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_shadow_blocked.h"
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__kernel void kernel_ocl_path_trace_shadow_blocked(
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ccl_global char *globals,
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ccl_constant KernelData *data,
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ccl_global char *shader_shadow, /* Required for shadow blocked */
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ccl_global PathState *PathState_coop, /* Required for shadow blocked */
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ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */
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ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */
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Intersection *Intersection_coop_AO,
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Intersection *Intersection_coop_DL,
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ccl_global char *ray_state,
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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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int total_num_rays)
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{
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2015-05-26 14:12:49 +00:00
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#if 0
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/* We will make the Queue_index entries '0' in the next kernel. */
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if(get_global_id(0) == 0 && get_global_id(1) == 0) {
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/* We empty this queue here */
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Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
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Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
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}
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#endif
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int lidx = get_local_id(1) * get_local_id(0) + get_local_id(0);
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ccl_local unsigned int ao_queue_length;
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ccl_local unsigned int dl_queue_length;
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if(lidx == 0) {
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ao_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
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dl_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS];
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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/* flag determining if the current ray is to process shadow ray for AO or DL */
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char shadow_blocked_type = -1;
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int ray_index = QUEUE_EMPTY_SLOT;
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int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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if(thread_index < ao_queue_length + dl_queue_length) {
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if(thread_index < ao_queue_length) {
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ray_index = get_ray_index(thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, Queue_data, queuesize, 1);
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shadow_blocked_type = RAY_SHADOW_RAY_CAST_AO;
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} else {
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ray_index = get_ray_index(thread_index - ao_queue_length, QUEUE_SHADOW_RAY_CAST_DL_RAYS, Queue_data, queuesize, 1);
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shadow_blocked_type = RAY_SHADOW_RAY_CAST_DL;
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}
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}
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if(ray_index == QUEUE_EMPTY_SLOT)
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return;
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2015-05-21 12:40:04 +00:00
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kernel_shadow_blocked(globals,
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data,
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shader_shadow,
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PathState_coop,
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LightRay_dl_coop,
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LightRay_ao_coop,
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Intersection_coop_AO,
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Intersection_coop_DL,
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ray_state,
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2015-05-26 14:12:49 +00:00
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total_num_rays,
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shadow_blocked_type,
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ray_index);
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2015-05-21 12:40:04 +00:00
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}
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