diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_next_iteration_setup.cl')
-rw-r--r-- | intern/cycles/kernel/kernel_next_iteration_setup.cl | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_next_iteration_setup.cl b/intern/cycles/kernel/kernel_next_iteration_setup.cl new file mode 100644 index 00000000000..49562ca6ed5 --- /dev/null +++ b/intern/cycles/kernel/kernel_next_iteration_setup.cl @@ -0,0 +1,176 @@ +/* + * 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_setup_next_iteration kernel. + * This is the tenth kernel in the ray tracing logic. This is the ninth + * of the path iteration kernels. This kernel takes care of setting up + * Ray for the next iteration of path-iteration and accumulating radiance + * corresponding to AO and direct-lighting + * + * Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER + * + * The input and output are as follows, + * + * rng_coop ---------------------------------------------|--- kernel_ocl_path_trace_setup_next_iteration -|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * throughput_coop --------------------------------------| |--- Queue_data (QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS) + * PathRadiance_coop ------------------------------------| |--- throughput_coop + * PathState_coop ---------------------------------------| |--- PathRadiance_coop + * shader_data ------------------------------------------| |--- PathState_coop + * ray_state --------------------------------------------| |--- ray_state + * Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS) --------| |--- Ray_coop + * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- use_queues_flag + * Ray_coop ---------------------------------------------| | + * kg (globals + data) ----------------------------------| | + * LightRay_dl_coop -------------------------------------| + * ISLamp_coop ------------------------------------------| + * BSDFEval_coop ----------------------------------------| + * LightRay_ao_coop -------------------------------------| + * AOBSDF_coop ------------------------------------------| + * AOAlpha_coop -----------------------------------------| + * + * Note on queues, + * This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only + * the rays of state RAY_ACTIVE. + * There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFF + * state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will + * still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been + * changed to RAY_UPDATE_BUFF, there is no problem. + * + * State of queues when this kernel is called : + * At entry, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED, RAY_UPDATE_BUFFER rays. + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays + * At exit, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and more RAY_UPDATE_BUFFER rays. + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays + */ + +__kernel void kernel_ocl_path_trace_setup_next_iteration( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global char *shader_data, /* Required for setting up ray for next iteration */ + ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */ + ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */ + PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */ + ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */ + ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */ + ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */ + ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */ + ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */ + ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */ + ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */ + ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */ + 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_global char *use_queues_flag /* flag to decide if scene_intersect kernel should use queues to fetch ray index */ + ) +{ + + 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); + + if(get_global_id(0) == 0 && get_global_id(1) == 0) { + /* If we are here, then it means that scene-intersect kernel + * has already been executed atleast once. From the next time, + * scene-intersect kernel may operate on queues to fetch ray index + */ + use_queues_flag[0] = 1; + + /* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS + * queues that were made empty during the previous kernel + */ + Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; + Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; + } + + 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 + /* Load kernel globals structure and ShaderData structure */ + KernelGlobals *kg = (KernelGlobals *)globals; + ShaderData *sd = (ShaderData *)shader_data; + PathRadiance *L = 0x0; + ccl_global PathState *state = 0x0; + + /* Path radiance update for AO/Direct_lighting's shadow blocked */ + if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) || IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { + state = &PathState_coop[ray_index]; + L = &PathRadiance_coop[ray_index]; + float3 _throughput = throughput_coop[ray_index]; + + if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { + float3 shadow = LightRay_ao_coop[ray_index].P; + char update_path_radiance = LightRay_ao_coop[ray_index].t; + if(update_path_radiance) { + path_radiance_accum_ao(L, _throughput, AOAlpha_coop[ray_index], AOBSDF_coop[ray_index], shadow, state->bounce); + } + REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO); + } + + if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) { + float3 shadow = LightRay_dl_coop[ray_index].P; + char update_path_radiance = LightRay_dl_coop[ray_index].t; + if(update_path_radiance) { + BsdfEval L_light = BSDFEval_coop[ray_index]; + path_radiance_accum_light(L, _throughput, &L_light, shadow, 1.0f, state->bounce, ISLamp_coop[ray_index]); + } + REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); + } + } + + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + + ccl_global float3 *throughput = &throughput_coop[ray_index]; + ccl_global Ray *ray = &Ray_coop[ray_index]; + ccl_global RNG* rng = &rng_coop[ray_index]; + state = &PathState_coop[ray_index]; + L = &PathRadiance_coop[ray_index]; + + /* compute direct lighting and next bounce */ + if(!kernel_path_surface_bounce(kg, rng, sd, throughput, state, L, ray)) { + 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, queuesize, &local_queue_atomics, Queue_data, Queue_index); +} |