blender/intern/cycles/kernel/split/kernel_scene_intersect.h

133 lines
5.9 KiB
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.
*/
#include "kernel_split_common.h"
/* Note on kernel_scene_intersect kernel.
* This is the second kernel in the ray tracing logic. This is the first
* of the path iteration kernels. This kernel takes care of scene_intersect function.
*
* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
* This kernel processes rays of ray state RAY_ACTIVE
* This kernel determines the rays that have hit the background and changes their ray state to RAY_HIT_BACKGROUND.
*
* The input and output are as follows,
*
* Ray_coop ---------------------------------------|--------- kernel_scene_intersect----------|--- PathState
* PathState_coop ---------------------------------| |--- Intersection
* ray_state --------------------------------------| |--- ray_state
* use_queues_flag --------------------------------| |
* QueueData(QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| |
* kg (globals) -----------------------------------| |
* rng_coop ---------------------------------------| |
* sw ---------------------------------------------| |
* sh ---------------------------------------------| |
* queuesize --------------------------------------| |
*
* Note on Queues :
* Ideally we would want kernel_scene_intersect to work on queues.
* But during the very first time, the queues will be empty and hence we perform a direct mapping
* between ray-index and thread-index; From the next time onward, the queue will be filled and
* we may start operating on queues.
*
* State of queue during the first time this kernel is called :
* QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.before and after this kernel
*
* State of queues during other times this kernel is called :
* At entry,
* QUEUE_ACTIVE_AND_REGENERATED_RAYS will have a mix of RAY_ACTIVE, RAY_UPDATE_BUFFER and RAY_REGENERATED rays;
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays ;
* (The rays that are in the state RAY_UPDATE_BUFFER in both the queues are actually the same rays; These
* are the rays that were in RAY_ACTIVE state during the initial enqueue but on further processing
* , by different kernels, have turned into RAY_UPDATE_BUFFER rays. Since all kernel, even after fetching from
* QUEUE_ACTIVE_AND_REGENERATED_RAYS, proceed further based on ray state information, RAY_UPDATE_BUFFER rays
* being present in QUEUE_ACTIVE_AND_REGENERATED_RAYS does not cause any logical issues)
* At exit,
* QUEUE_ACTIVE_AND_REGENERATED_RAYS - All RAY_REGENERATED rays will have been converted to RAY_ACTIVE and
* Some rays in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue will move to state RAY_HIT_BACKGROUND
* QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS - no change
*/
ccl_device void kernel_scene_intersect(
KernelGlobals *kg,
ccl_global uint *rng_coop,
ccl_global Ray *Ray_coop, /* Required for scene_intersect */
ccl_global PathState *PathState_coop, /* Required for scene_intersect */
Intersection *Intersection_coop, /* Required for scene_intersect */
ccl_global char *ray_state, /* Denotes the state of each ray */
int sw, int sh,
ccl_global char *use_queues_flag, /* used to decide if this kernel should use
* queues to fetch ray index */
#ifdef __KERNEL_DEBUG__
DebugData *debugdata_coop,
#endif
int ray_index)
{
/* All regenerated rays become active here */
if(IS_STATE(ray_state, ray_index, RAY_REGENERATED))
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE);
if(!IS_STATE(ray_state, ray_index, RAY_ACTIVE))
return;
#ifdef __KERNEL_DEBUG__
DebugData *debug_data = &debugdata_coop[ray_index];
#endif
Intersection *isect = &Intersection_coop[ray_index];
PathState state = PathState_coop[ray_index];
Ray ray = Ray_coop[ray_index];
/* intersect scene */
uint visibility = path_state_ray_visibility(kg, &state);
#ifdef __HAIR__
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
RNG rng = rng_coop[ray_index];
if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve.maximum_width;
lcg_state = lcg_state_init(&rng, &state, 0x51633e2d);
}
bool hit = scene_intersect(kg, &ray, visibility, isect, &lcg_state, difl, extmax);
#else
bool hit = scene_intersect(kg, &ray, visibility, isect, NULL, 0.0f, 0.0f);
#endif
#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
debug_data->num_bvh_traversal_steps += isect->num_traversal_steps;
debug_data->num_bvh_traversed_instances += isect->num_traversed_instances;
}
debug_data->num_ray_bounces++;
#endif
if(!hit) {
/* Change the state of rays that hit the background;
* These rays undergo special processing in the
* background_bufferUpdate kernel.
*/
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND);
}
}