blender/intern/cycles/kernel/split/kernel_scene_intersect.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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2019-04-17 06:21:24 +02:00

81 lines
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C

/*
* 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
/* This kernel takes care of scene_intersect function.
*
* This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
* This kernel processes rays of ray state RAY_ACTIVE
* This kernel determines the rays that have hit the background and changes
* their ray state to RAY_HIT_BACKGROUND.
*/
ccl_device void kernel_scene_intersect(KernelGlobals *kg)
{
/* Fetch use_queues_flag */
char local_use_queues_flag = *kernel_split_params.use_queues_flag;
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if (local_use_queues_flag) {
ray_index = get_ray_index(kg,
ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if (ray_index == QUEUE_EMPTY_SLOT) {
return;
}
}
/* All regenerated rays become active here */
if (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) {
#ifdef __BRANCHED_PATH__
if (kernel_split_state.branched_state[ray_index].waiting_on_shared_samples) {
kernel_split_path_end(kg, ray_index);
}
else
#endif /* __BRANCHED_PATH__ */
{
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
}
}
if (!IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
return;
}
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
Intersection isect;
bool hit = kernel_path_scene_intersect(kg, state, &ray, &isect, L);
kernel_split_state.isect[ray_index] = isect;
if (!hit) {
/* Change the state of rays that hit the background;
* These rays undergo special processing in the
* background_bufferUpdate kernel.
*/
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND);
}
}
CCL_NAMESPACE_END