2015-05-21 12:40:04 +00:00
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/*
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* Copyright 2011-2015 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 "split/kernel_direct_lighting.h"
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__kernel void kernel_ocl_path_trace_direct_lighting(
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2015-10-29 16:44:36 +00:00
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ccl_global char *kg,
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2015-11-01 16:00:26 +00:00
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ccl_constant KernelData *data,
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2015-10-29 16:44:36 +00:00
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ccl_global char *sd, /* Required for direct lighting */
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2015-05-21 12:40:04 +00:00
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ccl_global uint *rng_coop, /* Required for direct lighting */
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ccl_global PathState *PathState_coop, /* Required for direct lighting */
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ccl_global int *ISLamp_coop, /* Required for direct lighting */
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ccl_global Ray *LightRay_coop, /* Required for direct lighting */
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ccl_global BsdfEval *BSDFEval_coop, /* Required for direct lighting */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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ccl_global int *Queue_data, /* Queue memory */
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ccl_global int *Queue_index, /* Tracks the number of elements in each queue */
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int queuesize) /* Size (capacity) of each queue */
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{
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2015-05-26 14:12:49 +00:00
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ccl_local unsigned int local_queue_atomics;
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if(get_local_id(0) == 0 && get_local_id(1) == 0) {
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local_queue_atomics = 0;
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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char enqueue_flag = 0;
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int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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ray_index = get_ray_index(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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Queue_data,
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queuesize,
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0);
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#ifdef __COMPUTE_DEVICE_GPU__
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/* If we are executing on a GPU device, we exit all threads that are not
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* required.
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*
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* If we are executing on a CPU device, then we need to keep all threads
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* active since we have barrier() calls later in the kernel. CPU devices,
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* expect all threads to execute barrier statement.
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*/
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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if(ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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2015-10-30 18:30:48 +00:00
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enqueue_flag = kernel_direct_lighting((KernelGlobals *)kg,
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2015-10-29 16:44:36 +00:00
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(ShaderData *)sd,
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2015-05-26 14:12:49 +00:00
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rng_coop,
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PathState_coop,
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ISLamp_coop,
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LightRay_coop,
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BSDFEval_coop,
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ray_state,
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ray_index);
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#ifndef __COMPUTE_DEVICE_GPU__
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}
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#endif
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#ifdef __EMISSION__
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/* Enqueue RAY_SHADOW_RAY_CAST_DL rays. */
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enqueue_ray_index_local(ray_index,
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QUEUE_SHADOW_RAY_CAST_DL_RAYS,
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enqueue_flag,
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queuesize,
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&local_queue_atomics,
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Queue_data,
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Queue_index);
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#endif
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2015-05-21 12:40:04 +00:00
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}
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