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Diffstat (limited to 'intern/cycles/kernel/split/kernel_shader_eval.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_shader_eval.h | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_shader_eval.h b/intern/cycles/kernel/split/kernel_shader_eval.h new file mode 100644 index 00000000000..0a8d77f52b0 --- /dev/null +++ b/intern/cycles/kernel/split/kernel_shader_eval.h @@ -0,0 +1,93 @@ +/* + * 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_shader_eval kernel + * This kernel is the 5th kernel in the ray tracing logic. This is + * the 4rd kernel in path iteration. This kernel sets up the ShaderData + * structure from the values computed by the previous kernels. It also identifies + * the rays of state RAY_TO_REGENERATE and enqueues them in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. + * + * The input and output of the kernel is as follows, + * rng_coop -------------------------------------------|--- kernel_shader_eval --|--- shader_data + * Ray_coop -------------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * PathState_coop -------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) + * Intersection_coop ----------------------------------| | + * Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS)-------| | + * Queue_index(QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)---| | + * ray_state ------------------------------------------| | + * kg (globals + data) --------------------------------| | + * queuesize ------------------------------------------| | + * + * Note on Queues : + * This kernel reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue and processes + * only the rays of state RAY_ACTIVE; + * 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 empty. + * 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 filled with RAY_TO_REGENERATE rays + */ + +ccl_device void kernel_shader_eval( + ccl_global char *globals, + ccl_constant KernelData *data, + ccl_global char *shader_data, /* Output ShaderData structure to be filled */ + ccl_global uint *rng_coop, /* Required for rbsdf calculation */ + ccl_global Ray *Ray_coop, /* Required for setting up shader from ray */ + ccl_global PathState *PathState_coop, /* Required for all functions in this kernel */ + Intersection *Intersection_coop, /* Required for setting up shader from ray */ + ccl_global char *ray_state, /* Denotes the state of each ray */ + 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 */ + ) +{ + int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0); + /* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue */ + ccl_local unsigned int local_queue_atomics; + if(get_local_id(0) == 0 && get_local_id(1) == 0) { + local_queue_atomics = 0; + } + barrier(CLK_LOCAL_MEM_FENCE); + + char enqueue_flag = (IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0; + + enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, queuesize, &local_queue_atomics, Queue_data, Queue_index); + + ray_index = get_ray_index(ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 0); + + if(ray_index == QUEUE_EMPTY_SLOT) + return; + + /* Continue on with shader evaluation */ + if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { + KernelGlobals *kg = (KernelGlobals *)globals; + ShaderData *sd = (ShaderData *)shader_data; + Intersection *isect = &Intersection_coop[ray_index]; + ccl_global uint *rng = &rng_coop[ray_index]; + ccl_global PathState *state = &PathState_coop[ray_index]; + Ray ray = Ray_coop[ray_index]; + + shader_setup_from_ray(kg, sd, isect, &ray, state->bounce, state->transparent_bounce); + float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF); + shader_eval_surface(kg, sd, rbsdf, state->flag, SHADER_CONTEXT_MAIN); + } +} |