blender/intern/cycles/kernel/split/kernel_background_buffer_update.h
2015-07-03 11:03:56 +02:00

255 lines
12 KiB
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.
*/
#include "kernel_split_common.h"
/* Note on kernel_background_buffer_update kernel.
* This is the fourth kernel in the ray tracing logic, and the third
* of the path iteration kernels. This kernel takes care of rays that hit
* the background (sceneintersect kernel), and for the rays of
* state RAY_UPDATE_BUFFER it updates the ray's accumulated radiance in
* the output buffer. This kernel also takes care of rays that have been determined
* to-be-regenerated.
*
* We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel
*
* Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER
* will be eventually set to RAY_TO_REGENERATE state in this kernel. Finally all rays of ray_state
* RAY_TO_REGENERATE will be regenerated and put in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
*
* The input and output are as follows,
*
* rng_coop ---------------------------------------------|--- kernel_background_buffer_update --|--- PathRadiance_coop
* throughput_coop --------------------------------------| |--- L_transparent_coop
* per_sample_output_buffers ----------------------------| |--- per_sample_output_buffers
* Ray_coop ---------------------------------------------| |--- ray_state
* PathState_coop ---------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
* L_transparent_coop -----------------------------------| |--- Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
* ray_state --------------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
* Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ----| |--- Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
* Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ------| |--- work_array
* parallel_samples -------------------------------------| |--- PathState_coop
* end_sample -------------------------------------------| |--- throughput_coop
* kg (globals + data) ----------------------------------| |--- rng_coop
* rng_state --------------------------------------------| |--- Ray
* PathRadiance_coop ------------------------------------| |
* sw ---------------------------------------------------| |
* sh ---------------------------------------------------| |
* sx ---------------------------------------------------| |
* sy ---------------------------------------------------| |
* stride -----------------------------------------------| |
* work_array -------------------------------------------| |--- work_array
* queuesize --------------------------------------------| |
* start_sample -----------------------------------------| |--- work_pool_wgs
* work_pool_wgs ----------------------------------------| |
* num_samples ------------------------------------------| |
*
* note on shader_data : shader_data argument is neither an input nor an output for this kernel. It is just filled and consumed here itself.
* Note on Queues :
* This kernel fetches rays from QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
*
* State of queues when this kernel is called :
* At entry,
* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE rays
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays
* At exit,
* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty
*/
ccl_device char kernel_background_buffer_update(
ccl_global char *globals,
ccl_constant KernelData *data,
ccl_global char *shader_data,
ccl_global float *per_sample_output_buffers,
ccl_global uint *rng_state,
ccl_global uint *rng_coop, /* Required for buffer Update */
ccl_global float3 *throughput_coop, /* Required for background hit processing */
PathRadiance *PathRadiance_coop, /* Required for background hit processing and buffer Update */
ccl_global Ray *Ray_coop, /* Required for background hit processing */
ccl_global PathState *PathState_coop, /* Required for background hit processing */
ccl_global float *L_transparent_coop, /* Required for background hit processing and buffer Update */
ccl_global char *ray_state, /* Stores information on the current state of a ray */
int sw, int sh, int sx, int sy, int stride,
int rng_state_offset_x,
int rng_state_offset_y,
int rng_state_stride,
ccl_global unsigned int *work_array, /* Denotes work of each ray */
int end_sample,
int start_sample,
#ifdef __WORK_STEALING__
ccl_global unsigned int *work_pool_wgs,
unsigned int num_samples,
#endif
#ifdef __KERNEL_DEBUG__
DebugData *debugdata_coop,
#endif
int parallel_samples, /* Number of samples to be processed in parallel */
int ray_index)
{
char enqueue_flag = 0;
/* Load kernel globals structure and ShaderData strucuture */
KernelGlobals *kg = (KernelGlobals *)globals;
ShaderData *sd = (ShaderData *)shader_data;
