forked from bartvdbraak/blender
a3ef51bba5
This was broken after the kernel file restructure. Variables allocated in the __local address space can only be defined inside a __kernel function. We probably need to solve this a bit differently once we do the CUDA kernel split, but this fix shoud be good enough until then.
127 lines
5.8 KiB
C
127 lines
5.8 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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/*
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* Note on kernel_shadow_blocked kernel.
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* This is the ninth kernel in the ray tracing logic. This is the eighth
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* of the path iteration kernels. This kernel takes care of "shadow ray cast"
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* logic of the direct lighting and AO part of ray tracing.
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*
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* The input and output are as follows,
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*
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* PathState_coop ----------------------------------|--- kernel_shadow_blocked --|
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* LightRay_dl_coop --------------------------------| |--- LightRay_dl_coop
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* LightRay_ao_coop --------------------------------| |--- LightRay_ao_coop
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* ray_state ---------------------------------------| |--- ray_state
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* Queue_data(QUEUE_SHADOW_RAY_CAST_AO_RAYS & | |--- Queue_data (QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_AO_RAYS)
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QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
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* Queue_index(QUEUE_SHADOW_RAY_CAST_AO_RAYS&
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QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
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* kg (globals + data) -----------------------------| |
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* queuesize ---------------------------------------| |
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*
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* Note on shader_shadow : shader_shadow is neither input nor output to this kernel. shader_shadow is filled and consumed in this kernel itself.
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* Note on queues :
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* The kernel fetches from QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS queues. We will empty
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* these queues this kernel.
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* State of queues when this kernel is called :
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* state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same
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* before and after this kernel call.
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* QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_DL_RAYS will be filled with rays marked with flags RAY_SHADOW_RAY_CAST_AO
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* and RAY_SHADOW_RAY_CAST_DL respectively, during kernel entry.
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* QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty at kernel exit.
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*/
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__kernel void kernel_shadow_blocked(
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ccl_global char *globals,
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ccl_constant KernelData *data,
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ccl_global char *shader_shadow, /* Required for shadow blocked */
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ccl_global PathState *PathState_coop, /* Required for shadow blocked */
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ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */
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ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */
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Intersection *Intersection_coop_AO,
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Intersection *Intersection_coop_DL,
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ccl_global char *ray_state,
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ccl_global int *Queue_data, /* Queue memory */
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ccl_global int *Queue_index, /* Tracks the number of elements in each queue */
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int queuesize, /* Size (capacity) of each queue */
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int total_num_rays
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)
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{
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#if 0
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/* we will make the Queue_index entries '0' in the next kernel */
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if(get_global_id(0) == 0 && get_global_id(1) == 0) {
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/* We empty this queue here */
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Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
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Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
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}
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#endif
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int lidx = get_local_id(1) * get_local_id(0) + get_local_id(0);
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ccl_local unsigned int ao_queue_length;
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ccl_local unsigned int dl_queue_length;
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if(lidx == 0) {
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ao_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
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dl_queue_length = Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS];
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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/* flag determining if the current ray is to process shadow ray for AO or DL */
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char shadow_blocked_type = -1;
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/* flag determining if we need to update L */
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char update_path_radiance = 0;
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int ray_index = QUEUE_EMPTY_SLOT;
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int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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if(thread_index < ao_queue_length + dl_queue_length) {
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if(thread_index < ao_queue_length) {
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ray_index = get_ray_index(thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, Queue_data, queuesize, 1);
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shadow_blocked_type = RAY_SHADOW_RAY_CAST_AO;
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} else {
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ray_index = get_ray_index(thread_index - ao_queue_length, QUEUE_SHADOW_RAY_CAST_DL_RAYS, Queue_data, queuesize, 1);
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shadow_blocked_type = RAY_SHADOW_RAY_CAST_DL;
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}
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}
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if(ray_index == QUEUE_EMPTY_SLOT)
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return;
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) || IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
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/* Load kernel global structure */
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KernelGlobals *kg = (KernelGlobals *)globals;
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ShaderData *sd_shadow = (ShaderData *)shader_shadow;
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ccl_global PathState *state = &PathState_coop[ray_index];
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ccl_global Ray *light_ray_dl_global = &LightRay_dl_coop[ray_index];
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ccl_global Ray *light_ray_ao_global = &LightRay_ao_coop[ray_index];
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Intersection *isect_ao_global = &Intersection_coop_AO[ray_index];
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Intersection *isect_dl_global = &Intersection_coop_DL[ray_index];
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ccl_global Ray *light_ray_global = shadow_blocked_type == RAY_SHADOW_RAY_CAST_AO ? light_ray_ao_global : light_ray_dl_global;
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Intersection *isect_global = RAY_SHADOW_RAY_CAST_AO ? isect_ao_global : isect_dl_global;
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float3 shadow;
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update_path_radiance = !(shadow_blocked(kg, state, light_ray_global, &shadow, sd_shadow, isect_global));
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/* We use light_ray_global's P and t to store shadow and update_path_radiance */
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light_ray_global->P = shadow;
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light_ray_global->t = update_path_radiance;
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}
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}
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