fixed kernel
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@@ -95,7 +95,7 @@ dot3(float x, float y, float z, float a, float b, float c) {
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}
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#if 1
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#if 0
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static __shared__ int shdata_full[128];
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template<typename T, int N>
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struct Uniform
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@@ -133,44 +133,6 @@ struct Uniform
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data[chunkIdx] = shdata[programIndex];
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}
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};
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#elif 0
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static __shared__ void* shptr_full[128];
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template<typename T, int N>
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struct Uniform
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{
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T data[(N+programCount-1)/programCount];
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T* *shptr;
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__device__ inline Uniform()
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{
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shptr = (T**)shptr_full;
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shptr[threadIdx.x] = data;
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__syncthreads();
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}
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__device__ inline int2 get_chunk(const int i) const
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{
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const int elem = i & (programCount - 1);
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const int chunk = i >> 5;
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return make_int2(chunk, elem);
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}
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__device__ inline const T get(const int i) const
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{
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const int2 idx = get_chunk(i);
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const int chunk = idx.x;
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const int elem = idx.y;
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return shptr[chunk][elem];
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}
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__device__ inline void set(const bool active, const int i, T value)
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{
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const int2 idx = get_chunk(i);
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const int chunk = idx.x;
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const int elem = idx.y;
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shptr[chunk][elem] = value;
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}
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};
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#elif 1
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template<typename T, int N>
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struct Uniform
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@@ -181,32 +143,17 @@ struct Uniform
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int32_t ptr[2];
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};
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__device__ inline Uniform()
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{
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#if 1
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if (programIndex == 0)
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data = new T[N];
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data = (T*)malloc(N*sizeof(T));
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ptr[0] = __shfl(ptr[0], 0);
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ptr[1] = __shfl(ptr[1], 0);
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#else
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__shared__ T *ptr;
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if (threadIdx.x == 0)
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ptr = new T[4*N];
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__syncthreads();
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data = ptr;
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data += warpIdx*N;
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#endif
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}
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__device__ inline ~Uniform()
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{
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#if 1
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if (programIndex == 0)
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delete data;
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#else
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if (threadIdx.x == 0)
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delete data;
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#endif
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free(data);
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}
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__device__ inline const T get(const int i) const
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@@ -274,6 +221,36 @@ static float reduce_max(float value)
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return value;
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}
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#if 0
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__device__ inline
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static int reduce_sum(int value)
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{
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#pragma unroll
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for (int i = 4; i >=0; i--)
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value += __shfl_xor(value, 1<<i, 32);
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return value;
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}
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static __device__ __forceinline__ uint shfl_scan_add_step(uint partial, uint up_offset)
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{
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uint result;
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asm(
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"{.reg .u32 r0;"
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".reg .pred p;"
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"shfl.up.b32 r0|p, %1, %2, 0;"
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"@p add.u32 r0, r0, %3;"
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"mov.u32 %0, r0;}"
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: "=r"(result) : "r"(partial), "r"(up_offset), "r"(partial));
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return result;
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}
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static __device__ __forceinline__ int inclusive_scan_warp(const int value)
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{
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uint sum = value;
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#pragma unroll
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for(int i = 0; i < 5; ++i)
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sum = shfl_scan_add_step(sum, 1 << i);
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return sum - value;
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}
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#endif
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static __device__ __forceinline__ int lanemask_lt()
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@@ -421,7 +398,7 @@ IntersectLightsWithTileMinMax(
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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if (any(inFrustum))
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if (__ballot(inFrustum) > 0)
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{
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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@@ -444,7 +421,11 @@ IntersectLightsWithTileMinMax(
