diff options
Diffstat (limited to 'intern/cycles/kernel/split/kernel_scene_intersect.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_scene_intersect.h | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_scene_intersect.h b/intern/cycles/kernel/split/kernel_scene_intersect.h new file mode 100644 index 00000000000..73aa005a496 --- /dev/null +++ b/intern/cycles/kernel/split/kernel_scene_intersect.h @@ -0,0 +1,137 @@ +/* + * 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_scene_intersect kernel. + * This is the second kernel in the ray tracing logic. This is the first + * of the path iteration kernels. This kernel takes care of scene_intersect function. + * + * This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE. + * This kernel processes rays of ray state RAY_ACTIVE + * This kernel determines the rays that have hit the background and changes their ray state to RAY_HIT_BACKGROUND. + * + * The input and output are as follows, + * + * Ray_coop ---------------------------------------|--------- kernel_scene_intersect----------|--- PathState + * PathState_coop ---------------------------------| |--- Intersection + * ray_state --------------------------------------| |--- ray_state + * use_queues_flag --------------------------------| | + * parallel_samples -------------------------------| | + * QueueData(QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| | + * kg (data + globals) ----------------------------| | + * rng_coop ---------------------------------------| | + * sw ---------------------------------------------| | + * sh ---------------------------------------------| | + * queuesize --------------------------------------| | + * + * Note on Queues : + * Ideally we would want kernel_scene_intersect to work on queues. + * But during the very first time, the queues will be empty and hence we perform a direct mapping + * between ray-index and thread-index; From the next time onward, the queue will be filled and + * we may start operating on queues. + * + * State of queue during the first time this kernel is called : + * QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.before and after this kernel + * + * State of queues during other times this kernel is called : + * At entry, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS will have a mix of RAY_ACTIVE, RAY_UPDATE_BUFFER and RAY_REGENERATED rays; + * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays ; + * (The rays that are in the state RAY_UPDATE_BUFFER in both the queues are actually the same rays; These + * are the rays that were in RAY_ACTIVE state during the initial enqueue but on further processing + * , by different kernels, have turned into RAY_UPDATE_BUFFER rays. Since all kernel, even after fetching from + * QUEUE_ACTIVE_AND_REGENERATED_RAYS, proceed further based on ray state information, RAY_UPDATE_BUFFER rays + * being present in QUEUE_ACTIVE_AND_REGENERATED_RAYS does not cause any logical issues) + * At exit, + * QUEUE_ACTIVE_AND_REGENERATED_RAYS - All RAY_REGENERATED rays will have been converted to RAY_ACTIVE and + * Some rays in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue will move to state RAY_HIT_BACKGROUND + * QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS - no change + */ + +ccl_device void kernel_scene_intersect( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global uint *rng_coop, + ccl_global Ray *Ray_coop, /* Required for scene_intersect */ + ccl_global PathState *PathState_coop, /* Required for scene_intersect */ + Intersection *Intersection_coop, /* Required for scene_intersect */ + ccl_global char *ray_state, /* Denotes the state of each ray */ + int sw, int sh, + ccl_global char *use_queues_flag, /* used to decide if this kernel should use + * queues to fetch ray index */ +#ifdef __KERNEL_DEBUG__ + DebugData *debugdata_coop, +#endif + int parallel_samples, /* Number of samples to be processed in parallel */ + int ray_index) +{ + /* All regenerated rays become active here */ + if(IS_STATE(ray_state, ray_index, RAY_REGENERATED)) + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE); + + if(!IS_STATE(ray_state, ray_index, RAY_ACTIVE)) + return; + + /* Load kernel globals structure */ + KernelGlobals *kg = (KernelGlobals *)globals; + +#ifdef __KERNEL_DEBUG__ + DebugData *debug_data = &debugdata_coop[ray_index]; +#endif + Intersection *isect = &Intersection_coop[ray_index]; + PathState state = PathState_coop[ray_index]; + Ray ray = Ray_coop[ray_index]; + + /* intersect scene */ + uint visibility = path_state_ray_visibility(kg, &state); + +#ifdef __HAIR__ + float difl = 0.0f, extmax = 0.0f; + uint lcg_state = 0; + RNG rng = rng_coop[ray_index]; + + if(kernel_data.bvh.have_curves) { + if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) { + float3 pixdiff = ray.dD.dx + ray.dD.dy; + /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/ + difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f; + } + + extmax = kernel_data.curve.maximum_width; + lcg_state = lcg_state_init(&rng, &state, 0x51633e2d); + } + + bool hit = scene_intersect(kg, &ray, visibility, isect, &lcg_state, difl, extmax); +#else + bool hit = scene_intersect(kg, &ray, visibility, isect, NULL, 0.0f, 0.0f); +#endif + +#ifdef __KERNEL_DEBUG__ + if(state.flag & PATH_RAY_CAMERA) { + debug_data->num_bvh_traversal_steps += isect->num_traversal_steps; + debug_data->num_bvh_traversed_instances += isect->num_traversed_instances; + } + debug_data->num_ray_bounces++; +#endif + + if(!hit) { + /* Change the state of rays that hit the background; + * These rays undergo special processing in the + * background_bufferUpdate kernel*/ + ASSIGN_RAY_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND); + } +} |