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Diffstat (limited to 'intern/cycles/kernel/split/kernel_background_buffer_update.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_background_buffer_update.h | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_background_buffer_update.h b/intern/cycles/kernel/split/kernel_background_buffer_update.h new file mode 100644 index 00000000000..95de1a4b2a9 --- /dev/null +++ b/intern/cycles/kernel/split/kernel_background_buffer_update.h @@ -0,0 +1,282 @@ +/* + * 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_common.h" + +/* + * Note on kernel_background_buffer_update kernel. + * This is the fourth kernel in the ray tracing logic, and the third + * of the path iteration kernels. This kernel takes care of rays that hit + * the background (sceneintersect kernel), and for the rays of + * state RAY_UPDATE_BUFFER it updates the ray's accumulated radiance in + * the output buffer. This kernel also takes care of rays that have been determined + * to-be-regenerated. + * + * We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel + * + * Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER + * will be eventually set to RAY_TO_REGENERATE state in this kernel. Finally all rays of ray_state + * RAY_TO_REGENERATE will be regenerated and put in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS. + * + * The input and output are as follows, + * + * rng_coop ---------------------------------------------|--- kernel_background_buffer_update --|--- PathRadiance_coop + * throughput_coop --------------------------------------| |--- L_transparent_coop + * per_sample_output_buffers ----------------------------| |--- per_sample_output_buffers + * Ray_coop ---------------------------------------------| |--- ray_state + * PathState_coop ---------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * L_transparent_coop -----------------------------------| |--- Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) + * ray_state --------------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ----| |--- Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) + * Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ------| |--- work_array + * parallel_samples -------------------------------------| |--- PathState_coop + * end_sample -------------------------------------------| |--- throughput_coop + * kg (globals + data) ----------------------------------| |--- rng_coop + * rng_state --------------------------------------------| |--- Ray + * PathRadiance_coop ------------------------------------| | + * sw ---------------------------------------------------| | + * sh ---------------------------------------------------| | + * sx ---------------------------------------------------| | + * sy ---------------------------------------------------| | + * stride -----------------------------------------------| | + * work_array -------------------------------------------| |--- work_array + * queuesize --------------------------------------------| | + * start_sample -----------------------------------------| |--- work_pool_wgs + * work_pool_wgs ----------------------------------------| | + * num_samples ------------------------------------------| | + * + * note on shader_data : shader_data argument is neither an input nor an output for this kernel. It is just filled and consumed here itself. + * Note on Queues : + * This kernel fetches rays from QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. + * + * State of queues when this kernel is called : + * At entry, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE rays + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays + * At exit, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty + */ +ccl_device void kernel_background_buffer_update( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global char *shader_data, + ccl_global float *per_sample_output_buffers, + ccl_global uint *rng_state, + ccl_global uint *rng_coop, /* Required for buffer Update */ + ccl_global float3 *throughput_coop, /* Required for background hit processing */ + PathRadiance *PathRadiance_coop, /* Required for background hit processing and buffer Update */ + ccl_global Ray *Ray_coop, /* Required for background hit processing */ + ccl_global PathState *PathState_coop, /* Required for background hit processing */ + ccl_global float *L_transparent_coop, /* Required for background hit processing and buffer Update */ + ccl_global char *ray_state, /* Stores information on the current state of a ray */ + int sw, int sh, int sx, int sy, int stride, + int rng_state_offset_x, + int rng_state_offset_y, + int rng_state_stride, + ccl_global unsigned int *work_array, /* Denotes work of each ray */ + ccl_global int *Queue_data, /* Queues memory */ + ccl_global int *Queue_index, /* Tracks the number of elements in each queue */ + int queuesize, /* Size (capacity) of each queue */ + int end_sample, + int start_sample, +#ifdef __WORK_STEALING__ + ccl_global unsigned int *work_pool_wgs, + unsigned int num_samples, +#endif +#ifdef __KERNEL_DEBUG__ + DebugData *debugdata_coop, +#endif + int parallel_samples /* Number of samples to be processed in parallel */ + ) +{ + 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); + + int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0); + if(ray_index == 0) { + /* We will empty this queue in this kernel */ + Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0; + } + char enqueue_flag = 0; + ray_index = get_ray_index(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, Queue_data, queuesize, 1); + +#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 strucuture */ + KernelGlobals *kg = (KernelGlobals *)globals; + ShaderData *sd = (ShaderData *)shader_data; + +#ifdef __KERNEL_DEBUG__ + DebugData *debug_data = &debugdata_coop[ray_index]; +#endif + ccl_global PathState *state = &PathState_coop[ray_index]; + PathRadiance *L = L = &PathRadiance_coop[ray_index]; + ccl_global Ray *ray = &Ray_coop[ray_index]; + ccl_global float3 *throughput = &throughput_coop[ray_index]; + ccl_global float *L_transparent = &L_transparent_coop[ray_index]; + ccl_global uint *rng = &rng_coop[ray_index]; + +#ifdef __WORK_STEALING__ + unsigned int my_work; + ccl_global float *initial_per_sample_output_buffers; + ccl_global uint *initial_rng; +#endif + unsigned int sample; + unsigned int tile_x; + unsigned int tile_y; + unsigned int pixel_x; + unsigned int pixel_y; + unsigned int my_sample_tile; + +#ifdef __WORK_STEALING__ + my_work = work_array[ray_index]; + sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample; + get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index); + my_sample_tile = 0; + initial_per_sample_output_buffers = per_sample_output_buffers; + initial_rng = rng_state; +#else // __WORK_STEALING__ + sample = work_array[ray_index]; + int tile_index = ray_index / parallel_samples; + /* buffer and rng_state's stride is "stride". Find x and y using ray_index */ + tile_x = tile_index % sw; + tile_y = tile_index / sw; + my_sample_tile = ray_index - (tile_index * parallel_samples); +#endif + rng_state += (rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride; + per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride; + + if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) { + /* eval background shader if nothing hit */ + if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) { + *L_transparent = (*L_transparent) + average((*throughput)); +#ifdef __PASSES__ + if(!(kernel_data.film.pass_flag & PASS_BACKGROUND)) +#endif + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); + } + + if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) + { +#ifdef __BACKGROUND__ + /* sample background shader */ + float3 L_background = indirect_background(kg, state, ray, sd); + path_radiance_accum_background(L, (*throughput), L_background, state->bounce); +#endif + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); + } + } + + if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) { + float3 L_sum = path_radiance_clamp_and_sum(kg, L); + kernel_write_light_passes(kg, per_sample_output_buffers, L, sample); +#ifdef __KERNEL_DEBUG__ + kernel_write_debug_passes(kg, per_sample_output_buffers, state, debug_data, sample); +#endif + float4 L_rad = make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - (*L_transparent)); + + /* accumulate result in output buffer */ + kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad); + path_rng_end(kg, rng_state, *rng); + + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE); + } + + if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) { +#ifdef __WORK_STEALING__ + /* We have completed current work; So get next work */ + int valid_work = get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index); + if(!valid_work) { + /* If work is invalid, this means no more work is available and the thread may exit */ + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE); + } +#else + if((sample + parallel_samples) >= end_sample) { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE); + } +#endif + if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) { +#ifdef __WORK_STEALING__ + work_array[ray_index] = my_work; + /* Get the sample associated with the current work */ + sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample; + /* Get pixel and tile position associated with current work */ + get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index); + my_sample_tile = 0; + + /* Remap rng_state according to the current work */ + rng_state = initial_rng + ((rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride); + /* Remap per_sample_output_buffers according to the current work */ + per_sample_output_buffers = initial_per_sample_output_buffers + + (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride; +#else + work_array[ray_index] = sample + parallel_samples; + sample = work_array[ray_index]; + + /* Get ray position from ray index */ + pixel_x = sx + ((ray_index / parallel_samples) % sw); + pixel_y = sy + ((ray_index / parallel_samples) / sw); +#endif + + /* initialize random numbers and ray */ + kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, rng, ray); + + if(ray->t != 0.0f) { + /* Initialize throughput, L_transparent, Ray, PathState; These rays proceed with path-iteration*/ + *throughput = make_float3(1.0f, 1.0f, 1.0f); + *L_transparent = 0.0f; + path_radiance_init(L, kernel_data.film.use_light_pass); + path_state_init(kg, state, rng, sample, ray); +#ifdef __KERNEL_DEBUG__ + debug_data_init(debug_data); +#endif + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED); + enqueue_flag = 1; + } else { + /*These rays do not participate in path-iteration */ + float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + /* accumulate result in output buffer */ + kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad); + path_rng_end(kg, rng_state, *rng); + + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE); + } + } + } +#ifndef __COMPUTE_DEVICE_GPU__ + } +#endif + + /* Enqueue RAY_REGENERATED rays into QUEUE_ACTIVE_AND_REGENERATED_RAYS; These rays + * will be made active during next SceneIntersectkernel + */ + enqueue_ray_index_local(ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, enqueue_flag, queuesize, &local_queue_atomics, Queue_data, Queue_index); +} |