forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
80 lines
2.8 KiB
C
80 lines
2.8 KiB
C
/*
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* Copyright 2011-2017 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 initializes structures needed in path-iteration kernels.
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* This is the first kernel in ray-tracing logic.
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*
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* Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE
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*/
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ccl_device void kernel_path_init(KernelGlobals *kg)
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{
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int ray_index = ccl_global_id(0) + ccl_global_id(1) * ccl_global_size(0);
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/* This is the first assignment to ray_state;
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* So we dont use ASSIGN_RAY_STATE macro.
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*/
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kernel_split_state.ray_state[ray_index] = RAY_ACTIVE;
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/* Get 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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/* No more work, mark ray as inactive */
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kernel_split_state.ray_state[ray_index] = RAY_INACTIVE;
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return;
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}
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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, &kernel_split_state.ray[ray_index]);
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if (kernel_split_state.ray[ray_index].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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kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
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path_radiance_init(&kernel_split_state.path_radiance[ray_index],
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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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&kernel_split_state.path_state[ray_index],
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rng_hash,
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sample,
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&kernel_split_state.ray[ray_index]);
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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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}
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else {
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE);
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}
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}
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CCL_NAMESPACE_END
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