blender/intern/cycles/kernel/split/kernel_data_init.h
2017-03-08 00:52:41 -05:00

214 lines
8.6 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.
*/
CCL_NAMESPACE_BEGIN
/* Note on kernel_data_initialization kernel
* This kernel Initializes structures needed in path-iteration kernels.
* This is the first kernel in ray-tracing logic.
*
* Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE
*
* Its input and output are as follows,
*
* Un-initialized rng---------------|--- kernel_data_initialization ---|--- Initialized rng
* Un-initialized throughput -------| |--- Initialized throughput
* Un-initialized L_transparent ----| |--- Initialized L_transparent
* Un-initialized PathRadiance -----| |--- Initialized PathRadiance
* Un-initialized Ray --------------| |--- Initialized Ray
* Un-initialized PathState --------| |--- Initialized PathState
* Un-initialized QueueData --------| |--- Initialized QueueData (to QUEUE_EMPTY_SLOT)
* Un-initialized QueueIndex -------| |--- Initialized QueueIndex (to 0)
* Un-initialized use_queues_flag---| |--- Initialized use_queues_flag (to false)
* Un-initialized ray_state --------| |--- Initialized ray_state
* parallel_samples --------------- | |--- Initialized per_sample_output_buffers
* rng_state -----------------------| |--- Initialized work_array
* data ----------------------------| |--- Initialized work_pool_wgs
* start_sample --------------------| |
* sx ------------------------------| |
* sy ------------------------------| |
* sw ------------------------------| |
* sh ------------------------------| |
* stride --------------------------| |
* queuesize -----------------------| |
* num_samples ---------------------| |
*
* Note on Queues :
* All slots in queues are initialized to queue empty slot;
* The number of elements in the queues is initialized to 0;
*/
ccl_device void kernel_data_init(
KernelGlobals *kg,
ccl_constant KernelData *data,
ccl_global void *split_data_buffer,
int num_elements,
ccl_global char *ray_state,
ccl_global uint *rng_state,
#ifdef __KERNEL_OPENCL__
#define KERNEL_TEX(type, ttype, name) \
ccl_global type *name,
#include "../kernel_textures.h"
#endif
int start_sample,
int end_sample,
int sx, int sy, int sw, int sh, int offset, int stride,
ccl_global int *Queue_index, /* Tracks the number of elements in queues */
int queuesize, /* size (capacity) of the queue */
ccl_global char *use_queues_flag, /* flag to decide if scene-intersect kernel should use queues to fetch ray index */
ccl_global unsigned int *work_pools, /* Work pool for each work group */
unsigned int num_samples,
ccl_global float *buffer)
{
#ifdef __KERNEL_OPENCL__
kg->data = data;
#endif
kernel_split_params.x = sx;
kernel_split_params.y = sy;
kernel_split_params.w = sw;
kernel_split_params.h = sh;
kernel_split_params.offset = offset;
kernel_split_params.stride = stride;
kernel_split_params.rng_state = rng_state;
kernel_split_params.start_sample = start_sample;
kernel_split_params.end_sample = end_sample;
kernel_split_params.work_pools = work_pools;
kernel_split_params.num_samples = num_samples;
kernel_split_params.queue_index = Queue_index;
kernel_split_params.queue_size = queuesize;
kernel_split_params.use_queues_flag = use_queues_flag;
kernel_split_params.buffer = buffer;
split_data_init(&kernel_split_state, num_elements, split_data_buffer, ray_state);
#ifdef __KERNEL_OPENCL__
#define KERNEL_TEX(type, ttype, name) \
kg->name = name;
#include "../kernel_textures.h"
#endif
int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
/* Initialize queue data and queue index. */
if(thread_index < queuesize) {
/* Initialize active ray queue. */
kernel_split_state.queue_data[QUEUE_ACTIVE_AND_REGENERATED_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
/* Initialize background and buffer update queue. */
kernel_split_state.queue_data[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
/* Initialize shadow ray cast of AO queue. */
kernel_split_state.queue_data[QUEUE_SHADOW_RAY_CAST_AO_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
/* Initialize shadow ray cast of direct lighting queue. */
kernel_split_state.queue_data[QUEUE_SHADOW_RAY_CAST_DL_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
}
if(thread_index == 0) {
Queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
/* The scene-intersect kernel should not use the queues very first time.
* since the queue would be empty.
*/
*use_queues_flag = 0;
}
int ray_index = ccl_global_id(0) + ccl_global_id(1) * ccl_global_size(0);
/* This is the first assignment to ray_state;
* So we dont use ASSIGN_RAY_STATE macro.
*/
kernel_split_state.ray_state[ray_index] = RAY_ACTIVE;
unsigned int my_sample;
unsigned int pixel_x;
unsigned int pixel_y;
unsigned int tile_x;
unsigned int tile_y;
unsigned int my_sample_tile;
unsigned int work_index = 0;
/* Get work. */
if(!get_next_work(kg, &work_index, ray_index)) {
/* No more work, mark ray as inactive */
kernel_split_state.ray_state[ray_index] = RAY_INACTIVE;
return;
}
/* Get the sample associated with the work. */
my_sample = get_work_sample(kg, work_index, ray_index) + start_sample;
my_sample_tile = 0;
/* Get pixel and tile position associated with the work. */
get_work_pixel_tile_position(kg, &pixel_x, &pixel_y,
&tile_x, &tile_y,
work_index,
ray_index);
kernel_split_state.work_array[ray_index] = work_index;
rng_state += kernel_split_params.offset + pixel_x + pixel_y*stride;
ccl_global float *per_sample_output_buffers = kernel_split_state.per_sample_output_buffers;
per_sample_output_buffers += ((tile_x + (tile_y * stride)) + (my_sample_tile)) * kernel_data.film.pass_stride;
/* Initialize random numbers and ray. */
kernel_path_trace_setup(kg,
rng_state,
my_sample,
pixel_x, pixel_y,
&kernel_split_state.rng[ray_index],
&kernel_split_state.ray[ray_index]);
if(kernel_split_state.ray[ray_index].t != 0.0f) {
/* Initialize throughput, L_transparent, Ray, PathState;
* These rays proceed with path-iteration.
*/
kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
kernel_split_state.L_transparent[ray_index] = 0.0f;
path_radiance_init(&kernel_split_state.path_radiance[ray_index], kernel_data.film.use_light_pass);
path_state_init(kg,
&kernel_split_state.sd_DL_shadow[ray_index],
&kernel_split_state.path_state[ray_index],
&kernel_split_state.rng[ray_index],
my_sample,
&kernel_split_state.ray[ray_index]);
#ifdef __KERNEL_DEBUG__
debug_data_init(&kernel_split_state.debug_data[ray_index]);
#endif
}
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, my_sample, L_rad);
path_rng_end(kg, rng_state, kernel_split_state.rng[ray_index]);
ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE);
}
}
CCL_NAMESPACE_END