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Diffstat (limited to 'intern/cycles/kernel/split/kernel_background_buffer_update.h')
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diff --git a/intern/cycles/kernel/split/kernel_background_buffer_update.h b/intern/cycles/kernel/split/kernel_background_buffer_update.h
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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_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 char 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 */
+ 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 */
+ int ray_index)
+{
+ char enqueue_flag = 0;
+
+ /* 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 /* __WORK_STEALING__ */
+
+ 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 /* __WORK_STEALING__ */
+ if((sample + parallel_samples) >= end_sample) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
+ }
+#endif /* __WORK_STEALING__ */
+
+ 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_STEALING__ */
+ 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 /* __WORK_STEALING__ */
+
+ /* 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);
+ }
+ }
+ }
+ return enqueue_flag;
+}