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Diffstat (limited to 'intern/cycles/kernel/split/kernel_shader_setup.h')
-rw-r--r--intern/cycles/kernel/split/kernel_shader_setup.h78
1 files changed, 78 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_shader_setup.h b/intern/cycles/kernel/split/kernel_shader_setup.h
new file mode 100644
index 00000000000..ea3ec2ec83f
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_shader_setup.h
@@ -0,0 +1,78 @@
+/*
+ * Copyright 2011-2017 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* 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.
+ */
+ccl_device void kernel_shader_setup(KernelGlobals *kg,
+ ccl_local_param unsigned int *local_queue_atomics)
+{
+ /* 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);
+ int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
+ if(ray_index >= queue_index) {
+ return;
+ }
+ ray_index = get_ray_index(kg, ray_index,
+ QUEUE_ACTIVE_AND_REGENERATED_RAYS,
+ kernel_split_state.queue_data,
+ kernel_split_params.queue_size,
+ 0);
+
+ if(ray_index == QUEUE_EMPTY_SLOT) {
+ return;
+ }
+
+ char enqueue_flag = (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0;
+ 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(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
+ Intersection isect = kernel_split_state.isect[ray_index];
+ Ray ray = kernel_split_state.ray[ray_index];
+ ShaderData *sd = kernel_split_sd(sd, ray_index);
+
+ shader_setup_from_ray(kg,
+ sd,
+ &isect,
+ &ray);
+
+#ifdef __VOLUME__
+ if(sd->flag & SD_HAS_ONLY_VOLUME) {
+ ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HAS_ONLY_VOLUME);
+ }
+#endif
+ }
+
+}
+
+CCL_NAMESPACE_END