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Diffstat (limited to 'intern/cycles/kernel/kernel_direct_lighting.cl')
-rw-r--r-- | intern/cycles/kernel/kernel_direct_lighting.cl | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_direct_lighting.cl b/intern/cycles/kernel/kernel_direct_lighting.cl new file mode 100644 index 00000000000..8bdc7dc0fd1 --- /dev/null +++ b/intern/cycles/kernel/kernel_direct_lighting.cl @@ -0,0 +1,137 @@ +/* + * 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. + */ + +#include "kernel_split.h" + +/* + * Note on kernel_ocl_path_trace_direct_lighting kernel. + * This is the eighth kernel in the ray tracing logic. This is the seventh + * of the path iteration kernels. This kernel takes care of direct lighting + * logic. However, the "shadow ray cast" part of direct lighting is handled + * in the next kernel. + * + * This kernels determines the rays for which a shadow_blocked() function associated with direct lighting should be executed. + * Those rays for which a shadow_blocked() function for direct-lighting must be executed, are marked with flag RAY_SHADOW_RAY_CAST_DL and + * enqueued into the queue QUEUE_SHADOW_RAY_CAST_DL_RAYS + * + * The input and output are as follows, + * + * rng_coop -----------------------------------------|--- kernel_ocl_path_trace_direct_lighting --|--- BSDFEval_coop + * PathState_coop -----------------------------------| |--- ISLamp_coop + * shader_data --------------------------------------| |--- LightRay_coop + * ray_state ----------------------------------------| |--- ray_state + * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| | + * kg (globals + data) ------------------------------| | + * queuesize ----------------------------------------| | + * + * note on shader_DL : shader_DL is neither input nor output to this kernel; shader_DL is filled and consumed in this kernel itself. + * Note on Queues : + * This kernel only reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue and processes + * only the rays of state RAY_ACTIVE; If a ray needs to execute the corresponding shadow_blocked + * part, after direct lighting, the ray is marked with RAY_SHADOW_RAY_CAST_DL flag. + * + * State of queues when this kernel is called : + * state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same + * before and after this kernel call. + * QUEUE_SHADOW_RAY_CAST_DL_RAYS queue will be filled with rays for which a shadow_blocked function must be executed, after this + * kernel call. Before this kernel call the QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty. + */ +__kernel void kernel_ocl_path_trace_direct_lighting( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global char *shader_data, /* Required for direct lighting */ + ccl_global char *shader_DL, /* Required for direct lighting */ + ccl_global uint *rng_coop, /* Required for direct lighting */ + ccl_global PathState *PathState_coop, /* Required for direct lighting */ + ccl_global int *ISLamp_coop, /* Required for direct lighting */ + ccl_global Ray *LightRay_coop, /* Required for direct lighting */ + ccl_global BsdfEval *BSDFEval_coop, /* Required for direct lighting */ + ccl_global char *ray_state, /* Denotes the state of each ray */ + ccl_global int *Queue_data, /* Queue memory */ + ccl_global int *Queue_index, /* Tracks the number of elements in each queue */ + int queuesize /* Size (capacity) of each queue */ + ) +{ + ccl_local unsigned int local_queue_atomics; + if(get_local_id(0) == 0 && get_local_id(1) == 0) { + local_queue_atomics = 0; + } + barrier(CLK_LOCAL_MEM_FENCE); + + char enqueue_flag = 0; + int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0); + ray_index = get_ray_index(ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 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 + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + /* Load kernel globals structure and ShaderData structure */ + KernelGlobals *kg = (KernelGlobals *)globals; + ShaderData *sd = (ShaderData *)shader_data; + ShaderData *sd_DL = (ShaderData *)shader_DL; + + ccl_global PathState *state = &PathState_coop[ray_index]; + + /* direct lighting */ +#ifdef __EMISSION__ + if((kernel_data.integrator.use_direct_light && (ccl_fetch(sd, flag) & SD_BSDF_HAS_EVAL))) { + /* sample illumination from lights to find path contribution */ + ccl_global RNG* rng = &rng_coop[ray_index]; + float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT); + float light_u, light_v; + path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v); + +#ifdef __OBJECT_MOTION__ + light_ray.time = sd->time; +#endif + LightSample ls; + light_sample(kg, light_t, light_u, light_v, ccl_fetch(sd, time), ccl_fetch(sd, P), state->bounce, &ls); + + Ray light_ray; + BsdfEval L_light; + bool is_lamp; + if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce, sd_DL)) { + /* write intermediate data to global memory to access from the next kernel */ + LightRay_coop[ray_index] = light_ray; + BSDFEval_coop[ray_index] = L_light; + ISLamp_coop[ray_index] = is_lamp; + /// mark ray state for next shadow kernel + ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); + enqueue_flag = 1; + } + } +#endif + } +#ifndef __COMPUTE_DEVICE_GPU__ + } +#endif + +#ifdef __EMISSION__ + /* Enqueue RAY_SHADOW_RAY_CAST_DL rays */ + enqueue_ray_index_local(ray_index, QUEUE_SHADOW_RAY_CAST_DL_RAYS, enqueue_flag, queuesize, &local_queue_atomics, Queue_data, Queue_index); +#endif +} |