blender/intern/cycles/kernel/split/kernel_path_init.h

80 lines
2.8 KiB
C
Raw Normal View History

/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* This kernel initializes structures needed in path-iteration kernels.
* This is the first kernel in ray-tracing logic.
*
* Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE
*/
ccl_device void kernel_path_init(KernelGlobals *kg)
{
int ray_index = ccl_global_id(0) + ccl_global_id(1) * ccl_global_size(0);
/* This is the first assignment to ray_state;
* So we dont use ASSIGN_RAY_STATE macro.
*/
kernel_split_state.ray_state[ray_index] = RAY_ACTIVE;
/* Get work. */
ccl_global uint *work_pools = kernel_split_params.work_pools;
uint total_work_size = kernel_split_params.total_work_size;
uint work_index;
if (!get_next_work(kg, work_pools, total_work_size, ray_index, &work_index)) {
/* No more work, mark ray as inactive */
kernel_split_state.ray_state[ray_index] = RAY_INACTIVE;
return;
}
ccl_global WorkTile *tile = &kernel_split_params.tile;
uint x, y, sample;
get_work_pixel(tile, work_index, &x, &y, &sample);
/* Store buffer offset for writing to passes. */
uint buffer_offset = (tile->offset + x + y * tile->stride) * kernel_data.film.pass_stride;
kernel_split_state.buffer_offset[ray_index] = buffer_offset;
/* Initialize random numbers and ray. */
uint rng_hash;
kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &kernel_split_state.ray[ray_index]);
if (kernel_split_state.ray[ray_index].t != 0.0f) {
/* Initialize throughput, path radiance, Ray, PathState;
* These rays proceed with path-iteration.
*/
kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
path_radiance_init(&kernel_split_state.path_radiance[ray_index],
kernel_data.film.use_light_pass);
path_state_init(kg,
AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]),
&kernel_split_state.path_state[ray_index],
rng_hash,
sample,
&kernel_split_state.ray[ray_index]);
#ifdef __SUBSURFACE__
kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]);
#endif
}
else {
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE);
}
}
CCL_NAMESPACE_END