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

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/*
* 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"
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/* Note on kernel_setup_next_iteration kernel.
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* This is the tenth kernel in the ray tracing logic. This is the ninth
* of the path iteration kernels. This kernel takes care of setting up
* Ray for the next iteration of path-iteration and accumulating radiance
* corresponding to AO and direct-lighting
*
* Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER
*
* The input and output are as follows,
*
* rng_coop ---------------------------------------------|--- kernel_next_iteration_setup -|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
* throughput_coop --------------------------------------| |--- Queue_data (QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS)
* PathRadiance_coop ------------------------------------| |--- throughput_coop
* PathState_coop ---------------------------------------| |--- PathRadiance_coop
* shader_data ------------------------------------------| |--- PathState_coop
* ray_state --------------------------------------------| |--- ray_state
* Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS) --------| |--- Ray_coop
* Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- use_queues_flag
* Ray_coop ---------------------------------------------| |
* kg (globals + data) ----------------------------------| |
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* LightRay_dl_coop -------------------------------------|
* ISLamp_coop ------------------------------------------|
* BSDFEval_coop ----------------------------------------|
* LightRay_ao_coop -------------------------------------|
* AOBSDF_coop ------------------------------------------|
* AOAlpha_coop -----------------------------------------|
*
* Note on queues,
* This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only
* the rays of state RAY_ACTIVE.
* There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFF
* state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will
* still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been
* changed to RAY_UPDATE_BUFF, there is no problem.
*
* State of queues when this kernel is called :
* At entry,
* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED, RAY_UPDATE_BUFFER rays.
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
* At exit,
* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and more RAY_UPDATE_BUFFER rays.
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays
*/
ccl_device char kernel_next_iteration_setup(
ccl_global char *globals,
ccl_constant KernelData *data,
ccl_global char *shader_data, /* Required for setting up ray for next iteration */
ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */
ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */
PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */
ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */
ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */
ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */
ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */
ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */
ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */
ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */
ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */
ccl_global char *ray_state, /* Denotes the state of each ray */
ccl_global char *use_queues_flag, /* flag to decide if scene_intersect kernel should
* use queues to fetch ray index */
int ray_index)
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{
char enqueue_flag = 0;
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/* Load kernel globals structure and ShaderData structure. */
KernelGlobals *kg = (KernelGlobals *)globals;
ShaderData *sd = (ShaderData *)shader_data;
PathRadiance *L = 0x0;
ccl_global PathState *state = 0x0;
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/* Path radiance update for AO/Direct_lighting's shadow blocked. */
if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) ||
IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO))
{
state = &PathState_coop[ray_index];
L = &PathRadiance_coop[ray_index];
float3 _throughput = throughput_coop[ray_index];
if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
float3 shadow = LightRay_ao_coop[ray_index].P;
char update_path_radiance = LightRay_ao_coop[ray_index].t;
if(update_path_radiance) {
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path_radiance_accum_ao(L,
_throughput,
AOAlpha_coop[ray_index],
AOBSDF_coop[ray_index],
shadow,
state->bounce);
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}
REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
}
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) {
float3 shadow = LightRay_dl_coop[ray_index].P;
char update_path_radiance = LightRay_dl_coop[ray_index].t;
if(update_path_radiance) {
BsdfEval L_light = BSDFEval_coop[ray_index];
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path_radiance_accum_light(L,
_throughput,
&L_light,
shadow,
1.0f,
state->bounce,
ISLamp_coop[ray_index]);
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}
REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
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}
}
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
ccl_global float3 *throughput = &throughput_coop[ray_index];
ccl_global Ray *ray = &Ray_coop[ray_index];
ccl_global RNG* rng = &rng_coop[ray_index];
state = &PathState_coop[ray_index];
L = &PathRadiance_coop[ray_index];
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/* Compute direct lighting and next bounce. */
if(!kernel_path_surface_bounce(kg, rng, sd, throughput, state, L, ray)) {
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
enqueue_flag = 1;
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}
}
return enqueue_flag;
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}