Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/split')
-rw-r--r--intern/cycles/kernel/split/kernel_background_buffer_update.h255
-rw-r--r--intern/cycles/kernel/split/kernel_data_init.h418
-rw-r--r--intern/cycles/kernel/split/kernel_direct_lighting.h116
-rw-r--r--intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h264
-rw-r--r--intern/cycles/kernel/split/kernel_lamp_emission.h179
-rw-r--r--intern/cycles/kernel/split/kernel_next_iteration_setup.h145
-rw-r--r--intern/cycles/kernel/split/kernel_scene_intersect.h135
-rw-r--r--intern/cycles/kernel/split/kernel_shader_eval.h75
-rw-r--r--intern/cycles/kernel/split/kernel_shadow_blocked.h99
-rw-r--r--intern/cycles/kernel/split/kernel_split_common.h62
-rw-r--r--intern/cycles/kernel/split/kernel_sum_all_radiance.h59
11 files changed, 1807 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_background_buffer_update.h b/intern/cycles/kernel/split/kernel_background_buffer_update.h
new file mode 100644
index 00000000000..181a1054a0d
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_background_buffer_update.h
@@ -0,0 +1,255 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_background_buffer_update kernel.
+ * This is the fourth kernel in the ray tracing logic, and the third
+ * of the path iteration kernels. This kernel takes care of rays that hit
+ * the background (sceneintersect kernel), and for the rays of
+ * state RAY_UPDATE_BUFFER it updates the ray's accumulated radiance in
+ * the output buffer. This kernel also takes care of rays that have been determined
+ * to-be-regenerated.
+ *
+ * We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel
+ *
+ * Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER
+ * will be eventually set to RAY_TO_REGENERATE state in this kernel. Finally all rays of ray_state
+ * RAY_TO_REGENERATE will be regenerated and put in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
+ *
+ * The input and output are as follows,
+ *
+ * rng_coop ---------------------------------------------|--- kernel_background_buffer_update --|--- PathRadiance_coop
+ * throughput_coop --------------------------------------| |--- L_transparent_coop
+ * per_sample_output_buffers ----------------------------| |--- per_sample_output_buffers
+ * Ray_coop ---------------------------------------------| |--- ray_state
+ * PathState_coop ---------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * L_transparent_coop -----------------------------------| |--- Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
+ * ray_state --------------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ----| |--- Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS)
+ * Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ------| |--- work_array
+ * parallel_samples -------------------------------------| |--- PathState_coop
+ * end_sample -------------------------------------------| |--- throughput_coop
+ * kg (globals + data) ----------------------------------| |--- rng_coop
+ * rng_state --------------------------------------------| |--- Ray
+ * PathRadiance_coop ------------------------------------| |
+ * sw ---------------------------------------------------| |
+ * sh ---------------------------------------------------| |
+ * sx ---------------------------------------------------| |
+ * sy ---------------------------------------------------| |
+ * stride -----------------------------------------------| |
+ * work_array -------------------------------------------| |--- work_array
+ * queuesize --------------------------------------------| |
+ * start_sample -----------------------------------------| |--- work_pool_wgs
+ * work_pool_wgs ----------------------------------------| |
+ * num_samples ------------------------------------------| |
+ *
+ * note on shader_data : shader_data argument is neither an input nor an output for this kernel. It is just filled and consumed here itself.
+ * Note on Queues :
+ * This kernel fetches rays from QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
+ *
+ * State of queues when this kernel is called :
+ * At entry,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE rays
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays
+ * 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 empty
+ */
+ccl_device char kernel_background_buffer_update(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data,
+ ccl_global float *per_sample_output_buffers,
+ ccl_global uint *rng_state,
+ ccl_global uint *rng_coop, /* Required for buffer Update */
+ ccl_global float3 *throughput_coop, /* Required for background hit processing */
+ PathRadiance *PathRadiance_coop, /* Required for background hit processing and buffer Update */
+ ccl_global Ray *Ray_coop, /* Required for background hit processing */
+ ccl_global PathState *PathState_coop, /* Required for background hit processing */
+ ccl_global float *L_transparent_coop, /* Required for background hit processing and buffer Update */
+ ccl_global char *ray_state, /* Stores information on the current state of a ray */
+ int sw, int sh, int sx, int sy, int stride,
+ int rng_state_offset_x,
+ int rng_state_offset_y,
+ int rng_state_stride,
+ ccl_global unsigned int *work_array, /* Denotes work of each ray */
+ int end_sample,
+ int start_sample,
+#ifdef __WORK_STEALING__
+ ccl_global unsigned int *work_pool_wgs,
+ unsigned int num_samples,
+#endif
+#ifdef __KERNEL_DEBUG__
+ DebugData *debugdata_coop,
+#endif
+ int parallel_samples, /* Number of samples to be processed in parallel */
+ int ray_index)
+{
+ char enqueue_flag = 0;
+
+ /* Load kernel globals structure and ShaderData strucuture */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+
+#ifdef __KERNEL_DEBUG__
+ DebugData *debug_data = &debugdata_coop[ray_index];
+#endif
+ ccl_global PathState *state = &PathState_coop[ray_index];
+ PathRadiance *L = L = &PathRadiance_coop[ray_index];
+ ccl_global Ray *ray = &Ray_coop[ray_index];
+ ccl_global float3 *throughput = &throughput_coop[ray_index];
+ ccl_global float *L_transparent = &L_transparent_coop[ray_index];
+ ccl_global uint *rng = &rng_coop[ray_index];
+
+#ifdef __WORK_STEALING__
+ unsigned int my_work;
+ ccl_global float *initial_per_sample_output_buffers;
+ ccl_global uint *initial_rng;
+#endif
+ unsigned int sample;
+ unsigned int tile_x;
+ unsigned int tile_y;
+ unsigned int pixel_x;
+ unsigned int pixel_y;
+ unsigned int my_sample_tile;
+
+#ifdef __WORK_STEALING__
+ my_work = work_array[ray_index];
+ sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
+ get_pixel_tile_position(&pixel_x, &pixel_y,
+ &tile_x, &tile_y,
+ my_work,
+ sw, sh, sx, sy,
+ parallel_samples,
+ ray_index);
+ my_sample_tile = 0;
+ initial_per_sample_output_buffers = per_sample_output_buffers;
+ initial_rng = rng_state;
+#else /* __WORK_STEALING__ */
+ sample = work_array[ray_index];
+ int tile_index = ray_index / parallel_samples;
+ /* buffer and rng_state's stride is "stride". Find x and y using ray_index */
+ tile_x = tile_index % sw;
+ tile_y = tile_index / sw;
+ my_sample_tile = ray_index - (tile_index * parallel_samples);
+#endif /* __WORK_STEALING__ */
+
+ rng_state += (rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride;
+ per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;
+
+ if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
+ /* eval background shader if nothing hit */
+ if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) {
+ *L_transparent = (*L_transparent) + average((*throughput));
+#ifdef __PASSES__
+ if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
+#endif
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND))
+ {
+#ifdef __BACKGROUND__
+ /* sample background shader */
+ float3 L_background = indirect_background(kg, state, ray, sd);
+ path_radiance_accum_background(L, (*throughput), L_background, state->bounce);
+#endif
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ }
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
+ float3 L_sum = path_radiance_clamp_and_sum(kg, L);
+ kernel_write_light_passes(kg, per_sample_output_buffers, L, sample);
+#ifdef __KERNEL_DEBUG__
+ kernel_write_debug_passes(kg, per_sample_output_buffers, state, debug_data, sample);
+#endif
+ float4 L_rad = make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - (*L_transparent));
+
+ /* accumulate result in output buffer */
+ kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
+ path_rng_end(kg, rng_state, *rng);
+
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
+#ifdef __WORK_STEALING__
+ /* We have completed current work; So get next work */
+ int valid_work = get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index);
+ if(!valid_work) {
+ /* If work is invalid, this means no more work is available and the thread may exit */
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
+ }
+#else /* __WORK_STEALING__ */
+ if((sample + parallel_samples) >= end_sample) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
+ }
+#endif /* __WORK_STEALING__ */
+
+ if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
+#ifdef __WORK_STEALING__
+ work_array[ray_index] = my_work;
+ /* Get the sample associated with the current work */
+ sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
+ /* Get pixel and tile position associated with current work */
+ get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index);
+ my_sample_tile = 0;
+
+ /* Remap rng_state according to the current work */
+ rng_state = initial_rng + ((rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride);
+ /* Remap per_sample_output_buffers according to the current work */
+ per_sample_output_buffers = initial_per_sample_output_buffers
+ + (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;
+#else /* __WORK_STEALING__ */
+ work_array[ray_index] = sample + parallel_samples;
+ sample = work_array[ray_index];
+
+ /* Get ray position from ray index */
+ pixel_x = sx + ((ray_index / parallel_samples) % sw);
+ pixel_y = sy + ((ray_index / parallel_samples) / sw);
+#endif /* __WORK_STEALING__ */
+
+ /* Initialize random numbers and ray. */
+ kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, rng, ray);
+
+ if(ray->t != 0.0f) {
+ /* Initialize throughput, L_transparent, Ray, PathState;
+ * These rays proceed with path-iteration.
