/* * 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_setup_next_iteration kernel. * 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 * sd ---------------------------------------------------| |--- 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) -----------------------------------------| | * 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 void kernel_next_iteration_setup(KernelGlobals *kg) { ccl_local unsigned int local_queue_atomics; if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { local_queue_atomics = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) { /* If we are here, then it means that scene-intersect kernel * has already been executed atleast once. From the next time, * scene-intersect kernel may operate on queues to fetch ray index */ *kernel_split_params.use_queues_flag = 1; /* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and * QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the * previous kernel. */ kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; } char enqueue_flag = 0; int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); ray_index = get_ray_index(kg, ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 0); #ifdef __COMPUTE_DEVICE_GPU__ /* If we are executing on a GPU device, we exit all threads that are not * required. * * If we are executing on a CPU device, then we need to keep all threads * active since we have barrier() calls later in the kernel. CPU devices, * expect all threads to execute barrier statement. */ if(ray_index == QUEUE_EMPTY_SLOT) { return; } #endif #ifndef __COMPUTE_DEVICE_GPU__ if(ray_index != QUEUE_EMPTY_SLOT) { #endif /* Load ShaderData structure. */ PathRadiance *L = NULL; ccl_global PathState *state = NULL; ccl_global char *ray_state = kernel_split_state.ray_state; /* 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 = &kernel_split_state.path_state[ray_index]; L = &kernel_split_state.path_radiance[ray_index]; float3 _throughput = kernel_split_state.throughput[ray_index]; if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { float3 shadow = kernel_split_state.ao_light_ray[ray_index].P; // TODO(mai): investigate correctness here char update_path_radiance = (char)kernel_split_state.ao_light_ray[ray_index].t; if(update_path_radiance) { path_radiance_accum_ao(L, _throughput, kernel_split_state.ao_alpha[ray_index], kernel_split_state.ao_bsdf[ray_index], shadow, state->bounce); } REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO); } if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) { float3 shadow = kernel_split_state.light_ray[ray_index].P; // TODO(mai): investigate correctness here char update_path_radiance = (char)kernel_split_state.light_ray[ray_index].t; if(update_path_radiance) { BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index]; path_radiance_accum_light(L, _throughput, &L_light, shadow, 1.0f, state->bounce, kernel_split_state.is_lamp[ray_index]); } REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); } } if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; ccl_global RNG *rng = &kernel_split_state.rng[ray_index]; state = &kernel_split_state.path_state[ray_index]; L = &kernel_split_state.path_radiance[ray_index]; /* Compute direct lighting and next bounce. */ if(!kernel_path_surface_bounce(kg, rng, &kernel_split_state.sd[ray_index], throughput, state, L, ray)) { ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); enqueue_flag = 1; } } #ifndef __COMPUTE_DEVICE_GPU__ } #endif /* Enqueue RAY_UPDATE_BUFFER rays. */ enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, kernel_split_params.queue_size, &local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); } CCL_NAMESPACE_END