forked from bartvdbraak/blender
4ca688a963
Ideally we shouldn't use char* at all, but for now we have to, so at least let's assume common .h files are free from pointer magic.
408 lines
15 KiB
C
408 lines
15 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_data_initialization kernel
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* This kernel Initializes structures needed in path-iteration kernels.
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* This is the first kernel in ray-tracing logic.
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*
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* Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE
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*
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* Its input and output are as follows,
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*
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* Un-initialized rng---------------|--- kernel_data_initialization ---|--- Initialized rng
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* Un-initialized throughput -------| |--- Initialized throughput
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* Un-initialized L_transparent ----| |--- Initialized L_transparent
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* Un-initialized PathRadiance -----| |--- Initialized PathRadiance
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* Un-initialized Ray --------------| |--- Initialized Ray
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* Un-initialized PathState --------| |--- Initialized PathState
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* Un-initialized QueueData --------| |--- Initialized QueueData (to QUEUE_EMPTY_SLOT)
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* Un-initialized QueueIndex -------| |--- Initialized QueueIndex (to 0)
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* Un-initialized use_queues_flag---| |--- Initialized use_queues_flag (to false)
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* Un-initialized ray_state --------| |--- Initialized ray_state
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* parallel_samples --------------- | |--- Initialized per_sample_output_buffers
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* rng_state -----------------------| |--- Initialized work_array
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* data ----------------------------| |--- Initialized work_pool_wgs
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* start_sample --------------------| |
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* sx ------------------------------| |
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* sy ------------------------------| |
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* sw ------------------------------| |
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* sh ------------------------------| |
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* stride --------------------------| |
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* queuesize -----------------------| |
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* num_samples ---------------------| |
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*
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* Note on Queues :
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* All slots in queues are initialized to queue empty slot;
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* The number of elements in the queues is initialized to 0;
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*/
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ccl_device void kernel_data_init(
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KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *sd_DL_shadow,
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ccl_global float3 *P_sd,
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ccl_global float3 *P_sd_DL_shadow,
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ccl_global float3 *N_sd,
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ccl_global float3 *N_sd_DL_shadow,
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ccl_global float3 *Ng_sd,
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ccl_global float3 *Ng_sd_DL_shadow,
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ccl_global float3 *I_sd,
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ccl_global float3 *I_sd_DL_shadow,
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ccl_global int *shader_sd,
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ccl_global int *shader_sd_DL_shadow,
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ccl_global int *flag_sd,
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ccl_global int *flag_sd_DL_shadow,
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ccl_global int *prim_sd,
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ccl_global int *prim_sd_DL_shadow,
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ccl_global int *type_sd,
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ccl_global int *type_sd_DL_shadow,
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ccl_global float *u_sd,
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ccl_global float *u_sd_DL_shadow,
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ccl_global float *v_sd,
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ccl_global float *v_sd_DL_shadow,
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ccl_global int *object_sd,
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ccl_global int *object_sd_DL_shadow,
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ccl_global float *time_sd,
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ccl_global float *time_sd_DL_shadow,
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ccl_global float *ray_length_sd,
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ccl_global float *ray_length_sd_DL_shadow,
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ccl_global int *ray_depth_sd,
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ccl_global int *ray_depth_sd_DL_shadow,
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ccl_global int *transparent_depth_sd,
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ccl_global int *transparent_depth_sd_DL_shadow,
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/* Ray differentials. */
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ccl_global differential3 *dP_sd,
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ccl_global differential3 *dP_sd_DL_shadow,
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ccl_global differential3 *dI_sd,
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ccl_global differential3 *dI_sd_DL_shadow,
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ccl_global differential *du_sd,
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ccl_global differential *du_sd_DL_shadow,
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ccl_global differential *dv_sd,
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ccl_global differential *dv_sd_DL_shadow,
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/* Dp/Du */
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ccl_global float3 *dPdu_sd,
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ccl_global float3 *dPdu_sd_DL_shadow,
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ccl_global float3 *dPdv_sd,
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ccl_global float3 *dPdv_sd_DL_shadow,
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/* Object motion. */
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ccl_global Transform *ob_tfm_sd,
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ccl_global Transform *ob_tfm_sd_DL_shadow,
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ccl_global Transform *ob_itfm_sd,
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ccl_global Transform *ob_itfm_sd_DL_shadow,
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ShaderClosure *closure_sd,
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ShaderClosure *closure_sd_DL_shadow,
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ccl_global int *num_closure_sd,
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ccl_global int *num_closure_sd_DL_shadow,
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ccl_global float *randb_closure_sd,
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ccl_global float *randb_closure_sd_DL_shadow,
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ccl_global float3 *ray_P_sd,
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ccl_global float3 *ray_P_sd_DL_shadow,