+ */
+ *throughput = make_float3(1.0f, 1.0f, 1.0f);
+ *L_transparent = 0.0f;
+ path_radiance_init(L, kernel_data.film.use_light_pass);
+ path_state_init(kg, state, rng, sample, ray);
+#ifdef __KERNEL_DEBUG__
+ debug_data_init(debug_data);
+#endif
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
+ enqueue_flag = 1;
+ } else {
+ /* These rays do not participate in path-iteration. */
+ float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ /* Accumulate result in output buffer. */
+ kernel_write_pass_float4(per_sample_output_buffers, sample, L_rad);
+ path_rng_end(kg, rng_state, *rng);
+
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
+ }
+ }
+ }
+ return enqueue_flag;
+}
diff --git a/intern/cycles/kernel/split/kernel_data_init.h b/intern/cycles/kernel/split/kernel_data_init.h
new file mode 100644
index 00000000000..2cd98e466c1
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_data_init.h
@@ -0,0 +1,418 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_data_initialization kernel
+ * This kernel Initializes structures needed in path-iteration kernels.
+ * This is the first kernel in ray-tracing logic.
+ *
+ * Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE
+ *
+ * Its input and output are as follows,
+ *
+ * Un-initialized rng---------------|--- kernel_data_initialization ---|--- Initialized rng
+ * Un-initialized throughput -------| |--- Initialized throughput
+ * Un-initialized L_transparent ----| |--- Initialized L_transparent
+ * Un-initialized PathRadiance -----| |--- Initialized PathRadiance
+ * Un-initialized Ray --------------| |--- Initialized Ray
+ * Un-initialized PathState --------| |--- Initialized PathState
+ * Un-initialized QueueData --------| |--- Initialized QueueData (to QUEUE_EMPTY_SLOT)
+ * Un-initilaized QueueIndex -------| |--- Initialized QueueIndex (to 0)
+ * Un-initialized use_queues_flag---| |--- Initialized use_queues_flag (to false)
+ * Un-initialized ray_state --------| |--- Initialized ray_state
+ * parallel_samples --------------- | |--- Initialized per_sample_output_buffers
+ * rng_state -----------------------| |--- Initialized work_array
+ * data ----------------------------| |--- Initialized work_pool_wgs
+ * start_sample --------------------| |
+ * sx ------------------------------| |
+ * sy ------------------------------| |
+ * sw ------------------------------| |
+ * sh ------------------------------| |
+ * stride --------------------------| |
+ * queuesize -----------------------| |
+ * num_samples ---------------------| |
+ *
+ * Note on Queues :
+ * All slots in queues are initialized to queue empty slot;
+ * The number of elements in the queues is initialized to 0;
+ */
+ccl_device void kernel_data_init(
+ ccl_global char *globals,
+ ccl_global char *shader_data_sd, /* Arguments related to ShaderData */
+ ccl_global char *shader_data_sd_DL_shadow, /* Arguments related to ShaderData */
+
+ ccl_global float3 *P_sd,
+ ccl_global float3 *P_sd_DL_shadow,
+
+ ccl_global float3 *N_sd,
+ ccl_global float3 *N_sd_DL_shadow,
+
+ ccl_global float3 *Ng_sd,
+ ccl_global float3 *Ng_sd_DL_shadow,
+
+ ccl_global float3 *I_sd,
+ ccl_global float3 *I_sd_DL_shadow,
+
+ ccl_global int *shader_sd,
+ ccl_global int *shader_sd_DL_shadow,
+
+ ccl_global int *flag_sd,
+ ccl_global int *flag_sd_DL_shadow,
+
+ ccl_global int *prim_sd,
+ ccl_global int *prim_sd_DL_shadow,
+
+ ccl_global int *type_sd,
+ ccl_global int *type_sd_DL_shadow,
+
+ ccl_global float *u_sd,
+ ccl_global float *u_sd_DL_shadow,
+
+ ccl_global float *v_sd,
+ ccl_global float *v_sd_DL_shadow,
+
+ ccl_global int *object_sd,
+ ccl_global int *object_sd_DL_shadow,
+
+ ccl_global float *time_sd,
+ ccl_global float *time_sd_DL_shadow,
+
+ ccl_global float *ray_length_sd,
+ ccl_global float *ray_length_sd_DL_shadow,
+
+ ccl_global int *ray_depth_sd,
+ ccl_global int *ray_depth_sd_DL_shadow,
+
+ ccl_global int *transparent_depth_sd,
+ ccl_global int *transparent_depth_sd_DL_shadow,
+
+ /* Ray differentials. */
+ ccl_global differential3 *dP_sd,
+ ccl_global differential3 *dP_sd_DL_shadow,
+
+ ccl_global differential3 *dI_sd,
+ ccl_global differential3 *dI_sd_DL_shadow,
+
+ ccl_global differential *du_sd,
+ ccl_global differential *du_sd_DL_shadow,
+
+ ccl_global differential *dv_sd,
+ ccl_global differential *dv_sd_DL_shadow,
+
+ /* Dp/Du */
+ ccl_global float3 *dPdu_sd,
+ ccl_global float3 *dPdu_sd_DL_shadow,
+
+ ccl_global float3 *dPdv_sd,
+ ccl_global float3 *dPdv_sd_DL_shadow,
+
+ /* Object motion. */
+ ccl_global Transform *ob_tfm_sd,
+ ccl_global Transform *ob_tfm_sd_DL_shadow,
+
+ ccl_global Transform *ob_itfm_sd,
+ ccl_global Transform *ob_itfm_sd_DL_shadow,
+
+ ShaderClosure *closure_sd,
+ ShaderClosure *closure_sd_DL_shadow,
+
+ ccl_global int *num_closure_sd,
+ ccl_global int *num_closure_sd_DL_shadow,
+
+ ccl_global float *randb_closure_sd,
+ ccl_global float *randb_closure_sd_DL_shadow,
+
+ ccl_global float3 *ray_P_sd,
+ ccl_global float3 *ray_P_sd_DL_shadow,
+
+ ccl_global differential3 *ray_dP_sd,
+ ccl_global differential3 *ray_dP_sd_DL_shadow,
+
+ ccl_constant KernelData *data,
+ ccl_global float *per_sample_output_buffers,
+ ccl_global uint *rng_state,
+ ccl_global uint *rng_coop, /* rng array to store rng values for all rays */
+ ccl_global float3 *throughput_coop, /* throughput array to store throughput values for all rays */
+ ccl_global float *L_transparent_coop, /* L_transparent array to store L_transparent values for all rays */