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// Pack and store intersecting lights
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const bool active = inFrustum && lightIndex < numLights;
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if (any(active))
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#if 0
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if (__ballot(active) > 0)
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tileNumLights += packed_store_active(active, tileLightIndices.get_ptr(tileNumLights), lightIndex);
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#else
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if (__ballot(active) > 0)
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{
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const int2 res = warpBinExclusiveScan(active);
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const int idx = tileNumLights + res.y;
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@@ -452,6 +433,7 @@ IntersectLightsWithTileMinMax(
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tileLightIndices.set(active, idx, lightIndex);
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tileNumLights += nactive;
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}
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#endif
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}
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}
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@@ -682,7 +664,6 @@ ShadeTile(
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lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
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lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
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// if (x >= tileEndX) break;
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framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
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framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
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framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
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@@ -695,20 +676,19 @@ ShadeTile(
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///////////////////////////////////////////////////////////////////////////
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// Static decomposition
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__global__ void
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RenderTile( int num_groups_x, int num_groups_y,
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const InputHeader inputHeaderPtr[],
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const InputDataArrays inputDataPtr[],
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const InputHeader *inputHeaderPtr,
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const InputDataArrays *inputDataPtr,
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int visualizeLightCount,
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// Output
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unsigned int8 framebuffer_r[],
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unsigned int8 framebuffer_g[],
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unsigned int8 framebuffer_b[]) {
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if (taskIndex >= taskCount) return;
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const InputHeader &inputHeader = *inputHeaderPtr;
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const InputDataArrays &inputData = *inputDataPtr;
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const InputHeader inputHeader = *inputHeaderPtr;
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const InputDataArrays inputData = *inputDataPtr;
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int32 group_y = taskIndex / num_groups_x;
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int32 group_x = taskIndex % num_groups_x;
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@@ -726,8 +706,7 @@ RenderTile( int num_groups_x, int num_groups_y,
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// Light intersection: figure out which lights illuminate this tile.
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Uniform<int,MAX_LIGHTS> tileLightIndices; // Light list for the tile
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#if 1
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int numTileLights =
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IntersectLightsWithTile(tile_start_x, tile_end_x,
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tile_start_y, tile_end_y,
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@@ -749,33 +728,34 @@ RenderTile( int num_groups_x, int num_groups_y,
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cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
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tileLightIndices, numTileLights, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b);
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#endif
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}
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extern "C"
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__global__ void
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RenderStatic(InputHeader inputHeaderPtr[],
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InputDataArrays inputDataPtr[],
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int visualizeLightCount,
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extern "C" __global__ void
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RenderStatic( InputHeader inputHeaderPtr[],
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InputDataArrays inputDataPtr[],
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int visualizeLightCount,
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// Output
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unsigned int8 framebuffer_r[],
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unsigned int8 framebuffer_g[],
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unsigned int8 framebuffer_b[]) {
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unsigned int8 framebuffer_r[],
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unsigned int8 framebuffer_g[],
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unsigned int8 framebuffer_b[]) {
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const InputHeader inputHeader = *inputHeaderPtr;
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const InputHeader inputHeader = *inputHeaderPtr;
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const InputDataArrays inputData = *inputDataPtr;
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int num_groups_x = (inputHeader.framebufferWidth +
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int num_groups_x = (inputHeader.framebufferWidth +
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MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
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int num_groups_y = (inputHeader.framebufferHeight +
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int num_groups_y = (inputHeader.framebufferHeight +
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MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
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int num_groups = num_groups_x * num_groups_y;
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int num_groups = num_groups_x * num_groups_y;
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// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
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// by MIN_TILE_HEIGHT pixels.
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if (programIndex == 0)
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RenderTile<<<num_groups, 128>>>(num_groups_x, num_groups_y,
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inputHeaderPtr, inputDataPtr, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b);
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cudaDeviceSynchronize();
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cudaDeviceSynchronize();
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if (programIndex == 0)
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RenderTile<<<(num_groups+4-1)/4,128>>>(num_groups_x, num_groups_y,
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inputHeaderPtr, inputDataPtr, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b);
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cudaDeviceSynchronize();
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}
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