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Diffstat (limited to 'intern/cycles/kernel/split/kernel_shadow_blocked_ao.h')
-rw-r--r--intern/cycles/kernel/split/kernel_shadow_blocked_ao.h55
1 files changed, 55 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h b/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h
new file mode 100644
index 00000000000..79aa2c9435b
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_shadow_blocked_ao.h
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+/*
+ * 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Shadow ray cast for AO. */
+ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg)
+{
+ unsigned int ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS];
+ ccl_barrier(CCL_LOCAL_MEM_FENCE);
+
+ int ray_index = QUEUE_EMPTY_SLOT;
+ int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
+ if(thread_index < ao_queue_length) {
+ ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS,
+ kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
+ }
+
+ if(ray_index == QUEUE_EMPTY_SLOT) {
+ return;
+ }
+
+ ShaderData *sd = &kernel_split_state.sd[ray_index];
+ ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
+ PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
+ ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
+ float3 throughput = kernel_split_state.throughput[ray_index];
+
+#ifdef __BRANCHED_PATH__
+ if(!kernel_data.integrator.branched || IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
+#endif
+ kernel_path_ao(kg, sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, sd));
+#ifdef __BRANCHED_PATH__
+ }
+ else {
+ kernel_branched_path_ao(kg, sd, emission_sd, L, state, throughput);
+ }
+#endif
+}
+
+CCL_NAMESPACE_END
+