blender/intern/cycles/kernel/split/kernel_shader_eval.h
Hristo Gueorguiev 8ada7f7397 Cycles: Remove ccl_addr_space from RNG passed to functions
Simplifies code quite a bit, making it shorter and easier to extend.
Currently no functional changes for users, but is required for the
upcoming work of shadow catcher support with OpenCL.
2017-03-27 10:46:28 +02:00

72 lines
2.8 KiB
C

/*
* Copyright 2011-2015 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 sets up the ShaderData structure from the values computed
* by the previous kernels.
*
* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
*/
ccl_device void kernel_shader_eval(KernelGlobals *kg,
ccl_local_param unsigned int *local_queue_atomics)
{
/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
char enqueue_flag = 0;
if((ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) {
enqueue_flag = 1;
}
enqueue_ray_index_local(ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
enqueue_flag,
kernel_split_params.queue_size,
local_queue_atomics,
kernel_split_state.queue_data,
kernel_split_params.queue_index);
/* Continue on with shader evaluation. */
if((ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
Intersection isect = kernel_split_state.isect[ray_index];
RNG rng = kernel_split_state.rng[ray_index];
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
shader_setup_from_ray(kg,
&kernel_split_state.sd[ray_index],
&isect,
&ray);
float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
kernel_split_state.rng[ray_index] = rng;
}
}
CCL_NAMESPACE_END