diff options
Diffstat (limited to 'intern/cycles/kernel/split/kernel_next_iteration_setup.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_next_iteration_setup.h | 220 |
1 files changed, 144 insertions, 76 deletions
diff --git a/intern/cycles/kernel/split/kernel_next_iteration_setup.h b/intern/cycles/kernel/split/kernel_next_iteration_setup.h index 1bebc16e25b..71017fed19e 100644 --- a/intern/cycles/kernel/split/kernel_next_iteration_setup.h +++ b/intern/cycles/kernel/split/kernel_next_iteration_setup.h @@ -44,6 +44,52 @@ CCL_NAMESPACE_BEGIN * - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with * RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays. */ + +#ifdef __BRANCHED_PATH__ +ccl_device_inline void kernel_split_branched_indirect_light_init(KernelGlobals *kg, int ray_index) +{ + kernel_split_branched_path_indirect_loop_init(kg, ray_index); + + ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_LIGHT_INDIRECT); +} + +ccl_device void kernel_split_branched_indirect_light_end(KernelGlobals *kg, int ray_index) +{ + kernel_split_branched_path_indirect_loop_end(kg, ray_index); + + ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; + ShaderData *sd = &kernel_split_state.sd[ray_index]; + ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; + ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; + + /* continue in case of transparency */ + *throughput *= shader_bsdf_transparency(kg, sd); + + if(is_zero(*throughput)) { + kernel_split_path_end(kg, ray_index); + } + else { + /* Update Path State */ + state->flag |= PATH_RAY_TRANSPARENT; + state->transparent_bounce++; + + ray->P = ray_offset(sd->P, -sd->Ng); + ray->t -= sd->ray_length; /* clipping works through transparent */ + +# ifdef __RAY_DIFFERENTIALS__ + ray->dP = sd->dP; + ray->dD.dx = -sd->dI.dx; + ray->dD.dy = -sd->dI.dy; +# endif /* __RAY_DIFFERENTIALS__ */ + +# ifdef __VOLUME__ + /* enter/exit volume */ + kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); +# endif /* __VOLUME__ */ + } +} +#endif /* __BRANCHED_PATH__ */ + ccl_device void kernel_next_iteration_setup(KernelGlobals *kg, ccl_local_param unsigned int *local_queue_atomics) { @@ -67,7 +113,6 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg, kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; } - char enqueue_flag = 0; 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, @@ -75,102 +120,125 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg, 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 - -#ifndef __COMPUTE_DEVICE_GPU__ - if(ray_index != QUEUE_EMPTY_SLOT) { -#endif - - /* Load ShaderData structure. */ - PathRadiance *L = NULL; - ccl_global PathState *state = NULL; ccl_global char *ray_state = kernel_split_state.ray_state; - /* 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 = &kernel_split_state.path_state[ray_index]; - L = &kernel_split_state.path_radiance[ray_index]; - float3 _throughput = kernel_split_state.throughput[ray_index]; - - if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) { - float3 shadow = kernel_split_state.ao_light_ray[ray_index].P; - // TODO(mai): investigate correctness here - char update_path_radiance = (char)kernel_split_state.ao_light_ray[ray_index].t; - if(update_path_radiance) { - path_radiance_accum_ao(L, - _throughput, - kernel_split_state.ao_alpha[ray_index], - kernel_split_state.ao_bsdf[ray_index], - shadow, - state->bounce); - } - else { - path_radiance_accum_total_ao(L, _throughput, kernel_split_state.ao_bsdf[ray_index]); + bool active = IS_STATE(ray_state, ray_index, RAY_ACTIVE); + if(active) { + ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; + ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; + RNG rng = kernel_split_state.rng[ray_index]; + ShaderData *sd = &kernel_split_state.sd[ray_index]; + ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; + PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; + +#ifdef __BRANCHED_PATH__ + if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) { +#endif + /* Compute direct lighting and next bounce. */ + if(!kernel_path_surface_bounce(kg, &rng, sd, throughput, state, L, ray)) { + kernel_split_path_end(kg, ray_index); } - REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO); +#ifdef __BRANCHED_PATH__ } - - if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) { - float3 shadow = kernel_split_state.light_ray[ray_index].P; - // TODO(mai): investigate correctness here - char update_path_radiance = (char)kernel_split_state.light_ray[ray_index].t; - BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index]; - if(update_path_radiance) { - path_radiance_accum_light(L, - _throughput, - &L_light, - shadow, - 1.0f, - state->bounce, - kernel_split_state.is_lamp[ray_index]); + else { + kernel_split_branched_indirect_light_init(kg, ray_index); + + if(kernel_split_branched_path_surface_indirect_light_iter(kg, + ray_index, + 1.0f, + &kernel_split_state.branched_state[ray_index].sd, + true)) + { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED); } else { - path_radiance_accum_total_light(L, _throughput, &L_light); + kernel_split_branched_indirect_light_end(kg, ray_index); } - REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL); } +#endif /* __BRANCHED_PATH__ */ + + kernel_split_state.rng[ray_index] = rng; } - if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; - ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; - RNG rng = kernel_split_state.rng[ray_index]; - state = &kernel_split_state.path_state[ray_index]; - L = &kernel_split_state.path_radiance[ray_index]; + /* Enqueue RAY_UPDATE_BUFFER rays. */ + enqueue_ray_index_local(ray_index, + QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, + IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER) && active, + kernel_split_params.queue_size, + local_queue_atomics, + kernel_split_state.queue_data, + kernel_split_params.queue_index); + +#ifdef __BRANCHED_PATH__ + /* iter loop */ + if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) { + kernel_split_params.queue_index[QUEUE_LIGHT_INDIRECT_ITER] = 0; + } - /* Compute direct lighting and next bounce. */ - if(!kernel_path_surface_bounce(kg, &rng, &kernel_split_state.sd[ray_index], throughput, state, L, ray)) { - ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); - enqueue_flag = 1; + ray_index = get_ray_index(kg, ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0), + QUEUE_LIGHT_INDIRECT_ITER, + kernel_split_state.queue_data, + kernel_split_params.queue_size, + 1); + + if(IS_STATE(ray_state, ray_index, RAY_LIGHT_INDIRECT_NEXT_ITER)) { + /* for render passes, sum and reset indirect light pass variables + * for the next samples */ + PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; + + path_radiance_sum_indirect(L); + path_radiance_reset_indirect(L); + + if(kernel_split_branched_path_surface_indirect_light_iter(kg, + ray_index, + 1.0f, + &kernel_split_state.branched_state[ray_index].sd, + true)) + { + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED); + } + else { + kernel_split_branched_indirect_light_end(kg, ray_index); } - kernel_split_state.rng[ray_index] = rng; } -#ifndef __COMPUTE_DEVICE_GPU__ +# ifdef __VOLUME__ + /* Enqueue RAY_VOLUME_INDIRECT_NEXT_ITER rays */ + ccl_barrier(CCL_LOCAL_MEM_FENCE); + if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { + *local_queue_atomics = 0; } -#endif + ccl_barrier(CCL_LOCAL_MEM_FENCE); - /* Enqueue RAY_UPDATE_BUFFER rays. */ + ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); enqueue_ray_index_local(ray_index, - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, - enqueue_flag, + QUEUE_VOLUME_INDIRECT_ITER, + IS_STATE(kernel_split_state.ray_state, ray_index, RAY_VOLUME_INDIRECT_NEXT_ITER), + kernel_split_params.queue_size, + local_queue_atomics, + kernel_split_state.queue_data, + kernel_split_params.queue_index); + +# endif /* __VOLUME__ */ + +# ifdef __SUBSURFACE__ + /* Enqueue RAY_SUBSURFACE_INDIRECT_NEXT_ITER rays */ + ccl_barrier(CCL_LOCAL_MEM_FENCE); + if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { + *local_queue_atomics = 0; + } + ccl_barrier(CCL_LOCAL_MEM_FENCE); + + ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); + enqueue_ray_index_local(ray_index, + QUEUE_SUBSURFACE_INDIRECT_ITER, + IS_STATE(kernel_split_state.ray_state, ray_index, RAY_SUBSURFACE_INDIRECT_NEXT_ITER), kernel_split_params.queue_size, local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); +# endif /* __SUBSURFACE__ */ +#endif /* __BRANCHED_PATH__ */ } CCL_NAMESPACE_END |