Code cleanup: tweak inlining for 2% better CUDA performance with hair.

This commit is contained in:
Brecht Van Lommel 2017-09-13 00:12:51 +02:00
parent 76e7c039ec
commit c4c450045d
1 changed files with 100 additions and 91 deletions

View File

@ -424,26 +424,18 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
#endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */
ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
uint rng_hash,
int sample,
Ray ray,
ccl_global float *buffer,
PathRadiance *L,
bool *is_shadow_catcher)
ccl_device_forceinline void kernel_path_integrate(
KernelGlobals *kg,
PathState *state,
float3 throughput,
Ray *ray,
PathRadiance *L,
float *buffer,
ShaderData *emission_sd,
bool *is_shadow_catcher)
{
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
path_radiance_init(L, kernel_data.film.use_light_pass);
/* shader data memory used for both volumes and surfaces, saves stack space */
/* Shader data memory used for both volumes and surfaces, saves stack space. */
ShaderData sd;
/* shader data used by emission, shadows, volume stacks */
ShaderData emission_sd;
PathState state;
path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray);
#ifdef __SUBSURFACE__
SubsurfaceIndirectRays ss_indirect;
@ -456,40 +448,40 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
for(;;) {
/* intersect scene */
Intersection isect;
uint visibility = path_state_ray_visibility(kg, &state);
uint visibility = path_state_ray_visibility(kg, state);
#ifdef __HAIR__
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
if((kernel_data.cam.resolution == 1) && (state->flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray->dD.dx + ray->dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray->D)*ray->D;*/
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve.maximum_width;
lcg_state = lcg_state_init(&state, 0x51633e2d);
lcg_state = lcg_state_init(state, 0x51633e2d);
}
if(path_state_ao_bounce(kg, &state)) {
if(path_state_ao_bounce(kg, state)) {
visibility = PATH_RAY_SHADOW;
ray.t = kernel_data.background.ao_distance;
ray->t = kernel_data.background.ao_distance;
}
bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
bool hit = scene_intersect(kg, *ray, visibility, &isect, &lcg_state, difl, extmax);
#else
if(path_state_ao_bounce(kg, state)) {
visibility = PATH_RAY_SHADOW;
ray.t = kernel_data.background.ao_distance;
ray->t = kernel_data.background.ao_distance;
}
bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f);
#endif /* __HAIR__ */
#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
if(state->flag & PATH_RAY_CAMERA) {
L->debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
L->debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
L->debug_data.num_bvh_intersections += isect.num_intersections;
@ -498,40 +490,40 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
#endif /* __KERNEL_DEBUG__ */
#ifdef __LAMP_MIS__
if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) {
/* ray starting from previous non-transparent bounce */
Ray light_ray;
light_ray.P = ray.P - state.ray_t*ray.D;
state.ray_t += isect.t;
light_ray.D = ray.D;
light_ray.t = state.ray_t;
light_ray.time = ray.time;
light_ray.dD = ray.dD;
light_ray.dP = ray.dP;
light_ray.P = ray->P - state->ray_t*ray->D;
state->ray_t += isect.t;
light_ray.D = ray->D;
light_ray.t = state->ray_t;
light_ray.time = ray->time;
light_ray.dD = ray->dD;
light_ray.dP = ray->dP;
/* intersect with lamp */
float3 emission;
if(indirect_lamp_emission(kg, &emission_sd, &state, &light_ray, &emission))
path_radiance_accum_emission(L, throughput, emission, state.bounce);
if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission))
path_radiance_accum_emission(L, throughput, emission, state->bounce);
}
#endif /* __LAMP_MIS__ */
#ifdef __VOLUME__
/* Sanitize volume stack. */
if(!hit) {
kernel_volume_clean_stack(kg, state.volume_stack);
kernel_volume_clean_stack(kg, state->volume_stack);
}
/* volume attenuation, emission, scatter */
if(state.volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = ray;
if(state->volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = *ray;
volume_ray.t = (hit)? isect.t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
# ifdef __VOLUME_DECOUPLED__
int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
int sampling_method = volume_stack_sampling_method(kg, state->volume_stack);
bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
if(decoupled) {
@ -539,14 +531,14 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
VolumeSegment volume_segment;
shader_setup_from_volume(kg, &sd, &volume_ray);
kernel_volume_decoupled_record(kg, &state,
kernel_volume_decoupled_record(kg, state,
&volume_ray, &sd, &volume_segment, heterogeneous);
volume_segment.sampling_method = sampling_method;
/* emission */
if(volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(L, throughput, volume_segment.accum_emission, state.bounce);
path_radiance_accum_emission(L, throughput, volume_segment.accum_emission, state->bounce);
/* scattering */
VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
@ -556,17 +548,17 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
/* direct light sampling */
kernel_branched_path_volume_connect_light(kg, &sd,
&emission_sd, throughput, &state, L, all,
emission_sd, throughput, state, L, all,
&volume_ray, &volume_segment);
/* indirect sample. if we use distance sampling and take just
* one sample for direct and indirect light, we could share
* this computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, &state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, &state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
result = kernel_volume_decoupled_scatter(kg,
&state, &volume_ray, &sd, &throughput,
state, &volume_ray, &sd, &throughput,
rphase, rscatter, &volume_segment, NULL, true);
}
@ -574,7 +566,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
kernel_volume_decoupled_free(kg, &volume_segment);
if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_volume_bounce(kg, &sd, &throughput, &state, L, &ray))
if(kernel_path_volume_bounce(kg, &sd, &throughput, state, L, ray))
continue;
else
break;
@ -588,15 +580,15 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
{
/* integrate along volume segment with distance sampling */
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &state, &sd, &volume_ray, L, &throughput, heterogeneous);
kg, state, &sd, &volume_ray, L, &throughput, heterogeneous);
# ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, &sd, &emission_sd, throughput, &state, L);
kernel_path_volume_connect_light(kg, &sd, emission_sd, throughput, state, L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, &sd, &throughput, &state, L, &ray))
if(kernel_path_volume_bounce(kg, &sd, &throughput, state, L, ray))
continue;
else
break;
@ -608,7 +600,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
L->transparent += average(throughput);
#ifdef __PASSES__
@ -619,35 +611,35 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, &emission_sd, &state, &ray);
path_radiance_accum_background(L, &state, throughput, L_background);
float3 L_background = indirect_background(kg, emission_sd, state, ray);
path_radiance_accum_background(L, state, throughput, L_background);
#endif /* __BACKGROUND__ */
break;
}
else if(path_state_ao_bounce(kg, &state)) {
else if(path_state_ao_bounce(kg, state)) {
break;
}
/* setup shading */
shader_setup_from_ray(kg, &sd, &isect, &ray);
float rbsdf = path_state_rng_1D_for_decision(kg, &state, PRNG_BSDF);
shader_eval_surface(kg, &sd, &state, rbsdf, state.flag);
shader_setup_from_ray(kg, &sd, &isect, ray);
float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
shader_eval_surface(kg, &sd, state, rbsdf, state->flag);
#ifdef __SHADOW_TRICKS__
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state.flag & PATH_RAY_CAMERA) {
state.flag |= (PATH_RAY_SHADOW_CATCHER |
if(state->flag & PATH_RAY_CAMERA) {
state->flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_STORE_SHADOW_INFO);
if(!kernel_data.background.transparent) {
L->shadow_background_color =
indirect_background(kg, &emission_sd, &state, &ray);
indirect_background(kg, emission_sd, state, ray);
}
L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
L->shadow_throughput = average(throughput);
}
}
else if(state.flag & PATH_RAY_SHADOW_CATCHER) {
else if(state->flag & PATH_RAY_SHADOW_CATCHER) {
/* Only update transparency after shadow catcher bounce. */
L->shadow_transparency *=
average(shader_bsdf_transparency(kg, &sd));
@ -658,7 +650,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
#ifdef __HOLDOUT__
if(((sd.flag & SD_HOLDOUT) ||
(sd.object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
