forked from bartvdbraak/blender
e2161ca854
Use KernelGlobals to access all the global arrays for the intermediate storage instead of passing all this storage things explicitly. Tested here with Intel OpenCL, NVIDIA GTX580 and AMD Fiji, didn't see any artifacts, so guess it's all good. Reviewers: juicyfruit, dingto, lukasstockner97 Differential Revision: https://developer.blender.org/D1736
248 lines
12 KiB
C
248 lines
12 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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#include "kernel_split_common.h"
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/* Note on kernel_background_buffer_update kernel.
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* This is the fourth kernel in the ray tracing logic, and the third
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* of the path iteration kernels. This kernel takes care of rays that hit
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* the background (sceneintersect kernel), and for the rays of
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* state RAY_UPDATE_BUFFER it updates the ray's accumulated radiance in
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* the output buffer. This kernel also takes care of rays that have been determined
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* to-be-regenerated.
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*
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* We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel
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*
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* Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER
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* will be eventually set to RAY_TO_REGENERATE state in this kernel. Finally all rays of ray_state
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* RAY_TO_REGENERATE will be regenerated and put in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
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*
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* The input and output are as follows,
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*
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* rng_coop ---------------------------------------------|--- kernel_background_buffer_update --|--- PathRadiance_coop
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* throughput_coop --------------------------------------| |--- L_transparent_coop
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* per_sample_output_buffers ----------------------------| |--- per_sample_output_buffers
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* Ray_coop ---------------------------------------------| |--- ray_state
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* PathState_coop ---------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* L_transparent_coop -----------------------------------| |--- Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* ray_state --------------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ----| |--- Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ------| |--- work_array
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* parallel_samples -------------------------------------| |--- PathState_coop
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* end_sample -------------------------------------------| |--- throughput_coop
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* kg (globals) -----------------------------------------| |--- rng_coop
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* rng_state --------------------------------------------| |--- Ray
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* PathRadiance_coop ------------------------------------| |
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* sw ---------------------------------------------------| |
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* sh ---------------------------------------------------| |
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* sx ---------------------------------------------------| |
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* sy ---------------------------------------------------| |
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* stride -----------------------------------------------| |
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* work_array -------------------------------------------| |--- work_array
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* queuesize --------------------------------------------| |
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* start_sample -----------------------------------------| |--- work_pool_wgs
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* work_pool_wgs ----------------------------------------| |
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* num_samples ------------------------------------------| |
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*
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* note on sd : sd argument is neither an input nor an output for this kernel. It is just filled and consumed here itself.
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* Note on Queues :
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* This kernel fetches rays from QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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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 rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays
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* At exit,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty
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*/
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ccl_device char kernel_background_buffer_update(
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KernelGlobals *kg,
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ccl_global float *per_sample_output_buffers,
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ccl_global uint *rng_state,
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ccl_global uint *rng_coop, /* Required for buffer Update */
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ccl_global float3 *throughput_coop, /* Required for background hit processing */
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PathRadiance *PathRadiance_coop, /* Required for background hit processing and buffer Update */
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ccl_global Ray *Ray_coop, /* Required for background hit processing */
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ccl_global PathState *PathState_coop, /* Required for background hit processing */
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ccl_global float *L_transparent_coop, /* Required for background hit processing and buffer Update */
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ccl_global char *ray_state, /* Stores information on the current state of a ray */
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int sw, int sh, int sx, int sy, int stride,
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int rng_state_offset_x,
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int rng_state_offset_y,
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int rng_state_stride,
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ccl_global unsigned int *work_array, /* Denotes work of each ray */
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int end_sample,
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int start_sample,
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#ifdef __WORK_STEALING__
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ccl_global unsigned int *work_pool_wgs,
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unsigned int num_samples,
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#endif
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#ifdef __KERNEL_DEBUG__
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DebugData *debugdata_coop,
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#endif
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int parallel_samples, /* Number of samples to be processed in parallel */
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int ray_index)
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{
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char enqueue_flag = 0;
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#ifdef __KERNEL_DEBUG__
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DebugData *debug_data = &debugdata_coop[ray_index];
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#endif
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ccl_global PathState *state = &PathState_coop[ray_index];
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PathRadiance *L = L = &PathRadiance_coop[ray_index];
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ccl_global Ray *ray = &Ray_coop[ray_index];
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ccl_global float3 *throughput = &throughput_coop[ray_index];
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ccl_global float *L_transparent = &L_transparent_coop[ray_index];
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ccl_global uint *rng = &rng_coop[ray_index];
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#ifdef __WORK_STEALING__
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unsigned int my_work;
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ccl_global float *initial_per_sample_output_buffers;
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ccl_global uint *initial_rng;
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#endif