#ifdef __KERNEL_DEBUG__
DebugData *debug_data = &debugdata_coop[ray_index];
#endif
ccl_global PathState *state = &PathState_coop[ray_index];
PathRadiance *L = L = &PathRadiance_coop[ray_index];
ccl_global Ray *ray = &Ray_coop[ray_index];
ccl_global float3 *throughput = &throughput_coop[ray_index];
ccl_global float *L_transparent = &L_transparent_coop[ray_index];
ccl_global uint *rng = &rng_coop[ray_index];
#ifdef __WORK_STEALING__
unsigned int my_work;
ccl_global float *initial_per_sample_output_buffers;
ccl_global uint *initial_rng;
#endif
unsigned int sample;
unsigned int tile_x;
unsigned int tile_y;
unsigned int pixel_x;
unsigned int pixel_y;
unsigned int my_sample_tile;
#ifdef __WORK_STEALING__
my_work = work_array[ray_index];
sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
get_pixel_tile_position(&pixel_x, &pixel_y,
&tile_x, &tile_y,
my_work,
sw, sh, sx, sy,
parallel_samples,
ray_index);
my_sample_tile = 0;
initial_per_sample_output_buffers = per_sample_output_buffers;
initial_rng = rng_state;
#else /* __WORK_STEALING__ */
sample = work_array[ray_index];
int tile_index = ray_index / parallel_samples;
/* buffer and rng_state's stride is "stride". Find x and y using ray_index */
tile_x = tile_index % sw;
tile_y = tile_index / sw;
my_sample_tile = ray_index - (tile_index * parallel_samples);
#endif /* __WORK_STEALING__ */
rng_state += (rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride;
per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;
if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
*L_transparent = (*L_transparent) + average((*throughput));
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
#endif
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
}
if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, state, ray, sd);
path_radiance_accum_background(L, (*throughput), L_background, state->bounce);
#endif
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
}
}
if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
float3 L_sum = path_radiance_clamp_and_sum(kg, L);
kernel_write_light_passes(kg, per_sample_output_buffers, L, sample);
#ifdef __KERNEL_DEBUG__
kernel_write_debug_passes(kg, per_sample_output_buffers, state, debug_data, sample);
#endif
float4 L_rad = make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - (*L_transparent));
/* accumulate result in output buffer */
kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
path_rng_end(kg, rng_state, *rng);
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
}
if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
#ifdef __WORK_STEALING__
/* We have completed current work; So get next work */
int valid_work = get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index);
if(!valid_work) {
/* If work is invalid, this means no more work is available and the thread may exit */
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
}
#else /* __WORK_STEALING__ */
if((sample + parallel_samples) >= end_sample) {
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
}
#endif /* __WORK_STEALING__ */
if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
#ifdef __WORK_STEALING__
work_array[ray_index] = my_work;
/* Get the sample associated with the current work */
sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
/* Get pixel and tile position associated with current work */
get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index);
my_sample_tile = 0;
/* Remap rng_state according to the current work */
rng_state = initial_rng + ((rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride);
/* Remap per_sample_output_buffers according to the current work */
per_sample_output_buffers = initial_per_sample_output_buffers
+ (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;
#else /* __WORK_STEALING__ */
work_array[ray_index] = sample + parallel_samples;
sample = work_array[ray_index];
/* Get ray position from ray index */
pixel_x = sx + ((ray_index / parallel_samples) % sw);
pixel_y = sy + ((ray_index / parallel_samples) / sw);
#endif /* __WORK_STEALING__ */
/* Initialize random numbers and ray. */
kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, rng, ray);
if(ray->t != 0.0f) {
/* Initialize throughput, L_transparent, Ray, PathState;
* These rays proceed with path-iteration.
*/
*throughput = make_float3(1.0f, 1.0f, 1.0f);
*L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
path_state_init(kg, state, rng, sample, ray);
#ifdef __KERNEL_DEBUG__
debug_data_init(debug_data);
#endif
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
enqueue_flag = 1;
} 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, sample, L_rad);
path_rng_end(kg, rng_state, *rng);
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
}
}
}
return enqueue_flag;
}