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