/* * Copyright 2011-2015 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. */ #include "split/kernel_next_iteration_setup.h" __kernel void kernel_ocl_path_trace_next_iteration_setup( ccl_global char *kg, ccl_constant KernelData *data, ccl_global char *sd, /* Required for setting up ray for next iteration */ ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */ ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */ PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */ ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */ ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */ ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */ ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */ ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */ ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */ ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */ ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */ ccl_global char *ray_state, /* Denotes the state of each ray */ ccl_global int *Queue_data, /* Queue memory */ ccl_global int *Queue_index, /* Tracks the number of elements in each queue */ int queuesize, /* Size (capacity) of each queue */ ccl_global char *use_queues_flag) /* flag to decide if scene_intersect kernel should * use queues to fetch ray index */ { ccl_local unsigned int local_queue_atomics; if(get_local_id(0) == 0 && get_local_id(1) == 0) { local_queue_atomics = 0; } barrier(CLK_LOCAL_MEM_FENCE); if(get_global_id(0) == 0 && get_global_id(1) == 0) { /* If we are here, then it means that scene-intersect kernel * has already been executed atleast once. From the next time, * scene-intersect kernel may operate on queues to fetch ray index */ use_queues_flag[0] = 1; /* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and * QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the * previous kernel. */ Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; } char enqueue_flag = 0; int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0); ray_index = get_ray_index(ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 0); #ifdef __COMPUTE_DEVICE_GPU__ /* If we are executing on a GPU device, we exit all threads that are not * required. * * If we are executing on a CPU device, then we need to keep all threads * active since we have barrier() calls later in the kernel. CPU devices, * expect all threads to execute barrier statement. */ if(ray_index == QUEUE_EMPTY_SLOT) { return; } #endif #ifndef __COMPUTE_DEVICE_GPU__ if(ray_index != QUEUE_EMPTY_SLOT) { #endif enqueue_flag = kernel_next_iteration_setup((KernelGlobals *)kg, (ShaderData *)sd, rng_coop, throughput_coop, PathRadiance_coop, Ray_coop, PathState_coop, LightRay_dl_coop, ISLamp_coop, BSDFEval_coop, LightRay_ao_coop, AOBSDF_coop, AOAlpha_coop, ray_state, use_queues_flag, ray_index); #ifndef __COMPUTE_DEVICE_GPU__ } #endif /* Enqueue RAY_UPDATE_BUFFER rays. */ enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, queuesize, &local_queue_atomics, Queue_data, Queue_index); }