forked from bartvdbraak/blender
68 lines
2.3 KiB
C
68 lines
2.3 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 operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS.
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* It processes rays of state RAY_ACTIVE and RAY_HIT_BACKGROUND.
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* We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
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*/
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ccl_device void kernel_lamp_emission(KernelGlobals *kg)
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{
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#ifndef __VOLUME__
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/* We will empty this queue in this kernel. */
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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_ACTIVE_AND_REGENERATED_RAYS] = 0;
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}
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#endif
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/* Fetch use_queues_flag. */
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char local_use_queues_flag = *kernel_split_params.use_queues_flag;
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(local_use_queues_flag) {
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ray_index = get_ray_index(kg, 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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#ifndef __VOLUME__
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1
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#else
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0
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#endif
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);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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}
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if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
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IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND))
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{
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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float3 throughput = kernel_split_state.throughput[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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kernel_path_lamp_emission(kg, state, &ray, throughput, isect, sd, L);
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}
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}
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CCL_NAMESPACE_END
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