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 | 318 |
1 files changed, 116 insertions, 202 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 index 435d1171d5c..906bad8ceb6 100644 --- a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h +++ b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h @@ -14,247 +14,161 @@ * limitations under the License. */ -#include "kernel_split_common.h" +CCL_NAMESPACE_BEGIN -/* 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 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 + * 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, + * 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. * - * 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 - * sd ---------------------------------------------------| |--- 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) -----------------------------------------| |--- 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 : + * 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. + * - 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 + * - 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( KernelGlobals *kg, - ShaderData *sd, /* 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 */ -#ifdef __WORK_STEALING__ - unsigned int start_sample, -#endif - int parallel_samples, /* Number of samples to be processed in parallel */ - int ray_index, - char *enqueue_flag, - char *enqueue_flag_AO_SHADOW_RAY_CAST) + ccl_local_param BackgroundAOLocals *locals) { -#ifdef __WORK_STEALING__ - unsigned int my_work; - unsigned int pixel_x; - unsigned int pixel_y; + if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { + locals->queue_atomics_bg = 0; + locals->queue_atomics_ao = 0; + } + ccl_barrier(CCL_LOCAL_MEM_FENCE); + +#ifdef __AO__ + char enqueue_flag = 0; +#endif + int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); + ray_index = get_ray_index(kg, ray_index, + QUEUE_ACTIVE_AND_REGENERATED_RAYS, + kernel_split_state.queue_data, + kernel_split_params.queue_size, + 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 /* __COMPUTE_DEVICE_GPU__ */ + +#ifndef __COMPUTE_DEVICE_GPU__ + if(ray_index != QUEUE_EMPTY_SLOT) { #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)) { + ccl_global char *ray_state = kernel_split_state.ray_state; + ShaderData *sd = &kernel_split_state.sd[ray_index]; - 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(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + uint buffer_offset = kernel_split_state.buffer_offset[ray_index]; + ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset; + + ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; + ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index]; + PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; + + throughput = kernel_split_state.throughput[ray_index]; + state = &kernel_split_state.path_state[ray_index]; + + if(!kernel_path_shader_apply(kg, + sd, + state, + ray, + throughput, + emission_sd, + L, + buffer)) { - 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; - } + kernel_split_path_end(kg, ray_index); } -#endif /* __HOLDOUT__ */ } 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(sergey): 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 /* __EMISSION__ */ - /* 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); + float probability = path_state_continuation_probability(kg, state, throughput); if(probability == 0.0f) { - ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); - *enqueue_flag = 1; + kernel_split_path_end(kg, ray_index); + } + else if(probability < 1.0f) { + float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); + if(terminate >= probability) { + kernel_split_path_end(kg, ray_index); + } + else { + kernel_split_state.throughput[ray_index] = throughput/probability; + } } 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; - } - } + PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; + kernel_update_denoising_features(kg, sd, state, L); } } #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; - } + if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) { + enqueue_flag = 1; } } #endif /* __AO__ */ + +#ifndef __COMPUTE_DEVICE_GPU__ + } +#endif + +#ifdef __AO__ + /* Enqueue to-shadow-ray-cast rays. */ + enqueue_ray_index_local(ray_index, + QUEUE_SHADOW_RAY_CAST_AO_RAYS, + enqueue_flag, + kernel_split_params.queue_size, + &locals->queue_atomics_ao, + kernel_split_state.queue_data, + kernel_split_params.queue_index); +#endif } + +CCL_NAMESPACE_END |