+ PathRadiance *PathRadiance_coop, /* PathRadiance array to store PathRadiance values for all rays */
+ ccl_global Ray *Ray_coop, /* Ray array to store Ray information for all rays */
+ ccl_global PathState *PathState_coop, /* PathState array to store PathState information for all rays */
+ ccl_global char *ray_state, /* Stores information on current state of a ray */
+
+#define KERNEL_TEX(type, ttype, name) \
+ ccl_global type *name,
+#include "../kernel_textures.h"
+
+ int start_sample, int sx, int sy, int sw, int sh, int offset, int stride,
+ int rng_state_offset_x,
+ int rng_state_offset_y,
+ int rng_state_stride,
+ ccl_global int *Queue_data, /* Memory for queues */
+ ccl_global int *Queue_index, /* Tracks the number of elements in queues */
+ int queuesize, /* size (capacity) of the queue */
+ ccl_global char *use_queues_flag, /* flag to decide if scene-intersect kernel should use queues to fetch ray index */
+ ccl_global unsigned int *work_array, /* work array to store which work each ray belongs to */
+#ifdef __WORK_STEALING__
+ ccl_global unsigned int *work_pool_wgs, /* Work pool for each work group */
+ unsigned int num_samples, /* Total number of samples per pixel */
+#endif
+#ifdef __KERNEL_DEBUG__
+ DebugData *debugdata_coop,
+#endif
+ int parallel_samples) /* Number of samples to be processed in parallel */
+{
+
+ /* Load kernel globals structure */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+
+ kg->data = data;
+#define KERNEL_TEX(type, ttype, name) \
+ kg->name = name;
+#include "../kernel_textures.h"
+
+ /* Load ShaderData structure */
+ ShaderData *sd = (ShaderData *)shader_data_sd;
+ ShaderData *sd_DL_shadow = (ShaderData *)shader_data_sd_DL_shadow;
+
+ sd->P = P_sd;
+ sd_DL_shadow->P = P_sd_DL_shadow;
+
+ sd->N = N_sd;
+ sd_DL_shadow->N = N_sd_DL_shadow;
+
+ sd->Ng = Ng_sd;
+ sd_DL_shadow->Ng = Ng_sd_DL_shadow;
+
+ sd->I = I_sd;
+ sd_DL_shadow->I = I_sd_DL_shadow;
+
+ sd->shader = shader_sd;
+ sd_DL_shadow->shader = shader_sd_DL_shadow;
+
+ sd->flag = flag_sd;
+ sd_DL_shadow->flag = flag_sd_DL_shadow;
+
+ sd->prim = prim_sd;
+ sd_DL_shadow->prim = prim_sd_DL_shadow;
+
+ sd->type = type_sd;
+ sd_DL_shadow->type = type_sd_DL_shadow;
+
+ sd->u = u_sd;
+ sd_DL_shadow->u = u_sd_DL_shadow;
+
+ sd->v = v_sd;
+ sd_DL_shadow->v = v_sd_DL_shadow;
+
+ sd->object = object_sd;
+ sd_DL_shadow->object = object_sd_DL_shadow;
+
+ sd->time = time_sd;
+ sd_DL_shadow->time = time_sd_DL_shadow;
+
+ sd->ray_length = ray_length_sd;
+ sd_DL_shadow->ray_length = ray_length_sd_DL_shadow;
+
+ sd->ray_depth = ray_depth_sd;
+ sd_DL_shadow->ray_depth = ray_depth_sd_DL_shadow;
+
+ sd->transparent_depth = transparent_depth_sd;
+ sd_DL_shadow->transparent_depth = transparent_depth_sd_DL_shadow;
+
+#ifdef __RAY_DIFFERENTIALS__
+ sd->dP = dP_sd;
+ sd_DL_shadow->dP = dP_sd_DL_shadow;
+
+ sd->dI = dI_sd;
+ sd_DL_shadow->dI = dI_sd_DL_shadow;
+
+ sd->du = du_sd;
+ sd_DL_shadow->du = du_sd_DL_shadow;
+
+ sd->dv = dv_sd;
+ sd_DL_shadow->dv = dv_sd_DL_shadow;
+#ifdef __DPDU__
+ sd->dPdu = dPdu_sd;
+ sd_DL_shadow->dPdu = dPdu_sd_DL_shadow;
+
+ sd->dPdv = dPdv_sd;
+ sd_DL_shadow->dPdv = dPdv_sd_DL_shadow;
+#endif
+#endif
+
+#ifdef __OBJECT_MOTION__
+ sd->ob_tfm = ob_tfm_sd;
+ sd_DL_shadow->ob_tfm = ob_tfm_sd_DL_shadow;
+
+ sd->ob_itfm = ob_itfm_sd;
+ sd_DL_shadow->ob_itfm = ob_itfm_sd_DL_shadow;
+#endif
+
+ sd->closure = closure_sd;
+ sd_DL_shadow->closure = closure_sd_DL_shadow;
+
+ sd->num_closure = num_closure_sd;
+ sd_DL_shadow->num_closure = num_closure_sd_DL_shadow;
+
+ sd->randb_closure = randb_closure_sd;
+ sd_DL_shadow->randb_closure = randb_closure_sd_DL_shadow;
+
+ sd->ray_P = ray_P_sd;
+ sd_DL_shadow->ray_P = ray_P_sd_DL_shadow;
+
+ sd->ray_dP = ray_dP_sd;
+ sd_DL_shadow->ray_dP = ray_dP_sd_DL_shadow;
+
+ int thread_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
+
+#ifdef __WORK_STEALING__
+ int lid = get_local_id(1) * get_local_size(0) + get_local_id(0);
+ /* Initialize work_pool_wgs */
+ if(lid == 0) {
+ int group_index = get_group_id(1) * get_num_groups(0) + get_group_id(0);
+ work_pool_wgs[group_index] = 0;
+ }
+ barrier(CLK_LOCAL_MEM_FENCE);
+#endif /* __WORK_STEALING__ */
+
+ /* Initialize queue data and queue index. */
+ if(thread_index < queuesize) {
+ /* Initialize active ray queue */
+ Queue_data[QUEUE_ACTIVE_AND_REGENERATED_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
+ /* Initialize background and buffer update queue */
+ Queue_data[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
+ /* Initialize shadow ray cast of AO queue */
+ Queue_data[QUEUE_SHADOW_RAY_CAST_AO_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
+ /* Initialize shadow ray cast of direct lighting queue */
+ Queue_data[QUEUE_SHADOW_RAY_CAST_DL_RAYS * queuesize + thread_index] = QUEUE_EMPTY_SLOT;
+ }
+
+ if(thread_index == 0) {
+ Queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
+ Queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
+ Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
+ Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
+ /* The scene-intersect kernel should not use the queues very first time.
+ * since the queue would be empty.
+ */
+ use_queues_flag[0] = 0;
+ }
+
+ int x = get_global_id(0);
+ int y = get_global_id(1);
+
+ if(x < (sw * parallel_samples) && y < sh) {
+
+ int ray_index = x + y * (sw * parallel_samples);
+
+ /* This is the first assignment to ray_state;
+ * So we dont use ASSIGN_RAY_STATE macro.
