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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.h91
1 files changed, 46 insertions, 45 deletions
diff --git a/intern/cycles/kernel/split/kernel_shader_eval.h b/intern/cycles/kernel/split/kernel_shader_eval.h
index cef64bf5f36..0f1696e34a0 100644
--- a/intern/cycles/kernel/split/kernel_shader_eval.h
+++ b/intern/cycles/kernel/split/kernel_shader_eval.h
@@ -14,57 +14,58 @@
* limitations under the License.
*/
-#include "kernel_split_common.h"
+CCL_NAMESPACE_BEGIN
-/* 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.
+/* This kernel sets up the ShaderData structure from the values computed
+ * by the previous kernels.
*
- * The input and output of the kernel is as follows,
- * rng_coop -------------------------------------------|--- kernel_shader_eval --|--- sd
- * 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) ---------------------------------------| |
- * 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
+ * It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
+ * in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
*/
-ccl_device void kernel_shader_eval(
- KernelGlobals *kg,
- ShaderData *sd, /* 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 */
- int ray_index)
+ccl_device void kernel_shader_eval(KernelGlobals *kg,
+ ccl_local_param unsigned int *local_queue_atomics)
{
- if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
- 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];
+ /* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
+ if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
+ *local_queue_atomics = 0;
+ }
+ ccl_barrier(CCL_LOCAL_MEM_FENCE);
+
+ 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);
+
+ char enqueue_flag = 0;
+ if((ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) {
+ enqueue_flag = 1;
+ }
+
+ enqueue_ray_index_local(ray_index,
+ QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
+ enqueue_flag,
+ kernel_split_params.queue_size,
+ local_queue_atomics,
+ kernel_split_state.queue_data,
+ kernel_split_params.queue_index);
+
+ /* Continue on with shader evaluation. */
+ if((ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
+ Intersection isect = kernel_split_state.isect[ray_index];
+ RNG rng = kernel_split_state.rng[ray_index];
+ ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
+ Ray ray = kernel_split_state.ray[ray_index];
shader_setup_from_ray(kg,
- sd,
- isect,
+ &kernel_split_state.sd[ray_index],
+ &isect,
&ray);
- float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
- shader_eval_surface(kg, sd, rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
+ float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
+ shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
+ kernel_split_state.rng[ray_index] = rng;
}
}
+
+CCL_NAMESPACE_END