forked from bartvdbraak/blender
1cad64900e
Declaring ccl_local in a device function is not supported by certain compilers.
170 lines
6.4 KiB
C
170 lines
6.4 KiB
C
/*
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* Copyright 2011-2015 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 takes care of setting up ray for the next iteration of
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* path-iteration and accumulating radiance corresponding to AO and
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* direct-lighting
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*
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* Ray state of rays that are terminated in this kernel are changed
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* to RAY_UPDATE_BUFFER.
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*
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* Note on queues:
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* This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS
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* and processes only the rays of state RAY_ACTIVE.
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* There are different points in this kernel where a ray may terminate and
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* reach RAY_UPDATE_BUFF state. These rays are enqueued into
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will still be present
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* in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has
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* been changed to RAY_UPDATE_BUFF, there is no problem.
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*
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* State of queues when this kernel is called:
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* At entry,
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* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE,
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* RAY_REGENERATED, RAY_UPDATE_BUFFER rays.
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* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
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* RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays.
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* At exit,
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* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE,
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* RAY_REGENERATED and more RAY_UPDATE_BUFFER rays.
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* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
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* RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays.
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*/
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ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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ccl_local_param unsigned int *local_queue_atomics)
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{
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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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if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
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/* If we are here, then it means that scene-intersect kernel
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* has already been executed atleast once. From the next time,
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* scene-intersect kernel may operate on queues to fetch ray index
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*/
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*kernel_split_params.use_queues_flag = 1;
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/* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and
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* QUEUE_SHADOW_RAY_CAST_DL_RAYS queues that were made empty during the
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* previous kernel.
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*/
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kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
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kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
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}
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char enqueue_flag = 0;
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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ray_index = get_ray_index(kg, 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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#ifdef __COMPUTE_DEVICE_GPU__
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/* If we are executing on a GPU device, we exit all threads that are not
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* required.
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*
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* If we are executing on a CPU device, then we need to keep all threads
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* active since we have barrier() calls later in the kernel. CPU devices,
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* expect all threads to execute barrier statement.
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*/
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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if(ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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/* Load ShaderData structure. */
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PathRadiance *L = NULL;
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ccl_global PathState *state = NULL;
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ccl_global char *ray_state = kernel_split_state.ray_state;
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/* Path radiance update for AO/Direct_lighting's shadow blocked. */
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) ||
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IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO))
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{
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state = &kernel_split_state.path_state[ray_index];
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L = &kernel_split_state.path_radiance[ray_index];
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float3 _throughput = kernel_split_state.throughput[ray_index];
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
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float3 shadow = kernel_split_state.ao_light_ray[ray_index].P;
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// TODO(mai): investigate correctness here
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char update_path_radiance = (char)kernel_split_state.ao_light_ray[ray_index].t;
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if(update_path_radiance) {
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path_radiance_accum_ao(L,
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_throughput,
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kernel_split_state.ao_alpha[ray_index],
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kernel_split_state.ao_bsdf[ray_index],
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shadow,
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state->bounce);
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}
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REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
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}
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) {
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float3 shadow = kernel_split_state.light_ray[ray_index].P;
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// TODO(mai): investigate correctness here
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char update_path_radiance = (char)kernel_split_state.light_ray[ray_index].t;
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if(update_path_radiance) {
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BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
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path_radiance_accum_light(L,
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_throughput,
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&L_light,
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shadow,
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1.0f,
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state->bounce,
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kernel_split_state.is_lamp[ray_index]);
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}
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REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
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}
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}
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global RNG *rng = &kernel_split_state.rng[ray_index];
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state = &kernel_split_state.path_state[ray_index];
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L = &kernel_split_state.path_radiance[ray_index];
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/* Compute direct lighting and next bounce. */
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if(!kernel_path_surface_bounce(kg, rng, &kernel_split_state.sd[ray_index], throughput, state, L, ray)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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enqueue_flag = 1;
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}
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}
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#ifndef __COMPUTE_DEVICE_GPU__
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}
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#endif
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/* Enqueue RAY_UPDATE_BUFFER rays. */
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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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}
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CCL_NAMESPACE_END
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