blender/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h
Mai Lavelle 087331c495 Cycles: Replace __MAX_CLOSURE__ build option with runtime integrator variable
Goal is to reduce OpenCL kernel recompilations.

Currently viewport renders are still set to use 64 closures as this seems to
be faster and we don't want to cause a performance regression there. Needs
to be investigated.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2775
2017-11-09 01:04:06 -05:00

108 lines
3.4 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.
*/
CCL_NAMESPACE_BEGIN
/* Shadow ray cast for direct visible light. */
ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
{
unsigned int dl_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_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 < dl_queue_length) {
ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_DL_RAYS,
kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
}
#ifdef __BRANCHED_PATH__
/* TODO(mai): move this somewhere else? */
if(thread_index == 0) {
/* Clear QUEUE_INACTIVE_RAYS before next kernel. */
kernel_split_params.queue_index[QUEUE_INACTIVE_RAYS] = 0;
}
#endif /* __BRANCHED_PATH__ */
if(ray_index == QUEUE_EMPTY_SLOT)
return;
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.light_ray[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ShaderData *sd = kernel_split_sd(sd, ray_index);
float3 throughput = kernel_split_state.throughput[ray_index];
BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
bool is_lamp = kernel_split_state.is_lamp[ray_index];
# if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
bool use_branched = false;
int all = 0;
if(state->flag & PATH_RAY_SHADOW_CATCHER) {
use_branched = true;
all = 1;
}
# if defined(__BRANCHED_PATH__)
else if(kernel_data.integrator.branched) {
use_branched = true;
if(IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
all = (kernel_data.integrator.sample_all_lights_indirect);
}
else
{
all = (kernel_data.integrator.sample_all_lights_direct);
}
}
# endif /* __BRANCHED_PATH__ */
if(use_branched) {
kernel_branched_path_surface_connect_light(kg,
sd,
emission_sd,
state,
throughput,
1.0f,
L,
all);
}
else
# endif /* defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)*/
{
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg,
sd,
emission_sd,
state,
&ray,
&shadow))
{
/* accumulate */
path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
}
else {
path_radiance_accum_total_light(L, state, throughput, &L_light);
}
}
}
CCL_NAMESPACE_END