/* * 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 /* Note on kernel_data_initialization kernel * This kernel Initializes structures needed in path-iteration kernels. * This is the first kernel in ray-tracing logic. * * Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE * * Its input and output are as follows, * * Un-initialized rng---------------|--- kernel_data_initialization ---|--- Initialized rng * Un-initialized throughput -------| |--- Initialized throughput * Un-initialized L_transparent ----| |--- Initialized L_transparent * Un-initialized PathRadiance -----| |--- Initialized PathRadiance * Un-initialized Ray --------------| |--- Initialized Ray * Un-initialized PathState --------| |--- Initialized PathState * Un-initialized QueueData --------| |--- Initialized QueueData (to QUEUE_EMPTY_SLOT) * Un-initialized QueueIndex -------| |--- Initialized QueueIndex (to 0) * Un-initialized use_queues_flag---| |--- Initialized use_queues_flag (to false) * Un-initialized ray_state --------| |--- Initialized ray_state * parallel_samples --------------- | |--- Initialized per_sample_output_buffers * rng_state -----------------------| |--- Initialized work_array * data ----------------------------| |--- Initialized work_pool_wgs * start_sample --------------------| | * sx ------------------------------| | * sy ------------------------------| | * sw ------------------------------| | * sh ------------------------------| | * stride --------------------------| | * queuesize -----------------------| | * num_samples ---------------------| | * * Note on Queues : * All slots in queues are initialized to queue empty slot; * The number of elements in the queues is initialized to 0; */ ccl_device void kernel_data_init( KernelGlobals *kg, ccl_constant KernelData *data, ccl_global void *split_data_buffer, int num_elements, ccl_global char *ray_state, ccl_global uint *rng_state, #ifdef __KERNEL_OPENCL__ #define KERNEL_TEX(type, ttype, name) \ ccl_global type *name, #include "../kernel_textures.h" #endif int start_sample, int end_sample, int sx, int sy, int sw, int sh, int offset, int stride, ccl_global int *Queue_index, /* Tracks the number of elements in queues */ int queuesize, /* size (capacity) of the queue */ ccl_global char *use_queues_flag, /* flag to decide if scene-intersect kernel should use queues to fetch ray index */ ccl_global unsigned int *work_pools, /* Work pool for each work group */ unsigned int num_samples, ccl_global float *buffer) { #ifdef __KERNEL_OPENCL__ kg->data = data; #endif kernel_split_params.x = sx; kernel_split_params.y = sy; kernel_split_params.w = sw; kernel_split_params.h = sh; kernel_split_params.offset = offset; kernel_split_params.stride = stride; kernel_split_params.rng_state = rng_state; kernel_split_params.start_sample = start_sample; kernel_split_params.end_sample = end_sample; kernel_split_params.work_pools = work_pools; kernel_split_params.num_samples = num_samples; kernel_split_params.queue_index = Queue_index; kernel_split_params.queue_size = queuesize; kernel_split_params.use_queues_flag = use_queues_flag; kernel_split_params.buffer = buffer; split_data_init(&kernel_split_state, num_elements, split_data_buffer, ray_state); #ifdef __KERNEL_OPENCL__ #define KERNEL_TEX(type, ttype, name) \ kg->name = name; #include "../kernel_textures.h" #endif int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); /* Initialize queue data and queue index. */ if(thread_index < queuesize) { /* Initialize active ray queue. */ kernel_split_state.queue_data[QUEUE_ACTIVE_AND_REGENERATED_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT; /* Initialize background and buffer update queue. */ kernel_split_state.queue_data[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT; /* Initialize shadow ray cast of AO queue. */ kernel_split_state.queue_data[QUEUE_SHADOW_RAY_CAST_AO_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT; /* Initialize shadow ray cast of direct lighting queue. */ kernel_split_state.queue_data[QUEUE_SHADOW_RAY_CAST_DL_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT; } if(thread_index == 0) { Queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0; Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0; Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; /* The scene-intersect kernel should not use the queues very first time. * since the queue would be empty. */ *use_queues_flag = 0; } int ray_index = ccl_global_id(0) + ccl_global_id(1) * ccl_global_size(0); /* This is the first assignment to ray_state; * So we dont use ASSIGN_RAY_STATE macro. */ kernel_split_state.ray_state[ray_index] = RAY_ACTIVE; unsigned int my_sample; unsigned int pixel_x; unsigned int pixel_y; unsigned int tile_x; unsigned int tile_y; unsigned int my_sample_tile; unsigned int work_index = 0; /* Get work. */ if(!get_next_work(kg, &work_index, ray_index)) { /* No more work, mark ray as inactive */ kernel_split_state.ray_state[ray_index] = RAY_INACTIVE; return; } /* Get the sample associated with the work. */ my_sample = get_work_sample(kg, work_index, ray_index) + start_sample; my_sample_tile = 0; /* Get pixel and tile position associated with the work. */ get_work_pixel_tile_position(kg, &pixel_x, &pixel_y, &tile_x, &tile_y, work_index, ray_index); kernel_split_state.work_array[ray_index] = work_index; rng_state += kernel_split_params.offset + pixel_x + pixel_y*stride; ccl_global float *per_sample_output_buffers = kernel_split_state.per_sample_output_buffers; per_sample_output_buffers += ((tile_x + (tile_y * stride)) + (my_sample_tile)) * kernel_data.film.pass_stride; /* Initialize random numbers and ray. */ kernel_path_trace_setup(kg, rng_state, my_sample, pixel_x, pixel_y, &kernel_split_state.rng[ray_index], &kernel_split_state.ray[ray_index]); if(kernel_split_state.ray[ray_index].t != 0.0f) { /* Initialize throughput, L_transparent, Ray, PathState; * These rays proceed with path-iteration. */ kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f); kernel_split_state.L_transparent[ray_index] = 0.0f; path_radiance_init(&kernel_split_state.path_radiance[ray_index], kernel_data.film.use_light_pass); path_state_init(kg, &kernel_split_state.sd_DL_shadow[ray_index], &kernel_split_state.path_state[ray_index], &kernel_split_state.rng[ray_index], my_sample, &kernel_split_state.ray[ray_index]); #ifdef __KERNEL_DEBUG__ debug_data_init(&kernel_split_state.debug_data[ray_index]); #endif } else { /* These rays do not participate in path-iteration. */ float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f); /* Accumulate result in output buffer. */ kernel_write_pass_float4(per_sample_output_buffers, my_sample, L_rad); path_rng_end(kg, rng_state, kernel_split_state.rng[ray_index]); ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE); } } CCL_NAMESPACE_END