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
77 lines
2.8 KiB
C
77 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 sets up the ShaderData structure from the values computed
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* by the previous kernels.
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*
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* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
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* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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*/
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ccl_device void kernel_shader_setup(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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{
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/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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*local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
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if (ray_index >= queue_index) {
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return;
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}
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ray_index = get_ray_index(kg,
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ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if (ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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char enqueue_flag = (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 :
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0;
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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enqueue_flag,
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kernel_split_params.queue_size,
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local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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/* Continue on with shader evaluation. */
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if (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
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Intersection isect = kernel_split_state.isect[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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shader_setup_from_ray(kg, sd, &isect, &ray);
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#ifdef __VOLUME__
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if (sd->flag & SD_HAS_ONLY_VOLUME) {
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ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HAS_ONLY_VOLUME);
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}
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#endif
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}
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}
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CCL_NAMESPACE_END
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