+ */
+ ray_state[ray_index] = RAY_ACTIVE;
+
+ unsigned int my_sample;
+ unsigned int pixel_x;
+ unsigned int pixel_y;
+ unsigned int tile_x;
+ unsigned int tile_y;
+ unsigned int my_sample_tile;
+
+#ifdef __WORK_STEALING__
+ unsigned int my_work = 0;
+ /* Get work. */
+ get_next_work(work_pool_wgs, &my_work, sw, sh, num_samples, parallel_samples, ray_index);
+ /* Get the sample associated with the work. */
+ my_sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
+
+ my_sample_tile = 0;
+
+ /* Get pixel and tile position associated with the work. */
+ get_pixel_tile_position(&pixel_x, &pixel_y,
+ &tile_x, &tile_y,
+ my_work,
+ sw, sh, sx, sy,
+ parallel_samples,
+ ray_index);
+ work_array[ray_index] = my_work;
+#else /* __WORK_STEALING__ */
+ unsigned int tile_index = ray_index / parallel_samples;
+ tile_x = tile_index % sw;
+ tile_y = tile_index / sw;
+ my_sample_tile = ray_index - (tile_index * parallel_samples);
+ my_sample = my_sample_tile + start_sample;
+
+ /* Initialize work array. */
+ work_array[ray_index] = my_sample ;
+
+ /* Calculate pixel position of this ray. */
+ pixel_x = sx + tile_x;
+ pixel_y = sy + tile_y;
+#endif /* __WORK_STEALING__ */
+
+ rng_state += (rng_state_offset_x + tile_x) + (rng_state_offset_y + tile_y) * rng_state_stride;
+
+ /* Initialise per_sample_output_buffers to all zeros. */
+ per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + (my_sample_tile)) * kernel_data.film.pass_stride;
+ int per_sample_output_buffers_iterator = 0;
+ for(per_sample_output_buffers_iterator = 0;
+ per_sample_output_buffers_iterator < kernel_data.film.pass_stride;
+ per_sample_output_buffers_iterator++)
+ {
+ per_sample_output_buffers[per_sample_output_buffers_iterator] = 0.0f;
+ }
+
+ /* Initialize random numbers and ray. */
+ kernel_path_trace_setup(kg,
+ rng_state,
+ my_sample,
+ pixel_x, pixel_y,
+ &rng_coop[ray_index],
+ &Ray_coop[ray_index]);
+
+ if(Ray_coop[ray_index].t != 0.0f) {
+ /* Initialize throuput, L_transparent, Ray, PathState;
+ * These rays proceed with path-iteration.
+ */
+ throughput_coop[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
+ L_transparent_coop[ray_index] = 0.0f;
+ path_radiance_init(&PathRadiance_coop[ray_index], kernel_data.film.use_light_pass);
+ path_state_init(kg,
+ &PathState_coop[ray_index],
+ &rng_coop[ray_index],
+ my_sample,
+ &Ray_coop[ray_index]);
+#ifdef __KERNEL_DEBUG__
+ debug_data_init(&debugdata_coop[ray_index]);
+#endif
+ } else {
+ /* These rays do not participate in path-iteration. */
+
+ float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ /* Accumulate result in output buffer. */
+ kernel_write_pass_float4(per_sample_output_buffers, my_sample, L_rad);
+ path_rng_end(kg, rng_state, rng_coop[ray_index]);
+
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
+ }
+ }
+
+ /* Mark rest of the ray-state indices as RAY_INACTIVE. */
+ if(thread_index < (get_global_size(0) * get_global_size(1)) - (sh * (sw * parallel_samples))) {
+ /* First assignment, hence we dont use ASSIGN_RAY_STATE macro */
+ ray_state[((sw * parallel_samples) * sh) + thread_index] = RAY_INACTIVE;
+ }
+}
diff --git a/intern/cycles/kernel/split/kernel_direct_lighting.h b/intern/cycles/kernel/split/kernel_direct_lighting.h
new file mode 100644
index 00000000000..50c83d06140
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_direct_lighting.h
@@ -0,0 +1,116 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_direct_lighting kernel.
+ * This is the eighth kernel in the ray tracing logic. This is the seventh
+ * of the path iteration kernels. This kernel takes care of direct lighting
+ * logic. However, the "shadow ray cast" part of direct lighting is handled
+ * in the next kernel.
+ *
+ * This kernels determines the rays for which a shadow_blocked() function associated with direct lighting should be executed.
+ * Those rays for which a shadow_blocked() function for direct-lighting must be executed, are marked with flag RAY_SHADOW_RAY_CAST_DL and
+ * enqueued into the queue QUEUE_SHADOW_RAY_CAST_DL_RAYS
+ *
+ * The input and output are as follows,
+ *
+ * rng_coop -----------------------------------------|--- kernel_direct_lighting --|--- BSDFEval_coop
+ * PathState_coop -----------------------------------| |--- ISLamp_coop
+ * shader_data --------------------------------------| |--- LightRay_coop
+ * ray_state ----------------------------------------| |--- ray_state
+ * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| |
+ * kg (globals + data) ------------------------------| |
+ * queuesize ----------------------------------------| |
+ *
+ * note on shader_DL : shader_DL is neither input nor output to this kernel; shader_DL is filled and consumed in this kernel itself.
+ * Note on Queues :
+ * This kernel only reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue and processes
+ * only the rays of state RAY_ACTIVE; If a ray needs to execute the corresponding shadow_blocked
+ * part, after direct lighting, the ray is marked with RAY_SHADOW_RAY_CAST_DL flag.
+ *
+ * State of queues when this kernel is called :
+ * state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same
+ * before and after this kernel call.
+ * QUEUE_SHADOW_RAY_CAST_DL_RAYS queue will be filled with rays for which a shadow_blocked function must be executed, after this
+ * kernel call. Before this kernel call the QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty.
+ */
+ccl_device char kernel_direct_lighting(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data, /* Required for direct lighting */
+ ccl_global char *shader_DL, /* Required for direct lighting */
+ ccl_global uint *rng_coop, /* Required for direct lighting */
+ ccl_global PathState *PathState_coop, /* Required for direct lighting */
+ ccl_global int *ISLamp_coop, /* Required for direct lighting */
+ ccl_global Ray *LightRay_coop, /* Required for direct lighting */
+ ccl_global BsdfEval *BSDFEval_coop, /* Required for direct lighting */
+ ccl_global char *ray_state, /* Denotes the state of each ray */
+ int ray_index)
+{
+ char enqueue_flag = 0;
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ /* Load kernel globals structure and ShaderData structure. */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+ ShaderData *sd_DL = (ShaderData *)shader_DL;
+
+ ccl_global PathState *state = &PathState_coop[ray_index];
+
+ /* direct lighting */
+#ifdef __EMISSION__
+ if((kernel_data.integrator.use_direct_light &&
+ (ccl_fetch(sd, flag) & SD_BSDF_HAS_EVAL)))
+ {
+ /* Sample illumination from lights to find path contribution. */
+ ccl_global RNG* rng = &rng_coop[ray_index];
+ float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
+ float light_u, light_v;
+ path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
+
+ LightSample ls;
+ light_sample(kg,
+ light_t, light_u, light_v,
+ ccl_fetch(sd, time),
+ ccl_fetch(sd, P),
+ state->bounce,
+ &ls);
+
+ Ray light_ray;
+#ifdef __OBJECT_MOTION__
+ light_ray.time = ccl_fetch(sd, time);
+#endif
+
+ BsdfEval L_light;
+ bool is_lamp;
+ if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp,
+ state->bounce, state->transparent_bounce, sd_DL))
+ {
+ /* Write intermediate data to global memory to access from
+ * the next kernel.
+ */
+ LightRay_coop[ray_index] = light_ray;
+ BSDFEval_coop[ray_index] = L_light;
+ ISLamp_coop[ray_index] = is_lamp;
+ /* Mark ray state for next shadow kernel. */
+ ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
+ enqueue_flag = 1;
+ }
+ }
+#endif /* __EMISSION__ */
+ }
+ return enqueue_flag;
+}
diff --git a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
new file mode 100644
index 00000000000..a75523a3e53
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
@@ -0,0 +1,264 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_holdout_emission_blurring_pathtermination_ao kernel.
+ * This is the sixth kernel in the ray tracing logic. This is the fifth
+ * of the path iteration kernels. This kernel takes care of the logic to process
+ * "material of type holdout", indirect primitive emission, bsdf blurring,
+ * probabilistic path termination and AO.
+ *
+ * This kernels determines the rays for which a shadow_blocked() function associated with AO should be executed.
