blender/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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2019-04-17 06:21:24 +02:00

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C

/*
* 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.
*/
CCL_NAMESPACE_BEGIN
/* Shadow ray cast for AO. */
ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg)
{
unsigned int ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = QUEUE_EMPTY_SLOT;
int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if (thread_index < ao_queue_length) {
ray_index = get_ray_index(kg,
thread_index,
QUEUE_SHADOW_RAY_CAST_AO_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
1);
}
if (ray_index == QUEUE_EMPTY_SLOT) {
return;
}
ShaderData *sd = kernel_split_sd(sd, ray_index);
ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
float3 throughput = kernel_split_state.throughput[ray_index];
#ifdef __BRANCHED_PATH__
if (!kernel_data.integrator.branched ||
IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
#endif
kernel_path_ao(kg, sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, sd));
#ifdef __BRANCHED_PATH__
}
else {
kernel_branched_path_ao(kg, sd, emission_sd, L, state, throughput);
}
#endif
}
CCL_NAMESPACE_END