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Diffstat (limited to 'intern/cycles/kernel/split/kernel_shadow_blocked_dl.h')
-rw-r--r--intern/cycles/kernel/split/kernel_shadow_blocked_dl.h98
1 files changed, 0 insertions, 98 deletions
diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h b/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h
deleted file mode 100644
index 5e46d300bca..00000000000
--- a/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h
+++ /dev/null
@@ -1,98 +0,0 @@
-/*
- * 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 direct visible light. */
-ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
-{
- unsigned int dl_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_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 < dl_queue_length) {
- ray_index = get_ray_index(kg,
- thread_index,
- QUEUE_SHADOW_RAY_CAST_DL_RAYS,
- kernel_split_state.queue_data,
- kernel_split_params.queue_size,
- 1);
- }
-
-#ifdef __BRANCHED_PATH__
- /* TODO(mai): move this somewhere else? */
- if (thread_index == 0) {
- /* Clear QUEUE_INACTIVE_RAYS before next kernel. */
- kernel_split_params.queue_index[QUEUE_INACTIVE_RAYS] = 0;
- }
-#endif /* __BRANCHED_PATH__ */
-
- if (ray_index == QUEUE_EMPTY_SLOT)
- return;
-
- ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
- Ray ray = kernel_split_state.light_ray[ray_index];
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- ShaderData *sd = kernel_split_sd(sd, ray_index);
- float3 throughput = kernel_split_state.throughput[ray_index];
-
- BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
- ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
- bool is_lamp = kernel_split_state.is_lamp[ray_index];
-
-#if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
- bool use_branched = false;
- int all = 0;
-
- if (state->flag & PATH_RAY_SHADOW_CATCHER) {
- use_branched = true;
- all = 1;
- }
-# if defined(__BRANCHED_PATH__)
- else if (kernel_data.integrator.branched) {
- use_branched = true;
-
- if (IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
- all = (kernel_data.integrator.sample_all_lights_indirect);
- }
- else {
- all = (kernel_data.integrator.sample_all_lights_direct);
- }
- }
-# endif /* __BRANCHED_PATH__ */
-
- if (use_branched) {
- kernel_branched_path_surface_connect_light(
- kg, sd, emission_sd, state, throughput, 1.0f, L, all);
- }
- else
-#endif /* defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)*/
- {
- /* trace shadow ray */
- float3 shadow;
-
- if (!shadow_blocked(kg, sd, emission_sd, state, &ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(kg, L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
- }
- else {
- path_radiance_accum_total_light(L, state, throughput, &L_light);
- }
- }
-}
-
-CCL_NAMESPACE_END