+ * Those rays for which a shadow_blocked() function for AO must be executed are marked with flag RAY_SHADOW_RAY_CAST_ao and
+ * enqueued into the queue QUEUE_SHADOW_RAY_CAST_AO_RAYS
+ *
+ * Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER
+ *
+ * The input and output are as follows,
+ *
+ * rng_coop ---------------------------------------------|--- kernel_holdout_emission_blurring_pathtermination_ao ---|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * throughput_coop --------------------------------------| |--- PathState_coop
+ * PathRadiance_coop ------------------------------------| |--- throughput_coop
+ * Intersection_coop ------------------------------------| |--- L_transparent_coop
+ * PathState_coop ---------------------------------------| |--- per_sample_output_buffers
+ * L_transparent_coop -----------------------------------| |--- PathRadiance_coop
+ * shader_data ------------------------------------------| |--- ShaderData
+ * ray_state --------------------------------------------| |--- ray_state
+ * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- AOAlpha_coop
+ * kg (globals + data) ----------------------------------| |--- AOBSDF_coop
+ * parallel_samples -------------------------------------| |--- AOLightRay_coop
+ * per_sample_output_buffers ----------------------------| |
+ * sw ---------------------------------------------------| |
+ * sh ---------------------------------------------------| |
+ * sx ---------------------------------------------------| |
+ * sy ---------------------------------------------------| |
+ * stride -----------------------------------------------| |
+ * work_array -------------------------------------------| |
+ * queuesize --------------------------------------------| |
+ * start_sample -----------------------------------------| |
+ *
+ * Note on Queues :
+ * This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only
+ * the rays of state RAY_ACTIVE.
+ * There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFFER
+ * state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will
+ * still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been
+ * changed to RAY_UPDATE_BUFFER, there is no problem.
+ *
+ * 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 filled with RAY_TO_REGENERATE rays.
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty.
+ * At exit,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and RAY_UPDATE_BUFFER rays
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with flag RAY_SHADOW_RAY_CAST_AO
+ */
+ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data, /* Required throughout the kernel except probabilistic path termination and AO */
+ ccl_global float *per_sample_output_buffers,
+ ccl_global uint *rng_coop, /* Required for "kernel_write_data_passes" and AO */
+ ccl_global float3 *throughput_coop, /* Required for handling holdout material and AO */
+ ccl_global float *L_transparent_coop, /* Required for handling holdout material */
+ PathRadiance *PathRadiance_coop, /* Required for "kernel_write_data_passes" and indirect primitive emission */
+ ccl_global PathState *PathState_coop, /* Required throughout the kernel and AO */
+ Intersection *Intersection_coop, /* Required for indirect primitive emission */
+ ccl_global float3 *AOAlpha_coop, /* Required for AO */
+ ccl_global float3 *AOBSDF_coop, /* Required for AO */
+ ccl_global Ray *AOLightRay_coop, /* Required for AO */
+ int sw, int sh, int sx, int sy, int stride,
+ ccl_global char *ray_state, /* Denotes the state of each ray */
+ ccl_global unsigned int *work_array, /* Denotes the work that each ray belongs to */
+#ifdef __WORK_STEALING__
+ unsigned int start_sample,
+#endif
+ int parallel_samples, /* Number of samples to be processed in parallel */
+ int ray_index,
+ char *enqueue_flag,
+ char *enqueue_flag_AO_SHADOW_RAY_CAST)
+{
+ /* Load kernel globals structure and ShaderData structure */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+
+#ifdef __WORK_STEALING__
+ unsigned int my_work;
+ unsigned int pixel_x;
+ unsigned int pixel_y;
+#endif
+ unsigned int tile_x;
+ unsigned int tile_y;
+ int my_sample_tile;
+ unsigned int sample;
+
+ ccl_global RNG *rng = 0x0;
+ ccl_global PathState *state = 0x0;
+ float3 throughput;
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+
+ throughput = throughput_coop[ray_index];
+ state = &PathState_coop[ray_index];
+ rng = &rng_coop[ray_index];
+#ifdef __WORK_STEALING__
+ my_work = work_array[ray_index];
+ sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
+ get_pixel_tile_position(&pixel_x, &pixel_y,
+ &tile_x, &tile_y,
+ my_work,
+ sw, sh, sx, sy,
+ parallel_samples,
+ ray_index);
+ my_sample_tile = 0;
+#else /* __WORK_STEALING__ */
+ sample = work_array[ray_index];
+ /* Buffer's stride is "stride"; Find x and y using ray_index. */
+ int tile_index = ray_index / parallel_samples;
+ tile_x = tile_index % sw;
+ tile_y = tile_index / sw;
+ my_sample_tile = ray_index - (tile_index * parallel_samples);
+#endif /* __WORK_STEALING__ */
+ per_sample_output_buffers +=
+ (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) *
+ kernel_data.film.pass_stride;
+
+ /* holdout */
+#ifdef __HOLDOUT__
+ if((ccl_fetch(sd, flag) & (SD_HOLDOUT|SD_HOLDOUT_MASK)) &&
+ (state->flag & PATH_RAY_CAMERA))
+ {
+ if(kernel_data.background.transparent) {
+ float3 holdout_weight;
+
+ if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK)
+ holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
+ else
+ holdout_weight = shader_holdout_eval(kg, sd);
+
+ /* any throughput is ok, should all be identical here */
+ L_transparent_coop[ray_index] += average(holdout_weight*throughput);
+ }
+
+ if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ *enqueue_flag = 1;
+ }
+ }
+#endif /* __HOLDOUT__ */
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ PathRadiance *L = &PathRadiance_coop[ray_index];
+ /* Holdout mask objects do not write data passes. */
+ kernel_write_data_passes(kg,
+ per_sample_output_buffers,
+ L,
+ sd,
+ sample,
+ state,
+ throughput);
+ /* Blurring of bsdf after bounces, for rays that have a small likelihood
+ * of following this particular path (diffuse, rough glossy.
+ */
+ if(kernel_data.integrator.filter_glossy != FLT_MAX) {
+ float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
+ if(blur_pdf < 1.0f) {
+ float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
+ shader_bsdf_blur(kg, sd, blur_roughness);
+ }
+ }
+
+#ifdef __EMISSION__
+ /* emission */
+ if(ccl_fetch(sd, flag) & SD_EMISSION) {
+ /* TODO(sergey): is isect.t wrong here for transparent surfaces? */
+ float3 emission = indirect_primitive_emission(
+ kg,
+ sd,
+ Intersection_coop[ray_index].t,
+ state->flag,
+ state->ray_pdf);
+ path_radiance_accum_emission(L, throughput, emission, state->bounce);
+ }
+#endif /* __EMISSION__ */
+
+ /* Path termination. this is a strange place to put the termination, it's
+ * mainly due to the mixed in MIS that we use. gives too many unneeded
+ * shader evaluations, only need emission if we are going to terminate.
+ */
+ float probability = path_state_terminate_probability(kg, state, throughput);
+
+ if(probability == 0.0f) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ *enqueue_flag = 1;
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ if(probability != 1.0f) {
+ float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);
+ if(terminate >= probability) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ *enqueue_flag = 1;
+ } else {
+ throughput_coop[ray_index] = throughput/probability;
+ }
+ }
+ }
+ }
+
+#ifdef __AO__
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ /* ambient occlusion */
+ if(kernel_data.integrator.use_ambient_occlusion ||
+ (ccl_fetch(sd, flag) & SD_AO))
+ {
+ /* todo: solve correlation */
+ float bsdf_u, bsdf_v;
+ path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+
+ float ao_factor = kernel_data.background.ao_factor;
+ float3 ao_N;
+ AOBSDF_coop[ray_index] = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
+ AOAlpha_coop[ray_index] = shader_bsdf_alpha(kg, sd);
+
+ float3 ao_D;
+ float ao_pdf;
+ sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
+
+ if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) {
+ Ray _ray;
+ _ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng));
+ _ray.D = ao_D;
+ _ray.t = kernel_data.background.ao_distance;
+#ifdef __OBJECT_MOTION__
+ _ray.time = ccl_fetch(sd, time);
+#endif
+ _ray.dP = ccl_fetch(sd, dP);
+ _ray.dD = differential3_zero();
+ AOLightRay_coop[ray_index] = _ray;
+
+ ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
+ *enqueue_flag_AO_SHADOW_RAY_CAST = 1;
+ }
+ }
+ }
+#endif /* __AO__ */
+}
diff --git a/intern/cycles/kernel/split/kernel_lamp_emission.h b/intern/cycles/kernel/split/kernel_lamp_emission.h
new file mode 100644
index 00000000000..a8e4b0a06c8
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_lamp_emission.h
@@ -0,0 +1,179 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_lamp_emission
+ * This is the 3rd kernel in the ray-tracing logic. This is the second of the
+ * path-iteration kernels. This kernel takes care of the indirect lamp emission logic.
