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Diffstat (limited to 'intern/cycles/kernel/kernel_direct_lighting.cl')
-rw-r--r--intern/cycles/kernel/kernel_direct_lighting.cl137
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
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+++ b/intern/cycles/kernel/kernel_direct_lighting.cl
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+/*
+ * 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
+}