forked from bartvdbraak/blender
174 lines
6.8 KiB
C
174 lines
6.8 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 takes care of rays that hit the background (sceneintersect
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* kernel), and for the rays of state RAY_UPDATE_BUFFER it updates the ray's
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* accumulated radiance in the output buffer. This kernel also takes care of
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* rays that have been determined 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.
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* Finally all rays of ray_state RAY_TO_REGENERATE will be regenerated and put
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* in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
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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
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* 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
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* 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 void kernel_buffer_update(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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{
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if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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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 (ray_index == 0) {
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/* We will empty this queue in this kernel. */
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kernel_split_params.queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
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}
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char enqueue_flag = 0;
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ray_index = get_ray_index(kg,
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ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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1);
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#ifdef __COMPUTE_DEVICE_GPU__
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/* If we are executing on a GPU device, we exit all threads that are not
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* required.
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*
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* If we are executing on a CPU device, then we need to keep all threads
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* active since we have barrier() calls later in the kernel. CPU devices,
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* expect all threads to execute barrier statement.
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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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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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if (ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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ccl_global char *ray_state = kernel_split_state.ray_state;
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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bool ray_was_updated = false;
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if (IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
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ray_was_updated = true;
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uint sample = state->sample;
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uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
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ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
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/* accumulate result in output buffer */
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kernel_write_result(kg, buffer, sample, L);
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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if (kernel_data.film.cryptomatte_passes) {
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/* Make sure no thread is writing to the buffers. */
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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if (ray_was_updated && state->sample - 1 == kernel_data.integrator.aa_samples) {
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uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
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ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
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ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte;
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kernel_sort_id_slots(cryptomatte_buffer, 2 * kernel_data.film.cryptomatte_depth);
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}
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}
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if (IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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/* We have completed current work; So get next work */
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ccl_global uint *work_pools = kernel_split_params.work_pools;
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uint total_work_size = kernel_split_params.total_work_size;
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uint work_index;
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if (!get_next_work(kg, work_pools, total_work_size, ray_index, &work_index)) {
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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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if (IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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ccl_global WorkTile *tile = &kernel_split_params.tile;
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uint x, y, sample;
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get_work_pixel(tile, work_index, &x, &y, &sample);
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/* Store buffer offset for writing to passes. */
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uint buffer_offset = (tile->offset + x + y * tile->stride) * kernel_data.film.pass_stride;
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kernel_split_state.buffer_offset[ray_index] = buffer_offset;
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/* Initialize random numbers and ray. */
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uint rng_hash;
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kernel_path_trace_setup(kg, sample, x, y, &rng_hash, ray);
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if (ray->t != 0.0f) {
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/* Initialize throughput, path radiance, 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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path_radiance_init(L, kernel_data.film.use_light_pass);
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path_state_init(kg,
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AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]),
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state,
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rng_hash,
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sample,
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ray);
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#ifdef __SUBSURFACE__
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kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]);
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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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}
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else {
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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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#ifndef __COMPUTE_DEVICE_GPU__
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}
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#endif
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/* Enqueue RAY_REGENERATED rays into QUEUE_ACTIVE_AND_REGENERATED_RAYS;
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* These rays will be made active during next SceneIntersectkernel.
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*/
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enqueue_ray_index_local(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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enqueue_flag,
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kernel_split_params.queue_size,
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local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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}
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CCL_NAMESPACE_END
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