+ * This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS. It processes rays of state RAY_ACTIVE
+ * and RAY_HIT_BACKGROUND.
+ * We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
+ * The input/output of the kernel is as follows,
+ * Throughput_coop ------------------------------------|--- kernel_lamp_emission --|--- PathRadiance_coop
+ * Ray_coop -------------------------------------------| |--- Queue_data(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
+ * PathState_coop -------------------------------------| |--- Queue_index(QUEUE_ACTIVE_AND_REGENERATED_RAYS)
+ * kg (globals + data) --------------------------------| |
+ * Intersection_coop ----------------------------------| |
+ * ray_state ------------------------------------------| |
+ * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -----| |
+ * Queue_index (QUEUE_ACTIVE_AND_REGENERATED_RAYS) ----| |
+ * queuesize ------------------------------------------| |
+ * use_queues_flag ------------------------------------| |
+ * sw -------------------------------------------------| |
+ * sh -------------------------------------------------| |
+ * parallel_samples -----------------------------------| |
+ *
+ * note : shader_data is neither input nor output. Its just filled and consumed in the same, kernel_lamp_emission, kernel.
+ */
+ccl_device void kernel_lamp_emission(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data, /* Required for lamp emission */
+ ccl_global float3 *throughput_coop, /* Required for lamp emission */
+ PathRadiance *PathRadiance_coop, /* Required for lamp emission */
+ ccl_global Ray *Ray_coop, /* Required for lamp emission */
+ ccl_global PathState *PathState_coop, /* Required for lamp emission */
+ Intersection *Intersection_coop, /* Required for lamp emission */
+ ccl_global char *ray_state, /* Denotes the state of each ray */
+ int sw, int sh,
+ ccl_global char *use_queues_flag, /* Used to decide if this kernel should use
+ * queues to fetch ray index
+ */
+ int parallel_samples, /* Number of samples to be processed in parallel */
+ int ray_index)
+{
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE) ||
+ IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND))
+ {
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+ PathRadiance *L = &PathRadiance_coop[ray_index];
+
+ float3 throughput = throughput_coop[ray_index];
+ Ray ray = Ray_coop[ray_index];
+ PathState state = PathState_coop[ray_index];
+
+#ifdef __LAMP_MIS__
+ if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
+ /* ray starting from previous non-transparent bounce */
+ Ray light_ray;
+
+ light_ray.P = ray.P - state.ray_t*ray.D;
+ state.ray_t += Intersection_coop[ray_index].t;
+ light_ray.D = ray.D;
+ light_ray.t = state.ray_t;
+ light_ray.time = ray.time;
+ light_ray.dD = ray.dD;
+ light_ray.dP = ray.dP;
+ /* intersect with lamp */
+ float3 emission;
+
+ if(indirect_lamp_emission(kg, &state, &light_ray, &emission, sd)) {
+ path_radiance_accum_emission(L, throughput, emission, state.bounce);
+ }
+ }
+#endif /* __LAMP_MIS__ */
+
+ /* __VOLUME__ feature is disabled */
+#if 0
+#ifdef __VOLUME__
+ /* volume attenuation, emission, scatter */
+ if(state.volume_stack[0].shader != SHADER_NONE) {
+ Ray volume_ray = ray;
+ volume_ray.t = (hit)? isect.t: FLT_MAX;
+
+ bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
+
+#ifdef __VOLUME_DECOUPLED__
+ int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
+ bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
+
+ if(decoupled) {
+ /* cache steps along volume for repeated sampling */
+ VolumeSegment volume_segment;
+ ShaderData volume_sd;
+
+ shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce);
+ kernel_volume_decoupled_record(kg, &state,
+ &volume_ray, &volume_sd, &volume_segment, heterogeneous);
+
+ volume_segment.sampling_method = sampling_method;
+
+ /* emission */
+ if(volume_segment.closure_flag & SD_EMISSION)
+ path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce);
+
+ /* scattering */
+ VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
+
+ if(volume_segment.closure_flag & SD_SCATTER) {
+ bool all = false;
+
+ /* direct light sampling */
+ kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
+ throughput, &state, &L, 1.0f, all, &volume_ray, &volume_segment);
+
+ /* indirect sample. if we use distance sampling and take just
+ * one sample for direct and indirect light, we could share
+ * this computation, but makes code a bit complex */
+ float rphase = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_PHASE);
+ float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE);
+
+ result = kernel_volume_decoupled_scatter(kg,
+ &state, &volume_ray, &volume_sd, &throughput,
+ rphase, rscatter, &volume_segment, NULL, true);
+ }
+
+ if(result != VOLUME_PATH_SCATTERED)
+ throughput *= volume_segment.accum_transmittance;
+
+ /* free cached steps */
+ kernel_volume_decoupled_free(kg, &volume_segment);
+
+ if(result == VOLUME_PATH_SCATTERED) {
+ if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
+ continue;
+ else
+ break;
+ }
+ }
+ else
+#endif /* __VOLUME_DECOUPLED__ */
+ {
+ /* integrate along volume segment with distance sampling */
+ ShaderData volume_sd;
+ VolumeIntegrateResult result = kernel_volume_integrate(
+ kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
+
+#ifdef __VOLUME_SCATTER__
+ if(result == VOLUME_PATH_SCATTERED) {
+ /* direct lighting */
+ kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L);
+
+ /* indirect light bounce */
+ if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
+ continue;
+ else
+ break;
+ }
+#endif /* __VOLUME_SCATTER__ */
+ }
+ }
+#endif /* __VOLUME__ */
+#endif
+ }
+}
diff --git a/intern/cycles/kernel/split/kernel_next_iteration_setup.h b/intern/cycles/kernel/split/kernel_next_iteration_setup.h
new file mode 100644
index 00000000000..2dbdabc5fd3
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_next_iteration_setup.h
@@ -0,0 +1,145 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_setup_next_iteration kernel.
+ * This is the tenth kernel in the ray tracing logic. This is the ninth
+ * of the path iteration kernels. This kernel takes care of setting up
+ * Ray for the next iteration of path-iteration and accumulating radiance
+ * corresponding to AO and direct-lighting
+ *
+ * Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER
+ *
+ * The input and output are as follows,
+ *
+ * rng_coop ---------------------------------------------|--- kernel_next_iteration_setup -|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * throughput_coop --------------------------------------| |--- Queue_data (QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS)
+ * PathRadiance_coop ------------------------------------| |--- throughput_coop
+ * PathState_coop ---------------------------------------| |--- PathRadiance_coop
+ * shader_data ------------------------------------------| |--- PathState_coop
+ * ray_state --------------------------------------------| |--- ray_state
+ * Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS) --------| |--- Ray_coop
+ * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- use_queues_flag
+ * Ray_coop ---------------------------------------------| |
+ * kg (globals + data) ----------------------------------| |
+ * LightRay_dl_coop -------------------------------------|
+ * ISLamp_coop ------------------------------------------|
+ * BSDFEval_coop ----------------------------------------|
+ * LightRay_ao_coop -------------------------------------|
+ * AOBSDF_coop ------------------------------------------|
+ * AOAlpha_coop -----------------------------------------|
+ *
+ * Note on queues,
+ * This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only
+ * the rays of state RAY_ACTIVE.
+ * There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFF
+ * state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will
+ * still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been
+ * changed to RAY_UPDATE_BUFF, there is no problem.
+ *
+ * State of queues when this kernel is called :
+ * At entry,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED, RAY_UPDATE_BUFFER rays.
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
+ * At exit,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and more RAY_UPDATE_BUFFER rays.
