forked from bartvdbraak/blender
7f4479da42
This commit contains all the work related on the AMD megakernel split work which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely someone else which we're forgetting to mention. Currently only AMD cards are enabled for the new split kernel, but it is possible to force split opencl kernel to be used by setting the following environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1. Not all the features are supported yet, and that being said no motion blur, camera blur, SSS and volumetrics for now. Also transparent shadows are disabled on AMD device because of some compiler bug. This kernel is also only implements regular path tracing and supporting branched one will take a bit. Branched path tracing is exposed to the interface still, which is a bit misleading and will be hidden there soon. More feature will be enabled once they're ported to the split kernel and tested. Neither regular CPU nor CUDA has any difference, they're generating the same exact code, which means no regressions/improvements there. Based on the research paper: https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf Here's the documentation: https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit Design discussion of the patch: https://developer.blender.org/T44197 Differential Revision: https://developer.blender.org/D1200
210 lines
8.3 KiB
Common Lisp
210 lines
8.3 KiB
Common Lisp
/*
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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 "kernel_split.h"
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/*
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* Note on kernel_ocl_path_trace_lamp_emission
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* This is the 3rd kernel in the ray-tracing logic. This is the second of the
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* path-iteration kernels. This kernel takes care of the indirect lamp emission logic.
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* This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS. It processes rays of state RAY_ACTIVE
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* and RAY_HIT_BACKGROUND.
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* We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
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* The input/output of the kernel is as follows,
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* Throughput_coop ------------------------------------|--- kernel_ocl_path_trace_lamp_emission --|--- PathRadiance_coop
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* Ray_coop -------------------------------------------| |--- Queue_data(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* PathState_coop -------------------------------------| |--- Queue_index(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* kg (globals + data) --------------------------------| |
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* Intersection_coop ----------------------------------| |
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* ray_state ------------------------------------------| |
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* Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -----| |
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* Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ----| |
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* queuesize ------------------------------------------| |
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* use_queues_flag ------------------------------------| |
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* sw -------------------------------------------------| |
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* sh -------------------------------------------------| |
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* parallel_samples -----------------------------------| |
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*
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* note : shader_data is neither input nor output. Its just filled and consumed in the same, kernel_ocl_path_trace_lamp_emission, kernel.
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*/
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__kernel void kernel_ocl_path_trace_lamp_emission(
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ccl_global char *globals,
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ccl_constant KernelData *data,
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ccl_global char *shader_data, /* Required for lamp emission */
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ccl_global float3 *throughput_coop, /* Required for lamp emission */
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PathRadiance *PathRadiance_coop, /* Required for lamp emission */
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ccl_global Ray *Ray_coop, /* Required for lamp emission */
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ccl_global PathState *PathState_coop, /* Required for lamp emission */
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Intersection *Intersection_coop, /* Required for lamp emission */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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int sw, int sh,
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ccl_global int *Queue_data, /* Memory for queues */
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ccl_global int *Queue_index, /* Tracks the number of elements in queues */
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int queuesize, /* Size (capacity) of queues */
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ccl_global char *use_queues_flag, /* used to decide if this kernel should use queues to fetch ray index */
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int parallel_samples /* Number of samples to be processed in parallel */
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)
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{
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int x = get_global_id(0);
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int y = get_global_id(1);
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/* We will empty this queue in this kernel */
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if(get_global_id(0) == 0 && get_global_id(1) == 0) {
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Queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
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}
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/* Fetch use_queues_flag */
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ccl_local char local_use_queues_flag;
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if(get_local_id(0) == 0 && get_local_id(1) == 0) {
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local_use_queues_flag = use_queues_flag[0];
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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int ray_index;
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if(local_use_queues_flag) {
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int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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ray_index = get_ray_index(thread_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 1);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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} else {
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if(x < (sw * parallel_samples) && y < sh){
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ray_index = x + y * (sw * parallel_samples);
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} else {
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return;
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}
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}
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE) || IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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KernelGlobals *kg = (KernelGlobals *)globals;
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ShaderData *sd = (ShaderData *)shader_data;
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PathRadiance *L = &PathRadiance_coop[ray_index];
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float3 throughput = throughput_coop[ray_index];
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Ray ray = Ray_coop[ray_index];
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PathState state = PathState_coop[ray_index];
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#ifdef __LAMP_MIS__
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if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
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/* ray starting from previous non-transparent bounce */
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Ray light_ray;
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light_ray.P = ray.P - state.ray_t*ray.D;
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state.ray_t += Intersection_coop[ray_index].t;
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light_ray.D = ray.D;
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light_ray.t = state.ray_t;
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light_ray.time = ray.time;
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light_ray.dD = ray.dD;
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light_ray.dP = ray.dP;
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/* intersect with lamp */
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float3 emission;
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if(indirect_lamp_emission(kg, &state, &light_ray, &emission, sd)) {
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path_radiance_accum_emission(L, throughput, emission, state.bounce);
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}
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}
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#endif
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/* __VOLUME__ feature is disabled */
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#if 0
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#ifdef __VOLUME__
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/* volume attenuation, emission, scatter */
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if(state.volume_stack[0].shader != SHADER_NONE) {
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Ray volume_ray = ray;
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volume_ray.t = (hit)? isect.t: FLT_MAX;
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bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
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#ifdef __VOLUME_DECOUPLED__
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int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
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bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
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if(decoupled) {
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/* cache steps along volume for repeated sampling */
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VolumeSegment volume_segment;
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ShaderData volume_sd;
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shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce);
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kernel_volume_decoupled_record(kg, &state,
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&volume_ray, &volume_sd, &volume_segment, heterogeneous);
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volume_segment.sampling_method = sampling_method;
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/* emission */
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if(volume_segment.closure_flag & SD_EMISSION)
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path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
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/* scattering */
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VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
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if(volume_segment.closure_flag & SD_SCATTER) {
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bool all = false;
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/* direct light sampling */
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kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
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throughput, &state, &L, 1.0f, all, &volume_ray, &volume_segment);
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/* indirect sample. if we use distance sampling and take just
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* one sample for direct and indirect light, we could share
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* this computation, but makes code a bit complex */
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float rphase = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE);
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result = kernel_volume_decoupled_scatter(kg,
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&state, &volume_ray, &volume_sd, &throughput,
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rphase, rscatter, &volume_segment, NULL, true);
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}
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if(result != VOLUME_PATH_SCATTERED)
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throughput *= volume_segment.accum_transmittance;
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/* free cached steps */
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kernel_volume_decoupled_free(kg, &volume_segment);
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if(result == VOLUME_PATH_SCATTERED) {
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
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continue;
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else
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break;
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}
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}
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else
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#endif
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{
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/* integrate along volume segment with distance sampling */
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ShaderData volume_sd;
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
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#ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L);
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
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continue;
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else
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break;
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}
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#endif
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}
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}
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#endif
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#endif
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}
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}
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