forked from bartvdbraak/blender
dc9e0b819b
Should be no functional changes, just simplifies operation with kernels.
177 lines
7.2 KiB
C
177 lines
7.2 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_lamp_emission
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* This is the 3rd kernel in the ray-tracing logic. This is the second of the
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* path-iteration kernels. This kernel takes care of the indirect lamp emission logic.
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* This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS. It processes rays of state RAY_ACTIVE
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* and RAY_HIT_BACKGROUND.
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* We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
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* The input/output of the kernel is as follows,
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* Throughput_coop ------------------------------------|--- kernel_lamp_emission --|--- PathRadiance_coop
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* Ray_coop -------------------------------------------| |--- Queue_data(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* PathState_coop -------------------------------------| |--- Queue_index(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
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* kg (globals) ---------------------------------------| |
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* Intersection_coop ----------------------------------| |
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* ray_state ------------------------------------------| |
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* Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -----| |
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* Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ----| |
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* queuesize ------------------------------------------| |
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* use_queues_flag ------------------------------------| |
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* sw -------------------------------------------------| |
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* sh -------------------------------------------------| |
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* parallel_samples -----------------------------------| |
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*
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* note : sd is neither input nor output. Its just filled and consumed in the same, kernel_lamp_emission, kernel.
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*/
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ccl_device void kernel_lamp_emission(
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KernelGlobals *kg,
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ShaderData *sd, /* Required for lamp emission */
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ccl_global float3 *throughput_coop, /* Required for lamp emission */
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PathRadiance *PathRadiance_coop, /* Required for lamp emission */
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ccl_global Ray *Ray_coop, /* Required for lamp emission */
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ccl_global PathState *PathState_coop, /* Required for lamp emission */
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Intersection *Intersection_coop, /* Required for lamp emission */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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int sw, int sh,
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ccl_global char *use_queues_flag, /* Used to decide if this kernel should use
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* queues to fetch ray index
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*/
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int parallel_samples, /* Number of samples to be processed in parallel */
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int ray_index)
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{
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE) ||
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IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND))
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{
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PathRadiance *L = &PathRadiance_coop[ray_index];
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float3 throughput = throughput_coop[ray_index];
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Ray ray = Ray_coop[ray_index];
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PathState state = PathState_coop[ray_index];
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#ifdef __LAMP_MIS__
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if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
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/* ray starting from previous non-transparent bounce */
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Ray light_ray;
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light_ray.P = ray.P - state.ray_t*ray.D;
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state.ray_t += Intersection_coop[ray_index].t;
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light_ray.D = ray.D;
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light_ray.t = state.ray_t;
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light_ray.time = ray.time;
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light_ray.dD = ray.dD;
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light_ray.dP = ray.dP;
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/* intersect with lamp */
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float3 emission;
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if(indirect_lamp_emission(kg, &state, &light_ray, &emission, sd)) {
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path_radiance_accum_emission(L, throughput, emission, state.bounce);
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}
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}
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#endif /* __LAMP_MIS__ */
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/* __VOLUME__ feature is disabled */
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#if 0
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#ifdef __VOLUME__
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/* volume attenuation, emission, scatter */
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if(state.volume_stack[0].shader != SHADER_NONE) {
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Ray volume_ray = ray;
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volume_ray.t = (hit)? isect.t: FLT_MAX;
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bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
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#ifdef __VOLUME_DECOUPLED__
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int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
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bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
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if(decoupled) {
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/* cache steps along volume for repeated sampling */
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VolumeSegment volume_segment;
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ShaderData volume_sd;
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shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce);
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kernel_volume_decoupled_record(kg, &state,
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&volume_ray, &volume_sd, &volume_segment, heterogeneous);
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volume_segment.sampling_method = sampling_method;
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/* emission */
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if(volume_segment.closure_flag & SD_EMISSION)
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path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
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/* scattering */
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VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
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if(volume_segment.closure_flag & SD_SCATTER) {
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bool all = false;
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/* direct light sampling */
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kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
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throughput, &state, &L, 1.0f, all, &volume_ray, &volume_segment);
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/* indirect sample. if we use distance sampling and take just
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* one sample for direct and indirect light, we could share
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* this computation, but makes code a bit complex */
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float rphase = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE);
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result = kernel_volume_decoupled_scatter(kg,
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&state, &volume_ray, &volume_sd, &throughput,
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rphase, rscatter, &volume_segment, NULL, true);
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}
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if(result != VOLUME_PATH_SCATTERED)
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throughput *= volume_segment.accum_transmittance;
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/* free cached steps */
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kernel_volume_decoupled_free(kg, &volume_segment);
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if(result == VOLUME_PATH_SCATTERED) {
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
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continue;
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else
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break;
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}
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}
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else
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#endif /* __VOLUME_DECOUPLED__ */
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{
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/* integrate along volume segment with distance sampling */
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ShaderData volume_sd;
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
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#ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L);
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
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continue;
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else
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break;
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}
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#endif /* __VOLUME_SCATTER__ */
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}
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}
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#endif /* __VOLUME__ */
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#endif
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}
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}
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