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays
+ */
+ccl_device char kernel_next_iteration_setup(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data, /* Required for setting up ray for next iteration */
+ ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */
+ ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */
+ PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */
+ ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */
+ ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */
+ ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */
+ ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */
+ ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */
+ ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */
+ ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */
+ ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */
+ ccl_global char *ray_state, /* Denotes the state of each ray */
+ ccl_global char *use_queues_flag, /* flag to decide if scene_intersect kernel should
+ * use queues to fetch ray index */
+ int ray_index)
+{
+ char enqueue_flag = 0;
+
+ /* Load kernel globals structure and ShaderData structure. */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+ PathRadiance *L = 0x0;
+ ccl_global PathState *state = 0x0;
+
+ /* Path radiance update for AO/Direct_lighting's shadow blocked. */
+ if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) ||
+ IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO))
+ {
+ state = &PathState_coop[ray_index];
+ L = &PathRadiance_coop[ray_index];
+ float3 _throughput = throughput_coop[ray_index];
+
+ if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
+ float3 shadow = LightRay_ao_coop[ray_index].P;
+ char update_path_radiance = LightRay_ao_coop[ray_index].t;
+ if(update_path_radiance) {
+ path_radiance_accum_ao(L,
+ _throughput,
+ AOAlpha_coop[ray_index],
+ AOBSDF_coop[ray_index],
+ shadow,
+ state->bounce);
+ }
+ REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
+ }
+
+ if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) {
+ float3 shadow = LightRay_dl_coop[ray_index].P;
+ char update_path_radiance = LightRay_dl_coop[ray_index].t;
+ if(update_path_radiance) {
+ BsdfEval L_light = BSDFEval_coop[ray_index];
+ path_radiance_accum_light(L,
+ _throughput,
+ &L_light,
+ shadow,
+ 1.0f,
+ state->bounce,
+ ISLamp_coop[ray_index]);
+ }
+ REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
+ }
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+
+ ccl_global float3 *throughput = &throughput_coop[ray_index];
+ ccl_global Ray *ray = &Ray_coop[ray_index];
+ ccl_global RNG* rng = &rng_coop[ray_index];
+ state = &PathState_coop[ray_index];
+ L = &PathRadiance_coop[ray_index];
+
+ /* compute direct lighting and next bounce */
+ if(!kernel_path_surface_bounce(kg, rng, sd, throughput, state, L, ray)) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ enqueue_flag = 1;
+ }
+ }
+
+ return enqueue_flag;
+}
diff --git a/intern/cycles/kernel/split/kernel_scene_intersect.h b/intern/cycles/kernel/split/kernel_scene_intersect.h
new file mode 100644
index 00000000000..09e3e5ddd7e
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_scene_intersect.h
@@ -0,0 +1,135 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_scene_intersect kernel.
+ * This is the second kernel in the ray tracing logic. This is the first
+ * of the path iteration kernels. This kernel takes care of scene_intersect function.
+ *
+ * This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE.
+ * This kernel processes rays of ray state RAY_ACTIVE
+ * This kernel determines the rays that have hit the background and changes their ray state to RAY_HIT_BACKGROUND.
+ *
+ * The input and output are as follows,
+ *
+ * Ray_coop ---------------------------------------|--------- kernel_scene_intersect----------|--- PathState
+ * PathState_coop ---------------------------------| |--- Intersection
+ * ray_state --------------------------------------| |--- ray_state
+ * use_queues_flag --------------------------------| |
+ * parallel_samples -------------------------------| |
+ * QueueData(QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| |
+ * kg (data + globals) ----------------------------| |
+ * rng_coop ---------------------------------------| |
+ * sw ---------------------------------------------| |
+ * sh ---------------------------------------------| |
+ * queuesize --------------------------------------| |
+ *
+ * Note on Queues :
+ * Ideally we would want kernel_scene_intersect to work on queues.
+ * But during the very first time, the queues will be empty and hence we perform a direct mapping
+ * between ray-index and thread-index; From the next time onward, the queue will be filled and
+ * we may start operating on queues.
+ *
+ * State of queue during the first time this kernel is called :
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.before and after this kernel
+ *
+ * State of queues during other times this kernel is called :
+ * At entry,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will have a mix of RAY_ACTIVE, RAY_UPDATE_BUFFER and RAY_REGENERATED rays;
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays ;
+ * (The rays that are in the state RAY_UPDATE_BUFFER in both the queues are actually the same rays; These
+ * are the rays that were in RAY_ACTIVE state during the initial enqueue but on further processing
+ * , by different kernels, have turned into RAY_UPDATE_BUFFER rays. Since all kernel, even after fetching from
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS, proceed further based on ray state information, RAY_UPDATE_BUFFER rays
+ * being present in QUEUE_ACTIVE_AND_REGENERATED_RAYS does not cause any logical issues)
+ * At exit,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS - All RAY_REGENERATED rays will have been converted to RAY_ACTIVE and
+ * Some rays in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue will move to state RAY_HIT_BACKGROUND
+ * QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS - no change
+ */
+
+ccl_device void kernel_scene_intersect(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global uint *rng_coop,
+ ccl_global Ray *Ray_coop, /* Required for scene_intersect */
+ ccl_global PathState *PathState_coop, /* Required for scene_intersect */
+ Intersection *Intersection_coop, /* Required for scene_intersect */
+ ccl_global char *ray_state, /* Denotes the state of each ray */
+ int sw, int sh,
+ ccl_global char *use_queues_flag, /* used to decide if this kernel should use
+ * queues to fetch ray index */
+#ifdef __KERNEL_DEBUG__
+ DebugData *debugdata_coop,
+#endif
+ int parallel_samples, /* Number of samples to be processed in parallel */
+ int ray_index)
+{
+ /* All regenerated rays become active here */
+ if(IS_STATE(ray_state, ray_index, RAY_REGENERATED))
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE);
+
+ if(!IS_STATE(ray_state, ray_index, RAY_ACTIVE))
+ return;
+
+ /* Load kernel globals structure */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+
+#ifdef __KERNEL_DEBUG__
+ DebugData *debug_data = &debugdata_coop[ray_index];
+#endif
+ Intersection *isect = &Intersection_coop[ray_index];
+ PathState state = PathState_coop[ray_index];
+ Ray ray = Ray_coop[ray_index];
+
+ /* intersect scene */
+ uint visibility = path_state_ray_visibility(kg, &state);
+
+#ifdef __HAIR__
+ float difl = 0.0f, extmax = 0.0f;
+ uint lcg_state = 0;
+ RNG rng = rng_coop[ray_index];
+
+ if(kernel_data.bvh.have_curves) {
+ if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
+ float3 pixdiff = ray.dD.dx + ray.dD.dy;
+ /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
+ difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
+ }
+
+ extmax = kernel_data.curve.maximum_width;
+ lcg_state = lcg_state_init(&rng, &state, 0x51633e2d);
+ }
+
+ bool hit = scene_intersect(kg, &ray, visibility, isect, &lcg_state, difl, extmax);
+#else
+ bool hit = scene_intersect(kg, &ray, visibility, isect, NULL, 0.0f, 0.0f);
+#endif
+
+#ifdef __KERNEL_DEBUG__
+ if(state.flag & PATH_RAY_CAMERA) {
+ debug_data->num_bvh_traversal_steps += isect->num_traversal_steps;
+ }
+#endif
+
+ if(!hit) {
+ /* Change the state of rays that hit the background;
+ * These rays undergo special processing in the
+ * background_bufferUpdate kernel*/
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND);
+ }
+}
diff --git a/intern/cycles/kernel/split/kernel_shader_eval.h b/intern/cycles/kernel/split/kernel_shader_eval.h
new file mode 100644
index 00000000000..e6fdc592586
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_shader_eval.h
@@ -0,0 +1,75 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* 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.
