forked from bartvdbraak/blender
259 lines
9.2 KiB
C
259 lines
9.2 KiB
C
/*
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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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CCL_NAMESPACE_BEGIN
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/*This kernel takes care of setting up ray for the next iteration of
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* path-iteration and accumulating radiance corresponding to AO and
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* direct-lighting
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*
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* Ray state of rays that are terminated in this kernel are changed
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* to RAY_UPDATE_BUFFER.
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*
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* Note on queues:
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* This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS
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* and processes only the rays of state RAY_ACTIVE.
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* There are different points in this kernel where a ray may terminate and
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* reach RAY_UPDATE_BUFF state. These rays are enqueued into
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will still be present
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* in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has
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* been changed to RAY_UPDATE_BUFF, there is no problem.
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*
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* State of queues when this kernel is called:
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* At entry,
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* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE,
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* RAY_REGENERATED, RAY_UPDATE_BUFFER rays.
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* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
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* RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays.
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* At exit,
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* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE,
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* RAY_REGENERATED and more RAY_UPDATE_BUFFER rays.
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* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
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* RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays.
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*/
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#ifdef __BRANCHED_PATH__
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ccl_device_inline void kernel_split_branched_indirect_light_init(KernelGlobals *kg, int ray_index)
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{
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kernel_split_branched_path_indirect_loop_init(kg, ray_index);
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ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_LIGHT_INDIRECT);
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}
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ccl_device void kernel_split_branched_transparent_bounce(KernelGlobals *kg, int ray_index)
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{
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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# ifdef __VOLUME__
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if (!(sd->flag & SD_HAS_ONLY_VOLUME)) {
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# endif
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/* continue in case of transparency */
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*throughput *= shader_bsdf_transparency(kg, sd);
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if (is_zero(*throughput)) {
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kernel_split_path_end(kg, ray_index);
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return;
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}
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/* Update Path State */
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path_state_next(kg, state, LABEL_TRANSPARENT);
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# ifdef __VOLUME__
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}
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else {
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if (!path_state_volume_next(kg, state)) {
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kernel_split_path_end(kg, ray_index);
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return;
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}
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}
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# endif
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ray->P = ray_offset(sd->P, -sd->Ng);
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ray->t -= sd->ray_length; /* clipping works through transparent */
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# ifdef __RAY_DIFFERENTIALS__
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ray->dP = sd->dP;
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ray->dD.dx = -sd->dI.dx;
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ray->dD.dy = -sd->dI.dy;
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# endif /* __RAY_DIFFERENTIALS__ */
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# ifdef __VOLUME__
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/* enter/exit volume */
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kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
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# endif /* __VOLUME__ */
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}
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#endif /* __BRANCHED_PATH__ */
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ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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{
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if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
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/* If we are here, then it means that scene-intersect kernel
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* has already been executed at least once. From the next time,
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* scene-intersect kernel may operate on queues to fetch ray index
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*/
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*kernel_split_params.use_queues_flag = 1;
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/* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and
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* QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the
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* previous kernel.
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*/
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kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
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kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
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}
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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ray_index = get_ray_index(kg,
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ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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ccl_global char *ray_state = kernel_split_state.ray_state;
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#ifdef __VOLUME__
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/* Reactivate only volume rays here, most surface work was skipped. */
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if (IS_STATE(ray_state, ray_index, RAY_HAS_ONLY_VOLUME)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE);
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}
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#endif
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bool active = IS_STATE(ray_state, ray_index, RAY_ACTIVE);
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if (active) {
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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#ifdef __BRANCHED_PATH__
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if (!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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#endif
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/* Compute direct lighting and next bounce. */
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if (!kernel_path_surface_bounce(kg, sd, throughput, state, &L->state, ray)) {
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kernel_split_path_end(kg, ray_index);
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}
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#ifdef __BRANCHED_PATH__
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}
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else if (sd->flag & SD_HAS_ONLY_VOLUME) {
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kernel_split_branched_transparent_bounce(kg, ray_index);
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}
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else {
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kernel_split_branched_indirect_light_init(kg, ray_index);
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if (kernel_split_branched_path_surface_indirect_light_iter(
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kg, ray_index, 1.0f, kernel_split_sd(branched_state_sd, ray_index), true, true)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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}
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else {
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kernel_split_branched_path_indirect_loop_end(kg, ray_index);
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kernel_split_branched_transparent_bounce(kg, ray_index);
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}
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}
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#endif /* __BRANCHED_PATH__ */
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}
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/* Enqueue RAY_UPDATE_BUFFER rays. */
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER) && active,
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kernel_split_params.queue_size,
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local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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#ifdef __BRANCHED_PATH__
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/* iter loop */
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if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
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kernel_split_params.queue_index[QUEUE_LIGHT_INDIRECT_ITER] = 0;
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}
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ray_index = get_ray_index(kg,
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ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0),
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QUEUE_LIGHT_INDIRECT_ITER,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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1);
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if (IS_STATE(ray_state, ray_index, RAY_LIGHT_INDIRECT_NEXT_ITER)) {
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/* for render passes, sum and reset indirect light pass variables
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* for the next samples */
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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path_radiance_sum_indirect(L);
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path_radiance_reset_indirect(L);
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if (kernel_split_branched_path_surface_indirect_light_iter(
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kg, ray_index, 1.0f, kernel_split_sd(branched_state_sd, ray_index), true, true)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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}
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else {
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kernel_split_branched_path_indirect_loop_end(kg, ray_index);
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kernel_split_branched_transparent_bounce(kg, ray_index);
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}
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}
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# ifdef __VOLUME__
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/* Enqueue RAY_VOLUME_INDIRECT_NEXT_ITER rays */
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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enqueue_ray_index_local(
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ray_index,
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QUEUE_VOLUME_INDIRECT_ITER,
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IS_STATE(kernel_split_state.ray_state, ray_index, RAY_VOLUME_INDIRECT_NEXT_ITER),
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kernel_split_params.queue_size,
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local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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# endif /* __VOLUME__ */
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# ifdef __SUBSURFACE__
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/* Enqueue RAY_SUBSURFACE_INDIRECT_NEXT_ITER rays */
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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enqueue_ray_index_local(
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ray_index,
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QUEUE_SUBSURFACE_INDIRECT_ITER,
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IS_STATE(kernel_split_state.ray_state, ray_index, RAY_SUBSURFACE_INDIRECT_NEXT_ITER),
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kernel_split_params.queue_size,
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local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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# endif /* __SUBSURFACE__ */
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#endif /* __BRANCHED_PATH__ */
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}
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CCL_NAMESPACE_END
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