blender/intern/cycles/kernel/split/kernel_indirect_background.h
Hristo Gueorguiev 57e26627c4 Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet.

Transparent shadows are always enabled for volume rendering.

Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
2017-03-09 17:09:37 +01:00

88 lines
2.8 KiB
C

/*
* Copyright 2011-2017 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
ccl_device void kernel_indirect_background(KernelGlobals *kg)
{
/*
ccl_local unsigned int local_queue_atomics;
if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
local_queue_atomics = 0;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
// */
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
ray_index = get_ray_index(kg, ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
#ifdef __COMPUTE_DEVICE_GPU__
/* If we are executing on a GPU device, we exit all threads that are not
* required.
*
* If we are executing on a CPU device, then we need to keep all threads
* active since we have barrier() calls later in the kernel. CPU devices,
* expect all threads to execute barrier statement.
*/
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
#endif
#ifndef __COMPUTE_DEVICE_GPU__
if(ray_index != QUEUE_EMPTY_SLOT) {
#endif
ccl_global char *ray_state = kernel_split_state.ray_state;
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
ccl_global float *L_transparent = &kernel_split_state.L_transparent[ray_index];
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, &kernel_split_state.sd_DL_shadow[ray_index], state, ray);
path_radiance_accum_background(L, (*throughput), L_background, state->bounce);
#endif
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
}
}
#ifndef __COMPUTE_DEVICE_GPU__
}
#endif
}
CCL_NAMESPACE_END