+ *
+ * The input and output of the kernel is as follows,
+ * rng_coop -------------------------------------------|--- kernel_shader_eval --|--- shader_data
+ * 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 + data) --------------------------------| |
+ * 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
+ */
+ccl_device void kernel_shader_eval(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data, /* 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)
+{
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+ 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];
+
+ shader_setup_from_ray(kg,
+ sd,
+ isect,
+ &ray,
+ state->bounce,
+ state->transparent_bounce);
+ float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
+ shader_eval_surface(kg, sd, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
+ }
+}
diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked.h b/intern/cycles/kernel/split/kernel_shadow_blocked.h
new file mode 100644
index 00000000000..154ec53ffbb
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_shadow_blocked.h
@@ -0,0 +1,99 @@
+/*
+ * 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.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_shadow_blocked kernel.
+ * This is the ninth kernel in the ray tracing logic. This is the eighth
+ * of the path iteration kernels. This kernel takes care of "shadow ray cast"
+ * logic of the direct lighting and AO part of ray tracing.
+ *
+ * The input and output are as follows,
+ *
+ * PathState_coop ----------------------------------|--- kernel_shadow_blocked --|
+ * LightRay_dl_coop --------------------------------| |--- LightRay_dl_coop
+ * LightRay_ao_coop --------------------------------| |--- LightRay_ao_coop
+ * ray_state ---------------------------------------| |--- ray_state
+ * Queue_data(QUEUE_SHADOW_RAY_CAST_AO_RAYS & | |--- Queue_data (QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_AO_RAYS)
+ QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
+ * Queue_index(QUEUE_SHADOW_RAY_CAST_AO_RAYS&
+ QUEUE_SHADOW_RAY_CAST_DL_RAYS) -------| |
+ * kg (globals + data) -----------------------------| |
+ * queuesize ---------------------------------------| |
+ *
+ * Note on shader_shadow : shader_shadow is neither input nor output to this kernel. shader_shadow is filled and consumed in this kernel itself.
+ * Note on queues :
+ * The kernel fetches from QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS queues. We will empty
+ * these queues this kernel.
+ * State of queues when this kernel is called :
+ * state of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same
+ * before and after this kernel call.
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS & QUEUE_SHADOW_RAY_CAST_DL_RAYS will be filled with rays marked with flags RAY_SHADOW_RAY_CAST_AO
+ * and RAY_SHADOW_RAY_CAST_DL respectively, during kernel entry.
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty at kernel exit.
+ */
+ccl_device void kernel_shadow_blocked(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_shadow, /* Required for shadow blocked */
+ ccl_global PathState *PathState_coop, /* Required for shadow blocked */
+ ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */
+ ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */
+ Intersection *Intersection_coop_AO,
+ Intersection *Intersection_coop_DL,
+ ccl_global char *ray_state,
+ int total_num_rays,
+ char shadow_blocked_type,
+ int ray_index)
+{
+ /* Flag determining if we need to update L. */
+ char update_path_radiance = 0;
+
+ if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) ||
+ IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO))
+ {
+ /* Load kernel global structure */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd_shadow = (ShaderData *)shader_shadow;
+
+ ccl_global PathState *state = &PathState_coop[ray_index];
+ ccl_global Ray *light_ray_dl_global = &LightRay_dl_coop[ray_index];
+ ccl_global Ray *light_ray_ao_global = &LightRay_ao_coop[ray_index];
+ Intersection *isect_ao_global = &Intersection_coop_AO[ray_index];
+ Intersection *isect_dl_global = &Intersection_coop_DL[ray_index];
+
+ ccl_global Ray *light_ray_global =
+ shadow_blocked_type == RAY_SHADOW_RAY_CAST_AO
+ ? light_ray_ao_global
+ : light_ray_dl_global;
+ Intersection *isect_global =
+ RAY_SHADOW_RAY_CAST_AO ? isect_ao_global : isect_dl_global;
+
+ float3 shadow;
+ update_path_radiance = !(shadow_blocked(kg,
+ state,
+ light_ray_global,
+ &shadow,
+ sd_shadow,
+ isect_global));
+
+ /* We use light_ray_global's P and t to store shadow and
+ * update_path_radiance.
+ */
+ light_ray_global->P = shadow;
+ light_ray_global->t = update_path_radiance;
+ }
+}
diff --git a/intern/cycles/kernel/split/kernel_split_common.h b/intern/cycles/kernel/split/kernel_split_common.h
new file mode 100644
index 00000000000..e1c7e2cea99
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_split_common.h
@@ -0,0 +1,62 @@
+/*
+ * 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.
+ */
+
+#ifndef __KERNEL_SPLIT_H__
+#define __KERNEL_SPLIT_H__
+
+#include "kernel_compat_opencl.h"
+#include "kernel_math.h"
+#include "kernel_types.h"
+#include "kernel_globals.h"
+
+#include "util_atomic.h"
+
+#include "kernel_random.h"
+#include "kernel_projection.h"
+#include "kernel_montecarlo.h"
+#include "kernel_differential.h"
+#include "kernel_camera.h"
+
+#include "geom/geom.h"
+
+#include "kernel_accumulate.h"
+#include "kernel_shader.h"
+#include "kernel_light.h"
+#include "kernel_passes.h"
+
+#ifdef __SUBSURFACE__
+#include "kernel_subsurface.h"
+#endif
+
+#ifdef __VOLUME__
+#include "kernel_volume.h"
+#endif
+
+#include "kernel_path_state.h"
+#include "kernel_shadow.h"
+#include "kernel_emission.h"
+#include "kernel_path_common.h"
+#include "kernel_path_surface.h"
+#include "kernel_path_volume.h"
+
+#ifdef __KERNEL_DEBUG__
+#include "kernel_debug.h"
+#endif
+
+#include "kernel_queues.h"
+#include "kernel_work_stealing.h"
+
+#endif /* __KERNEL_SPLIT_H__ */
diff --git a/intern/cycles/kernel/split/kernel_sum_all_radiance.h b/intern/cycles/kernel/split/kernel_sum_all_radiance.h
new file mode 100644
index 00000000000..a21e9b6a0b1
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_sum_all_radiance.h
@@ -0,0 +1,59 @@
+/*
+ * 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.
+ */
+
+#include "../kernel_compat_opencl.h"
+#include "../kernel_math.h"
+#include "../kernel_types.h"
+#include "../kernel_globals.h"
+
+/* Since we process various samples in parallel; The output radiance of different samples
+ * are stored in different locations; This kernel combines the output radiance contributed
+ * by all different samples and stores them in the RenderTile's output buffer.
+ */
+ccl_device void kernel_sum_all_radiance(
+ ccl_constant KernelData *data, /* To get pass_stride to offet into buffer */
+ ccl_global float *buffer, /* Output buffer of RenderTile */
+ ccl_global float *per_sample_output_buffer, /* Radiance contributed by all samples */
+ int parallel_samples, int sw, int sh, int stride,
+ int buffer_offset_x,
+ int buffer_offset_y,
+ int buffer_stride,
+ int start_sample)
+{
+ int x = get_global_id(0);
+ int y = get_global_id(1);
+
+ if(x < sw && y < sh) {
+ buffer += ((buffer_offset_x + x) + (buffer_offset_y + y) * buffer_stride) * (data->film.pass_stride);
+ per_sample_output_buffer += ((x + y * stride) * parallel_samples) * (data->film.pass_stride);
+
+ int sample_stride = (data->film.pass_stride);
+
+ int sample_iterator = 0;
+ int pass_stride_iterator = 0;
+ int num_floats = data->film.pass_stride;
+
+ for(sample_iterator = 0; sample_iterator < parallel_samples; sample_iterator++) {
+ for(pass_stride_iterator = 0; pass_stride_iterator < num_floats; pass_stride_iterator++) {
+ *(buffer + pass_stride_iterator) =
+ (start_sample == 0 && sample_iterator == 0)
+ ? *(per_sample_output_buffer + pass_stride_iterator)
+ : *(buffer + pass_stride_iterator) + *(per_sample_output_buffer + pass_stride_iterator);
+ }
+ per_sample_output_buffer += sample_stride;
+ }
+ }
+}