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Diffstat (limited to 'intern/cycles/kernel/split/kernel_subsurface_scatter.h')
-rw-r--r--intern/cycles/kernel/split/kernel_subsurface_scatter.h86
1 files changed, 86 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_subsurface_scatter.h b/intern/cycles/kernel/split/kernel_subsurface_scatter.h
new file mode 100644
index 00000000000..fcdd805f27b
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_subsurface_scatter.h
@@ -0,0 +1,86 @@
+
+
+CCL_NAMESPACE_BEGIN
+
+
+ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
+{
+#ifdef __SUBSURFACE__
+
+ ccl_local unsigned int local_queue_atomics;
+ 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);
+
+#ifdef __COMPUTE_DEVICE_GPU__
+ /* If we are executing on a GPU device, we exit all threads that are not
+ * required.
+ *
+ * If we are executing on a CPU device, then we need to keep all threads
+ * active since we have barrier() calls later in the kernel. CPU devices,
+ * expect all threads to execute barrier statement.
+ */
+ if(ray_index == QUEUE_EMPTY_SLOT) {
+ return;
+ }
+#endif
+
+#ifndef __COMPUTE_DEVICE_GPU__
+ if(ray_index != QUEUE_EMPTY_SLOT) {
+#endif
+
+
+ char enqueue_flag = 0;
+ ccl_global char *ray_state = kernel_split_state.ray_state;
+ ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
+ PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
+ ccl_global RNG *rng = &kernel_split_state.rng[ray_index];
+ ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
+ ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
+ ccl_global SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index];
+ ShaderData *sd = &kernel_split_state.sd[ray_index];
+ ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ if(sd->flag & SD_BSSRDF) {
+ if(kernel_path_subsurface_scatter(kg,
+ sd,
+ emission_sd,
+ L,
+ state,
+ rng,
+ ray,
+ throughput,
+ ss_indirect)) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ enqueue_flag = 1;
+ }
+ }
+ }
+
+#ifndef __COMPUTE_DEVICE_GPU__
+ }
+#endif
+
+ /* Enqueue RAY_UPDATE_BUFFER rays. */
+ 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);
+
+#endif /* __SUBSURFACE__ */
+
+}
+
+CCL_NAMESPACE_END