(state.flag & PATH_RAY_CAMERA))
(state->flag & PATH_RAY_CAMERA))
{
if(kernel_data.background.transparent) {
float3 holdout_weight;
@ -679,12 +671,12 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
#endif /* __HOLDOUT__ */
/* holdout mask objects do not write data passes */
kernel_write_data_passes(kg, buffer, L, &sd, sample, &state, throughput);
kernel_write_data_passes(kg, buffer, L, &sd, state->sample, state, throughput);
/* blurring of bsdf after bounces, for rays that have a small likelihood
* of following this particular path (diffuse, rough glossy) */
if(kernel_data.integrator.filter_glossy != FLT_MAX) {
float blur_pdf = kernel_data.integrator.filter_glossy*state.min_ray_pdf;
float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
if(blur_pdf < 1.0f) {
float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
@ -696,33 +688,33 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
/* emission */
if(sd.flag & SD_EMISSION) {
/* todo: is isect.t wrong here for transparent surfaces? */
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf);
path_radiance_accum_emission(L, throughput, emission, state.bounce);
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state->flag, state->ray_pdf);
path_radiance_accum_emission(L, throughput, emission, state->bounce);
}
#endif /* __EMISSION__ */
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability = path_state_continuation_probability(kg, &state, throughput);
float probability = path_state_continuation_probability(kg, state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, &state, PRNG_TERMINATE);
float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
if(terminate >= probability)
break;
throughput /= probability;
}
kernel_update_denoising_features(kg, &sd, &state, L);
kernel_update_denoising_features(kg, &sd, state, L);
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
kernel_path_ao(kg, &sd, &emission_sd, L, &state, throughput, shader_bsdf_alpha(kg, &sd));
kernel_path_ao(kg, &sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, &sd));
}
#endif /* __AO__ */
@ -732,10 +724,10 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
if(sd.flag & SD_BSSRDF) {
if(kernel_path_subsurface_scatter(kg,
&sd,
&emission_sd,
emission_sd,
L,
&state,
&ray,
state,
ray,
&throughput,
&ss_indirect))
{
@ -745,10 +737,10 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
#endif /* __SUBSURFACE__ */
/* direct lighting */
kernel_path_surface_connect_light(kg, &sd, &emission_sd, throughput, &state, L);
kernel_path_surface_connect_light(kg, &sd, emission_sd, throughput, state, L);
/* compute direct lighting and next bounce */
if(!kernel_path_surface_bounce(kg, &sd, &throughput, &state, L, &ray))
if(!kernel_path_surface_bounce(kg, &sd, &throughput, state, L, ray))
break;
}
@ -761,8 +753,8 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
if(ss_indirect.num_rays) {
kernel_path_subsurface_setup_indirect(kg,
&ss_indirect,
&state,
&ray,
state,
ray,
L,
&throughput);
}
@ -773,7 +765,7 @@ ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
#endif /* __SUBSURFACE__ */
#ifdef __SHADOW_TRICKS__
*is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER) != 0;
*is_shadow_catcher = (state->flag & PATH_RAY_SHADOW_CATCHER) != 0;
#endif /* __SHADOW_TRICKS__ */
}
@ -788,23 +780,40 @@ ccl_device void kernel_path_trace(KernelGlobals *kg,
rng_state += index;
buffer += index*pass_stride;
/* initialize random numbers and ray */
/* Initialize random numbers and sample ray. */
uint rng_hash;
Ray ray;
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng_hash, &ray);
/* integrate */
PathRadiance L;
bool is_shadow_catcher;
if(ray.t != 0.0f) {
kernel_path_integrate(kg, rng_hash, sample, ray, buffer, &L, &is_shadow_catcher);
kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
}
else {
if(ray.t == 0.0f) {
kernel_write_result(kg, buffer, sample, NULL, false);
return;
}
/* Initialize state. */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
PathRadiance L;
path_radiance_init(&L, kernel_data.film.use_light_pass);
ShaderData emission_sd;
PathState state;
path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray);
/* Integrate. */
bool is_shadow_catcher;
kernel_path_integrate(kg,
&state,
throughput,
&ray,
&L,
buffer,
&emission_sd,
&is_shadow_catcher);
kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
}
#endif /* __SPLIT_KERNEL__ */