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unsigned int sample;
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unsigned int tile_x;
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unsigned int tile_y;
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unsigned int pixel_x;
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unsigned int pixel_y;
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unsigned int my_sample_tile;
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#ifdef __WORK_STEALING__
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my_work = work_array[ray_index];
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sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
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get_pixel_tile_position(&pixel_x, &pixel_y,
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&tile_x, &tile_y,
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my_work,
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sw, sh, sx, sy,
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parallel_samples,
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ray_index);
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my_sample_tile = 0;
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initial_per_sample_output_buffers = per_sample_output_buffers;
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initial_rng = rng_state;
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#else /* __WORK_STEALING__ */
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sample = work_array[ray_index];
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int tile_index = ray_index / parallel_samples;
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/* buffer and rng_state's stride is "stride". Find x and y using ray_index */
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tile_x = tile_index % sw;
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tile_y = tile_index / sw;
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my_sample_tile = ray_index - (tile_index * parallel_samples);
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#endif /* __WORK_STEALING__ */
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rng_state += (rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride;
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per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;
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if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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/* eval background shader if nothing hit */
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if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
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*L_transparent = (*L_transparent) + average((*throughput));
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#ifdef __PASSES__
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if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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}
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if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, state, ray);
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path_radiance_accum_background(L, (*throughput), L_background, state->bounce);
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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}
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}
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if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
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float3 L_sum = path_radiance_clamp_and_sum(kg, L);
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kernel_write_light_passes(kg, per_sample_output_buffers, L, sample);
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#ifdef __KERNEL_DEBUG__
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kernel_write_debug_passes(kg, per_sample_output_buffers, state, debug_data, sample);
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#endif
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float4 L_rad = make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - (*L_transparent));
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/* accumulate result in output buffer */
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kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
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path_rng_end(kg, rng_state, *rng);
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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#ifdef __WORK_STEALING__
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/* We have completed current work; So get next work */
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int valid_work = get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index);
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if(!valid_work) {
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/* If work is invalid, this means no more work is available and the thread may exit */
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
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}
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#else /* __WORK_STEALING__ */
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if((sample + parallel_samples) >= end_sample) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
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}
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#endif /* __WORK_STEALING__ */
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if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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#ifdef __WORK_STEALING__
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work_array[ray_index] = my_work;
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/* Get the sample associated with the current work */
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sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
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/* Get pixel and tile position associated with current work */
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get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index);
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my_sample_tile = 0;
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/* Remap rng_state according to the current work */
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rng_state = initial_rng + ((rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride);
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/* Remap per_sample_output_buffers according to the current work */
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per_sample_output_buffers = initial_per_sample_output_buffers
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+ (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;
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#else /* __WORK_STEALING__ */
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work_array[ray_index] = sample + parallel_samples;
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sample = work_array[ray_index];
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/* Get ray position from ray index */
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pixel_x = sx + ((ray_index / parallel_samples) % sw);
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pixel_y = sy + ((ray_index / parallel_samples) / sw);
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#endif /* __WORK_STEALING__ */
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/* Initialize random numbers and ray. */
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kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, rng, ray);
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if(ray->t != 0.0f) {
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/* Initialize throughput, L_transparent, Ray, PathState;
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* These rays proceed with path-iteration.
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*/
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*throughput = make_float3(1.0f, 1.0f, 1.0f);
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*L_transparent = 0.0f;
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path_radiance_init(L, kernel_data.film.use_light_pass);
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path_state_init(kg, state, rng, sample, ray);
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#ifdef __KERNEL_DEBUG__
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debug_data_init(debug_data);
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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enqueue_flag = 1;
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} else {
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/* These rays do not participate in path-iteration. */
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float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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/* Accumulate result in output buffer. */
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kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
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path_rng_end(kg, rng_state, *rng);
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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}
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}
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return enqueue_flag;
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}
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