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ccl_global differential3 *ray_dP_sd,
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ccl_global differential3 *ray_dP_sd_DL_shadow,
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ccl_constant KernelData *data,
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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, /* rng array to store rng values for all rays */
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ccl_global float3 *throughput_coop, /* throughput array to store throughput values for all rays */
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ccl_global float *L_transparent_coop, /* L_transparent array to store L_transparent values for all rays */
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PathRadiance *PathRadiance_coop, /* PathRadiance array to store PathRadiance values for all rays */
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ccl_global Ray *Ray_coop, /* Ray array to store Ray information for all rays */
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ccl_global PathState *PathState_coop, /* PathState array to store PathState information for all rays */
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ccl_global char *ray_state, /* Stores information on current state of a ray */
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#define KERNEL_TEX(type, ttype, name) \
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ccl_global type *name,
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#include "../kernel_textures.h"
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int start_sample, int sx, int sy, int sw, int sh, int offset, 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 int *Queue_data, /* Memory for queues */
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ccl_global int *Queue_index, /* Tracks the number of elements in queues */
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int queuesize, /* size (capacity) of the queue */
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ccl_global char *use_queues_flag, /* flag to decide if scene-intersect kernel should use queues to fetch ray index */
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ccl_global unsigned int *work_array, /* work array to store which work each ray belongs to */
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#ifdef __WORK_STEALING__
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ccl_global unsigned int *work_pool_wgs, /* Work pool for each work group */
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unsigned int num_samples, /* Total number of samples per pixel */
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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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{
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kg->data = data;
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#define KERNEL_TEX(type, ttype, name) \
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kg->name = name;
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#include "../kernel_textures.h"
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sd->P = P_sd;
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sd_DL_shadow->P = P_sd_DL_shadow;
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sd->N = N_sd;
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sd_DL_shadow->N = N_sd_DL_shadow;
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sd->Ng = Ng_sd;
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sd_DL_shadow->Ng = Ng_sd_DL_shadow;
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sd->I = I_sd;
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sd_DL_shadow->I = I_sd_DL_shadow;
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sd->shader = shader_sd;
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sd_DL_shadow->shader = shader_sd_DL_shadow;
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sd->flag = flag_sd;
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sd_DL_shadow->flag = flag_sd_DL_shadow;
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sd->prim = prim_sd;
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sd_DL_shadow->prim = prim_sd_DL_shadow;
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sd->type = type_sd;
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sd_DL_shadow->type = type_sd_DL_shadow;
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sd->u = u_sd;
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sd_DL_shadow->u = u_sd_DL_shadow;
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sd->v = v_sd;
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sd_DL_shadow->v = v_sd_DL_shadow;
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sd->object = object_sd;
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sd_DL_shadow->object = object_sd_DL_shadow;
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sd->time = time_sd;
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sd_DL_shadow->time = time_sd_DL_shadow;
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sd->ray_length = ray_length_sd;
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sd_DL_shadow->ray_length = ray_length_sd_DL_shadow;
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sd->ray_depth = ray_depth_sd;
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sd_DL_shadow->ray_depth = ray_depth_sd_DL_shadow;
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sd->transparent_depth = transparent_depth_sd;
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sd_DL_shadow->transparent_depth = transparent_depth_sd_DL_shadow;
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#ifdef __RAY_DIFFERENTIALS__
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sd->dP = dP_sd;
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sd_DL_shadow->dP = dP_sd_DL_shadow;
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sd->dI = dI_sd;
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sd_DL_shadow->dI = dI_sd_DL_shadow;
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sd->du = du_sd;
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sd_DL_shadow->du = du_sd_DL_shadow;
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sd->dv = dv_sd;
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sd_DL_shadow->dv = dv_sd_DL_shadow;
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#ifdef __DPDU__
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sd->dPdu = dPdu_sd;
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sd_DL_shadow->dPdu = dPdu_sd_DL_shadow;
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sd->dPdv = dPdv_sd;
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sd_DL_shadow->dPdv = dPdv_sd_DL_shadow;
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#endif
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#endif
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#ifdef __OBJECT_MOTION__
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sd->ob_tfm = ob_tfm_sd;
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sd_DL_shadow->ob_tfm = ob_tfm_sd_DL_shadow;
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sd->ob_itfm = ob_itfm_sd;
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sd_DL_shadow->ob_itfm = ob_itfm_sd_DL_shadow;
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#endif
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sd->closure = closure_sd;
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sd_DL_shadow->closure = closure_sd_DL_shadow;
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sd->num_closure = num_closure_sd;
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sd_DL_shadow->num_closure = num_closure_sd_DL_shadow;
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sd->randb_closure = randb_closure_sd;
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sd_DL_shadow->randb_closure = randb_closure_sd_DL_shadow;
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sd->ray_P = ray_P_sd;
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sd_DL_shadow->ray_P = ray_P_sd_DL_shadow;
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sd->ray_dP = ray_dP_sd;
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sd_DL_shadow->ray_dP = ray_dP_sd_DL_shadow;
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int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
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#ifdef __WORK_STEALING__
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int lid = get_local_id(1) * get_local_size(0) + get_local_id(0);
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/* Initialize work_pool_wgs */
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if(lid == 0) {
