include "kernel/split/kernel_shader_sort.h"
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#include "kernel/split/kernel_shader_eval.h"
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#include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
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#include "kernel/split/kernel_subsurface_scatter.h"
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@ -108,7 +110,9 @@ DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
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DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_setup, uint)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
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DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
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DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)
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@ -22,6 +22,5 @@ __kernel void kernel_ocl_path_trace_shader_eval(
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ccl_global char *kg,
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ccl_constant KernelData *data)
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{
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ccl_local unsigned int local_queue_atomics;
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kernel_shader_eval((KernelGlobals*)kg, &local_queue_atomics);
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kernel_shader_eval((KernelGlobals*)kg);
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}
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@ -0,0 +1,27 @@
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/*
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* Copyright 2011-2017 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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#include "kernel/kernel_compat_opencl.h"
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#include "kernel/split/kernel_split_common.h"
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#include "kernel/split/kernel_shader_setup.h"
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__kernel void kernel_ocl_path_trace_shader_setup(
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ccl_global char *kg,
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ccl_constant KernelData *data)
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{
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ccl_local unsigned int local_queue_atomics;
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kernel_shader_setup((KernelGlobals*)kg, &local_queue_atomics);
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}
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@ -0,0 +1,28 @@
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/*
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* Copyright 2011-2017 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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#include "kernel/kernel_compat_opencl.h"
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#include "kernel/split/kernel_split_common.h"
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#include "kernel/split/kernel_shader_sort.h"
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__attribute__((reqd_work_group_size(64, 1, 1)))
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__kernel void kernel_ocl_path_trace_shader_sort(
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ccl_global char *kg,
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ccl_constant KernelData *data)
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{
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ccl_local ShaderSortLocals locals;
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kernel_shader_sort((KernelGlobals*)kg, &locals);
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}
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@ -23,6 +23,8 @@
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#include "kernel/kernels/opencl/kernel_do_volume.cl"
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#include "kernel/kernels/opencl/kernel_indirect_background.cl"
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#include "kernel/kernels/opencl/kernel_queue_enqueue.cl"
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#include "kernel/kernels/opencl/kernel_shader_setup.cl"
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#include "kernel/kernels/opencl/kernel_shader_sort.cl"
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#include "kernel/kernels/opencl/kernel_shader_eval.cl"
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#include "kernel/kernels/opencl/kernel_holdout_emission_blurring_pathtermination_ao.cl"
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#include "kernel/kernels/opencl/kernel_subsurface_scatter.cl"
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@ -1,5 +1,5 @@
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/*
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* Copyright 2011-2015 Blender Foundation
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* Copyright 2011-2017 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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@ -16,54 +16,40 @@
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CCL_NAMESPACE_BEGIN
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/* This kernel sets up the ShaderData structure from the values computed
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/* This kernel evaluates ShaderData structure from the values computed
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* by the previous kernels.
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*
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* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
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* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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*/
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ccl_device void kernel_shader_eval(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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ccl_device void kernel_shader_eval(KernelGlobals *kg)
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{
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/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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/* Sorting on cuda split is not implemented */
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#ifdef __KERNEL_CUDA__
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int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
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#else
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int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
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#endif
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if(ray_index >= queue_index) {
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return;
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}
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ray_index = get_ray_index(kg, ray_index,
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#ifdef __KERNEL_CUDA__
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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#else
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QUEUE_SHADER_SORTED_RAYS,
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#endif
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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ccl_global char *ray_state = kernel_split_state.ray_state;
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char enqueue_flag = 0;
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if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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enqueue_flag = 1;
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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enqueue_flag,
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kernel_split_params.queue_size,
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local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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/* Continue on with shader evaluation. */
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ccl_global char *ray_state = kernel_split_state.ray_state;
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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Intersection isect = kernel_split_state.isect[ray_index];
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RNG rng = kernel_split_state.rng[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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shader_setup_from_ray(kg,
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&kernel_split_state.sd[ray_index],
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&isect,
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&ray);
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#ifndef __BRANCHED_PATH__
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float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
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@ -0,0 +1,70 @@
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/*
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* Copyright 2011-2017 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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CCL_NAMESPACE_BEGIN
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/* This kernel sets up the ShaderData structure from the values computed
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* by the previous kernels.
