forked from bartvdbraak/blender
101 lines
3.3 KiB
C
101 lines
3.3 KiB
C
/*
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* Copyright 2011-2017 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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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
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{
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#ifdef __SUBSURFACE__
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ccl_local unsigned int local_queue_atomics;
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if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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local_queue_atomics = 0;
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}
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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ray_index = get_ray_index(kg, ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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#ifdef __COMPUTE_DEVICE_GPU__
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/* If we are executing on a GPU device, we exit all threads that are not
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* required.
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*
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* If we are executing on a CPU device, then we need to keep all threads
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* active since we have barrier() calls later in the kernel. CPU devices,
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* expect all threads to execute barrier statement.
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*/
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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if(ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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char enqueue_flag = 0;
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ccl_global char *ray_state = kernel_split_state.ray_state;
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global RNG *rng = &kernel_split_state.rng[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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if(sd->flag & SD_BSSRDF) {
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if(kernel_path_subsurface_scatter(kg,
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sd,
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emission_sd,
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L,
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state,
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rng,
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ray,
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throughput,
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ss_indirect)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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enqueue_flag = 1;
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}
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}
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}
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#ifndef __COMPUTE_DEVICE_GPU__
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}
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#endif
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/* Enqueue RAY_UPDATE_BUFFER rays. */
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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enqueue_flag,
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kernel_split_params.queue_size,
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&local_queue_atomics,
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kernel_split_state.queue_data,
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kernel_split_params.queue_index);
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#endif /* __SUBSURFACE__ */
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}
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CCL_NAMESPACE_END
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