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int group_index = get_group_id(1) * get_num_groups(0) + get_group_id(0);
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work_pool_wgs[group_index] = 0;
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}
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barrier(CLK_LOCAL_MEM_FENCE);
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#endif /* __WORK_STEALING__ */
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/* Initialize queue data and queue index. */
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if(thread_index < queuesize) {
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/* Initialize active ray queue. */
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Queue_data[QUEUE_ACTIVE_AND_REGENERATED_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
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/* Initialize background and buffer update queue. */
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Queue_data[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
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/* Initialize shadow ray cast of AO queue. */
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Queue_data[QUEUE_SHADOW_RAY_CAST_AO_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
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/* Initialize shadow ray cast of direct lighting queue. */
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Queue_data[QUEUE_SHADOW_RAY_CAST_DL_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
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}
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if(thread_index == 0) {
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Queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
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Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
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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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/* The scene-intersect kernel should not use the queues very first time.
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* since the queue would be empty.
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*/
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use_queues_flag[0] = 0;
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}
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int x = get_global_id(0);
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int y = get_global_id(1);
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if(x < (sw * parallel_samples) && y < sh) {
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int ray_index = x + y * (sw * parallel_samples);
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/* This is the first assignment to ray_state;
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* So we dont use ASSIGN_RAY_STATE macro.
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*/
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ray_state[ray_index] = RAY_ACTIVE;
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unsigned int my_sample;
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unsigned int pixel_x;
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unsigned int pixel_y;
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unsigned int tile_x;
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unsigned int tile_y;
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unsigned int my_sample_tile;
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#ifdef __WORK_STEALING__
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unsigned int my_work = 0;
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/* Get work. */
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get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index);
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/* Get the sample associated with the work. */
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my_sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
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my_sample_tile = 0;
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/* Get pixel and tile position associated with the work. */
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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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work_array[ray_index] = my_work;
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#else /* __WORK_STEALING__ */
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unsigned int tile_index = ray_index / parallel_samples;
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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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my_sample = my_sample_tile + start_sample;
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/* Initialize work array. */
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work_array[ray_index] = my_sample ;
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/* Calculate pixel position of this ray. */
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pixel_x = sx + tile_x;
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pixel_y = sy + tile_y;
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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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/* Initialise per_sample_output_buffers to all zeros. */
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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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int per_sample_output_buffers_iterator = 0;
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for(per_sample_output_buffers_iterator = 0;
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per_sample_output_buffers_iterator < kernel_data.film.pass_stride;
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per_sample_output_buffers_iterator++)
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{
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per_sample_output_buffers[per_sample_output_buffers_iterator] = 0.0f;
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}
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/* Initialize random numbers and ray. */
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kernel_path_trace_setup(kg,
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rng_state,
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my_sample,
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pixel_x, pixel_y,
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&rng_coop[ray_index],
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&Ray_coop[ray_index]);
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if(Ray_coop[ray_index].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_coop[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
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L_transparent_coop[ray_index] = 0.0f;
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path_radiance_init(&PathRadiance_coop[ray_index], kernel_data.film.use_light_pass);
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path_state_init(kg,
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&PathState_coop[ray_index],
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&rng_coop[ray_index],
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my_sample,
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&Ray_coop[ray_index]);
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#ifdef __KERNEL_DEBUG__
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debug_data_init(&debugdata_coop[ray_index]);
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#endif
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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, my_sample, L_rad);
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path_rng_end(kg, rng_state, rng_coop[ray_index]);
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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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/* Mark rest of the ray-state indices as RAY_INACTIVE. */
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if(thread_index < (get_global_size(0) * get_global_size(1)) - (sh * (sw * parallel_samples))) {
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/* First assignment, hence we dont use ASSIGN_RAY_STATE macro */
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ray_state[((sw * parallel_samples) * sh) + thread_index] = RAY_INACTIVE;
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}
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}
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