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*
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* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
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* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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*/
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ccl_device void kernel_shader_setup(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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{
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/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
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if(ray_index >= queue_index) {
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return;
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}
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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char enqueue_flag = (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0;
|
||||
enqueue_ray_index_local(ray_index,
|
||||
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
|
||||
enqueue_flag,
|
||||
kernel_split_params.queue_size,
|
||||
local_queue_atomics,
|
||||
kernel_split_state.queue_data,
|
||||
kernel_split_params.queue_index);
|
||||
|
||||
/* Continue on with shader evaluation. */
|
||||
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
|
||||
Intersection isect = kernel_split_state.isect[ray_index];
|
||||
Ray ray = kernel_split_state.ray[ray_index];
|
||||
|
||||
shader_setup_from_ray(kg,
|
||||
&kernel_split_state.sd[ray_index],
|
||||
&isect,
|
||||
&ray);
|
||||
}
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
|
@ -0,0 +1,97 @@
|
|||
/*
|
||||
* Copyright 2011-2017 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.
|
||||
*/
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
|
||||
ccl_device void kernel_shader_sort(KernelGlobals *kg,
|
||||
ccl_local_param ShaderSortLocals *locals)
|
||||
{
|
||||
#ifndef __KERNEL_CUDA__
|
||||
int tid = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
|
||||
uint qsize = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
|
||||
if(tid == 0) {
|
||||
kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS] = qsize;
|
||||
}
|
||||
|
||||
uint offset = (tid/SHADER_SORT_LOCAL_SIZE)*SHADER_SORT_BLOCK_SIZE;
|
||||
if(offset >= qsize) {
|
||||
return;
|
||||
}
|
||||
|
||||
int lid = ccl_local_id(1) * ccl_local_size(0) + ccl_local_id(0);
|
||||
uint input = QUEUE_ACTIVE_AND_REGENERATED_RAYS * (kernel_split_params.queue_size);
|
||||
uint output = QUEUE_SHADER_SORTED_RAYS * (kernel_split_params.queue_size);
|
||||
ccl_local uint *local_value = &locals->local_value[0];
|
||||
ccl_local ushort *local_index = &locals->local_index[0];
|
||||
|
||||
/* copy to local memory */
|
||||
for (uint i = 0; i < SHADER_SORT_BLOCK_SIZE; i += SHADER_SORT_LOCAL_SIZE) {
|
||||
uint idx = offset + i + lid;
|
||||
uint add = input + idx;
|
||||
uint value = (~0);
|
||||
if(idx < qsize) {
|
||||
int ray_index = kernel_split_state.queue_data[add];
|
||||
bool valid = (ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
|
||||
if(valid) {
|
||||
value = kernel_split_state.sd[ray_index].shader & SHADER_MASK;
|
||||
}
|
||||
}
|
||||
local_value[i + lid] = value;
|
||||
local_index[i + lid] = i + lid;
|
||||
}
|
||||
ccl_barrier(CCL_LOCAL_MEM_FENCE);
|
||||
|
||||
/* skip sorting for cpu split kernel */
|
||||
# ifdef __KERNEL_OPENCL__
|
||||
|
||||
/* bitonic sort */
|
||||
for (uint length = 1; length < SHADER_SORT_BLOCK_SIZE; length <<= 1) {
|
||||
for (uint inc = length; inc > 0; inc >>= 1) {
|
||||
for (uint ii = 0; ii < SHADER_SORT_BLOCK_SIZE; ii += SHADER_SORT_LOCAL_SIZE) {
|
||||
uint i = lid + ii;
|
||||
bool direction = ((i & (length << 1)) != 0);
|
||||
uint j = i ^ inc;
|
||||
ushort ioff = local_index[i];
|
||||
ushort joff = local_index[j];
|
||||
uint iKey = local_value[ioff];
|
||||
uint jKey = local_value[joff];
|
||||
bool smaller = (jKey < iKey) || (jKey == iKey && j < i);
|
||||
bool swap = smaller ^ (j < i) ^ direction;
|
||||
ccl_barrier(CCL_LOCAL_MEM_FENCE);
|
||||
local_index[i] = (swap) ? joff : ioff;
|
||||
local_index[j] = (swap) ? ioff : joff;
|
||||
ccl_barrier(CCL_LOCAL_MEM_FENCE);
|
||||
}
|
||||
}
|
||||
}
|
||||
# endif /* __KERNEL_OPENCL__ */
|
||||
|
||||
/* copy to destination */
|
||||
for (uint i = 0; i < SHADER_SORT_BLOCK_SIZE; i += SHADER_SORT_LOCAL_SIZE) {
|
||||
uint idx = offset + i + lid;
|
||||
uint lidx = local_index[i + lid];
|
||||
uint outi = output + idx;
|
||||
uint ini = input + offset + lidx;
|
||||
uint value = local_value[lidx];
|
||||
if(idx < qsize) {
|
||||
kernel_split_state.queue_data[outi] = (value == (~0)) ? QUEUE_EMPTY_SLOT : kernel_split_state.queue_data[ini];
|
||||
}
|
||||
}
|
||||
#endif /* __KERNEL_CUDA__ */
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
|
@ -162,6 +162,11 @@ typedef struct BackgroundAOLocals {
|
|||
uint queue_atomics_ao;
|
||||
} BackgroundAOLocals;
|
||||
|
||||
typedef struct ShaderSortLocals {
|
||||
uint local_value[SHADER_SORT_BLOCK_SIZE];
|
||||
ushort local_index[SHADER_SORT_BLOCK_SIZE];
|
||||
} ShaderSortLocals;
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
#endif /* __KERNEL_SPLIT_DATA_TYPES_H__ */
|
||||
|
|
Loading…
Reference in New Issue