blender/intern/cycles/kernel/split/kernel_queue_enqueue.h
Brecht Van Lommel 7f86afec9d Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
2018-03-01 01:21:29 +01:00

93 lines
3.6 KiB
C

/*
* Copyright 2011-2016 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
/* This kernel enqueues rays of different ray state into their
* appropriate queues:
*
* 1. Rays that have been determined to hit the background from the
* "kernel_scene_intersect" kernel are enqueued in
* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS;
* 2. Rays that have been determined to be actively participating in pat
* -iteration will be enqueued into QUEUE_ACTIVE_AND_REGENERATED_RAYS.
*
* State of queue during other times this kernel is called:
* At entry,
* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be empty.
* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will contain RAY_TO_REGENERATE
* and RAY_UPDATE_BUFFER rays.
* At exit,
* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE rays.
* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
* RAY_TO_REGENERATE, RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND rays.
*/
ccl_device void kernel_queue_enqueue(KernelGlobals *kg,
ccl_local_param QueueEnqueueLocals *locals)
{
/* We have only 2 cases (Hit/Not-Hit) */
int lidx = ccl_local_id(1) * ccl_local_size(0) + ccl_local_id(0);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if(lidx == 0) {
locals->queue_atomics[0] = 0;
locals->queue_atomics[1] = 0;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int queue_number = -1;
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND) ||
IS_STATE(kernel_split_state.ray_state, ray_index, RAY_UPDATE_BUFFER) ||
IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) {
queue_number = QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS;
}
else if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HAS_ONLY_VOLUME) ||
IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) {
queue_number = QUEUE_ACTIVE_AND_REGENERATED_RAYS;
}
unsigned int my_lqidx;
if(queue_number != -1) {
my_lqidx = get_local_queue_index(queue_number, locals->queue_atomics);
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
if(lidx == 0) {
locals->queue_atomics[QUEUE_ACTIVE_AND_REGENERATED_RAYS] =
get_global_per_queue_offset(QUEUE_ACTIVE_AND_REGENERATED_RAYS,
locals->queue_atomics,
kernel_split_params.queue_index);
locals->queue_atomics[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] =
get_global_per_queue_offset(QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
locals->queue_atomics,
kernel_split_params.queue_index);
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
unsigned int my_gqidx;
if(queue_number != -1) {
my_gqidx = get_global_queue_index(queue_number,
kernel_split_params.queue_size,
my_lqidx,
locals->queue_atomics);
kernel_split_state.queue_data[my_gqidx] = ray_index;
}
}
CCL_NAMESPACE_END