blender/intern/cycles/kernel/integrator/megakernel.h
Brecht Van Lommel 5fc85d1cb7 Refactor: Cycles: Move MNEE walk into separate kernel
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
2026-05-27 20:34:06 +02:00

121 lines
4.5 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/integrator/intersect_closest.h"
#include "kernel/integrator/intersect_dedicated_light.h"
#include "kernel/integrator/intersect_mnee.h"
#include "kernel/integrator/intersect_shadow.h"
#include "kernel/integrator/intersect_subsurface.h"
#include "kernel/integrator/intersect_volume_stack.h"
#include "kernel/integrator/shade_background.h"
#include "kernel/integrator/shade_dedicated_light.h"
#include "kernel/integrator/shade_light.h"
#include "kernel/integrator/shade_shadow.h"
#include "kernel/integrator/shade_surface.h"
#include "kernel/integrator/shade_volume.h"
CCL_NAMESPACE_BEGIN
ccl_device void integrator_megakernel(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
/* Each kernel indicates the next kernel to execute, so here we simply
* have to check what that kernel is and execute it. */
while (true) {
/* Handle any shadow paths before we potentially create more shadow paths. */
const uint32_t shadow_queued_kernel = INTEGRATOR_STATE(
&state->shadow, shadow_path, queued_kernel);
if (shadow_queued_kernel) {
switch (shadow_queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
integrator_intersect_shadow(kg, &state->shadow);
continue;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
integrator_shade_shadow(kg, &state->shadow, render_buffer);
continue;
case DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT_NEE:
integrator_shade_light_nee(kg, &state->shadow, render_buffer);
continue;
case DEVICE_KERNEL_INTEGRATOR_SHADOW_PATH_MNEE_PENDING:
/* Not a real kernel, only a state to keep it alive until
* shade_surface uses this shadow path. */
break;
default:
kernel_assert(0);
break;
}
}
/* Handle any AO paths before we potentially create more AO paths. */
const uint32_t ao_queued_kernel = INTEGRATOR_STATE(&state->ao, shadow_path, queued_kernel);
if (ao_queued_kernel) {
switch (ao_queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
integrator_intersect_shadow(kg, &state->ao);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
integrator_shade_shadow(kg, &state->ao, render_buffer);
break;
default:
kernel_assert(0);
break;
}
continue;
}
/* Then handle regular path kernels. */
const uint32_t queued_kernel = INTEGRATOR_STATE(state, path, queued_kernel);
if (queued_kernel) {
switch (queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST:
integrator_intersect_closest(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND:
integrator_shade_background(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE:
integrator_shade_surface(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME:
integrator_shade_volume(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME_RAY_MARCHING:
integrator_shade_volume_ray_marching(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE:
integrator_shade_surface_raytrace(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT_FORWARD:
integrator_shade_light_forward(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_DEDICATED_LIGHT:
integrator_shade_dedicated_light(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE:
integrator_intersect_subsurface(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK:
integrator_intersect_volume_stack(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_DEDICATED_LIGHT:
integrator_intersect_dedicated_light(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_MNEE:
integrator_intersect_mnee(kg, state);
break;
default:
kernel_assert(0);
break;
}
continue;
}
break;
}
}
CCL_NAMESPACE_END