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author | Hristo Gueorguiev <prem.nirved@gmail.com> | 2017-03-08 17:42:26 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-03-09 19:09:37 +0300 |
commit | 57e26627c485baab63e108821b2712d5e234ae7c (patch) | |
tree | e3ee5aa4bf759121559c69504b77d600552bf527 /intern/cycles/kernel/split/kernel_subsurface_scatter.h | |
parent | 6c942db30dee14eb37229879656fa049a9ac6df6 (diff) |
Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet.
Transparent shadows are always enabled for volume rendering.
Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
Diffstat (limited to 'intern/cycles/kernel/split/kernel_subsurface_scatter.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_subsurface_scatter.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_subsurface_scatter.h b/intern/cycles/kernel/split/kernel_subsurface_scatter.h new file mode 100644 index 00000000000..fcdd805f27b --- /dev/null +++ b/intern/cycles/kernel/split/kernel_subsurface_scatter.h @@ -0,0 +1,86 @@ + + +CCL_NAMESPACE_BEGIN + + +ccl_device void kernel_subsurface_scatter(KernelGlobals *kg) +{ +#ifdef __SUBSURFACE__ + + ccl_local unsigned int local_queue_atomics; + 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); + +#ifdef __COMPUTE_DEVICE_GPU__ + /* If we are executing on a GPU device, we exit all threads that are not + * required. + * + * If we are executing on a CPU device, then we need to keep all threads + * active since we have barrier() calls later in the kernel. CPU devices, + * expect all threads to execute barrier statement. + */ + if(ray_index == QUEUE_EMPTY_SLOT) { + return; + } +#endif + +#ifndef __COMPUTE_DEVICE_GPU__ + if(ray_index != QUEUE_EMPTY_SLOT) { +#endif + + + char enqueue_flag = 0; + ccl_global char *ray_state = kernel_split_state.ray_state; + ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; + PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; + ccl_global RNG *rng = &kernel_split_state.rng[ray_index]; + ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; + ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; + ccl_global SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index]; + ShaderData *sd = &kernel_split_state.sd[ray_index]; + ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index]; + + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + if(sd->flag & SD_BSSRDF) { + if(kernel_path_subsurface_scatter(kg, + sd, + emission_sd, + L, + state, + rng, + ray, + throughput, + ss_indirect)) { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); + enqueue_flag = 1; + } + } + } + +#ifndef __COMPUTE_DEVICE_GPU__ + } +#endif + + /* Enqueue RAY_UPDATE_BUFFER rays. */ + 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); + +#endif /* __SUBSURFACE__ */ + +} + +CCL_NAMESPACE_END |