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The new intersect_mnee kernel runs before shade_surface, and shade_surface_mnee is eliminated. That large kernel was causing problems for some GPU compilers. MNEE state is packed into a shadow path state to avoid significantly increasing the path state size. This shadow state is then either turned into an actual shadow ray state or discarded in shade_surface. MNEE was re-enabled on HIP RDNA2 as it works again now. Texture cache misses now also work correctly with MNEE. This adds some extra code to the regular shade_surface kernel even when MNEE is not used, to use the MNEE sampled point instead of sampling a light. But there seems to be no significant performance impact. Co-authored-by: Sergey Sharybin <sergey@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/158698
38 lines
844 B
C++
38 lines
844 B
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#ifndef __KERNEL_ONEAPI__
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# include "kernel/types.h"
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# include "util/string.h"
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# include <bitset>
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# include <iosfwd>
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#endif
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CCL_NAMESPACE_BEGIN
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/* DeviceKernel */
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bool device_kernel_has_shading(DeviceKernel kernel);
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bool device_kernel_has_intersection(DeviceKernel kernel);
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bool device_kernel_has_gpu_function(DeviceKernel kernel);
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const char *device_kernel_as_string(DeviceKernel kernel);
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#ifndef __KERNEL_ONEAPI__
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std::ostream &operator<<(std::ostream &os, DeviceKernel kernel);
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/* DeviceKernelMask */
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struct DeviceKernelMask : public std::bitset<DEVICE_KERNEL_NUM> {
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bool operator<(const DeviceKernelMask &other) const;
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};
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string device_kernel_mask_as_string(DeviceKernelMask mask);
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#endif
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CCL_NAMESPACE_END
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