diff options
Diffstat (limited to 'intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h | 283 |
1 files changed, 283 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h new file mode 100644 index 00000000000..393ea4bcadc --- /dev/null +++ b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h @@ -0,0 +1,283 @@ +/* + * 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_holdout_emission_blurring_pathtermination_ao kernel. + * This is the sixth kernel in the ray tracing logic. This is the fifth + * of the path iteration kernels. This kernel takes care of the logic to process + * "material of type holdout", indirect primitive emission, bsdf blurring, + * probabilistic path termination and AO. + * + * This kernels determines the rays for which a shadow_blocked() function associated with AO should be executed. + * Those rays for which a shadow_blocked() function for AO must be executed are marked with flag RAY_SHADOW_RAY_CAST_ao and + * enqueued into the queue QUEUE_SHADOW_RAY_CAST_AO_RAYS + * + * 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_holdout_emission_blurring_pathtermination_ao ---|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * throughput_coop --------------------------------------| |--- PathState_coop + * PathRadiance_coop ------------------------------------| |--- throughput_coop + * Intersection_coop ------------------------------------| |--- L_transparent_coop + * PathState_coop ---------------------------------------| |--- per_sample_output_buffers + * L_transparent_coop -----------------------------------| |--- PathRadiance_coop + * shader_data ------------------------------------------| |--- ShaderData + * ray_state --------------------------------------------| |--- ray_state + * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- AOAlpha_coop + * kg (globals + data) ----------------------------------| |--- AOBSDF_coop + * parallel_samples -------------------------------------| |--- AOLightRay_coop + * per_sample_output_buffers ----------------------------| | + * sw ---------------------------------------------------| | + * sh ---------------------------------------------------| | + * sx ---------------------------------------------------| | + * sy ---------------------------------------------------| | + * stride -----------------------------------------------| | + * work_array -------------------------------------------| | + * queuesize --------------------------------------------| | + * start_sample -----------------------------------------| | + * + * 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_BUFFER + * 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_BUFFER, 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 and RAY_REGENERATED rays + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE rays. + * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty. + * At exit, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and RAY_UPDATE_BUFFER rays + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays + * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with flag RAY_SHADOW_RAY_CAST_AO + */ + +ccl_device void kernel_holdout_emission_blurring_pathtermination_ao( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global char *shader_data, /* Required throughout the kernel except probabilistic path termination and AO */ + ccl_global float *per_sample_output_buffers, + ccl_global uint *rng_coop, /* Required for "kernel_write_data_passes" and AO */ + ccl_global float3 *throughput_coop, /* Required for handling holdout material and AO */ + ccl_global float *L_transparent_coop, /* Required for handling holdout material */ + PathRadiance *PathRadiance_coop, /* Required for "kernel_write_data_passes" and indirect primitive emission */ + ccl_global PathState *PathState_coop, /* Required throughout the kernel and AO */ + Intersection *Intersection_coop, /* Required for indirect primitive emission */ + ccl_global float3 *AOAlpha_coop, /* Required for AO */ + ccl_global float3 *AOBSDF_coop, /* Required for AO */ + ccl_global Ray *AOLightRay_coop, /* Required for AO */ + int sw, int sh, int sx, int sy, int stride, + ccl_global char *ray_state, /* Denotes the state of each ray */ + ccl_global unsigned int *work_array, /* Denotes the work that each ray belongs to */ + 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 */ +#ifdef __WORK_STEALING__ + unsigned int start_sample, +#endif + int parallel_samples /* Number of samples to be processed in parallel */ + ) +{ + ccl_local unsigned int local_queue_atomics_bg; + ccl_local unsigned int local_queue_atomics_ao; + if(get_local_id(0) == 0 && get_local_id(1) == 0) { + local_queue_atomics_bg = 0; + local_queue_atomics_ao = 0; + } + barrier(CLK_LOCAL_MEM_FENCE); + + char enqueue_flag = 0; + char enqueue_flag_AO_SHADOW_RAY_CAST = 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; + +#ifdef __WORK_STEALING__ + unsigned int my_work; + unsigned int pixel_x; + unsigned int pixel_y; +#endif + unsigned int tile_x; + unsigned int tile_y; + int my_sample_tile; + unsigned int sample; + + ccl_global RNG *rng = 0x0; + ccl_global PathState *state = 0x0; + float3 throughput; + + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + + throughput = throughput_coop[ray_index]; + state = &PathState_coop[ray_index]; + rng = &rng_coop[ray_index]; +#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; +#else // __WORK_STEALING__ + sample = work_array[ray_index]; + /* buffer's stride is "stride"; Find x and y using ray_index */ + int tile_index = ray_index / parallel_samples; + tile_x = tile_index % sw; + tile_y = tile_index / sw; + my_sample_tile = ray_index - (tile_index * parallel_samples); +#endif // __WORK_STEALING__ + per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride; + + /* holdout */ +#ifdef __HOLDOUT__ + if((ccl_fetch(sd, flag) & (SD_HOLDOUT|SD_HOLDOUT_MASK)) && (state->flag & PATH_RAY_CAMERA)) { + if(kernel_data.background.transparent) { + float3 holdout_weight; + + if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK) + holdout_weight = make_float3(1.0f, 1.0f, 1.0f); + else + holdout_weight = shader_holdout_eval(kg, sd); + + /* any throughput is ok, should all be identical here */ + L_transparent_coop[ray_index] += average(holdout_weight*throughput); + } + + if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK) { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); + enqueue_flag = 1; + } + } +#endif + } + + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + + PathRadiance *L = &PathRadiance_coop[ray_index]; + /* holdout mask objects do not write data passes */ + kernel_write_data_passes(kg, per_sample_output_buffers, L, sd, sample, state, throughput); + + /* blurring of bsdf after bounces, for rays that have a small likelihood + * of following this particular path (diffuse, rough glossy) */ + if(kernel_data.integrator.filter_glossy != FLT_MAX) { + float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf; + + if(blur_pdf < 1.0f) { + float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; + shader_bsdf_blur(kg, sd, blur_roughness); + } + } + +#ifdef __EMISSION__ + /* emission */ + if(ccl_fetch(sd, flag) & SD_EMISSION) { + /* todo: is isect.t wrong here for transparent surfaces? */ + float3 emission = indirect_primitive_emission(kg, sd, Intersection_coop[ray_index].t, state->flag, state->ray_pdf); + path_radiance_accum_emission(L, throughput, emission, state->bounce); + } +#endif + + /* path termination. this is a strange place to put the termination, it's + * mainly due to the mixed in MIS that we use. gives too many unneeded + * shader evaluations, only need emission if we are going to terminate */ + float probability = path_state_terminate_probability(kg, state, throughput); + + if(probability == 0.0f) { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); + enqueue_flag = 1; + } + + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + if(probability != 1.0f) { + float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE); + + if(terminate >= probability) { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); + enqueue_flag = 1; + } else { + throughput_coop[ray_index] = throughput/probability; + } + } + } + } + +#ifdef __AO__ + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + /* ambient occlusion */ + if(kernel_data.integrator.use_ambient_occlusion || (ccl_fetch(sd, flag) & SD_AO)) { + /* todo: solve correlation */ + float bsdf_u, bsdf_v; + path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v); + + float ao_factor = kernel_data.background.ao_factor; + float3 ao_N; + AOBSDF_coop[ray_index] = shader_bsdf_ao(kg, sd, ao_factor, &ao_N); + AOAlpha_coop[ray_index] = shader_bsdf_alpha(kg, sd); + + float3 ao_D; + float ao_pdf; + sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf); + + if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) { + Ray _ray; + _ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng)); + _ray.D = ao_D; + _ray.t = kernel_data.background.ao_distance; +#ifdef __OBJECT_MOTION__ + _ray.time = ccl_fetch(sd, time); +#endif + _ray.dP = ccl_fetch(sd, dP); + _ray.dD = differential3_zero(); + AOLightRay_coop[ray_index] = _ray; + + ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO); + enqueue_flag_AO_SHADOW_RAY_CAST = 1; + } + } + } +#endif +#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_bg, Queue_data, Queue_index); +#ifdef __AO__ + /* Enqueue to-shadow-ray-cast rays */ + enqueue_ray_index_local(ray_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, enqueue_flag_AO_SHADOW_RAY_CAST, queuesize, &local_queue_atomics_ao, Queue_data, Queue_index); +#endif +} |