/* * 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.h" /* * Note on kernel_ocl_path_trace_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_ocl_path_trace_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 */ __kernel void kernel_ocl_path_trace_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 int *Queue_data, /* Queue memory */ ccl_global int *Queue_index, /* Tracks the number of elements in each queue */ int queuesize, /* Size (capacity) of each queue */ ccl_global char *use_queues_flag /* flag to decide if scene_intersect kernel should use queues to fetch ray index */ ) { ccl_local unsigned int local_queue_atomics; if(get_local_id(0) == 0 && get_local_id(1) == 0) { local_queue_atomics = 0; } barrier(CLK_LOCAL_MEM_FENCE); if(get_global_id(0) == 0 && get_global_id(1) == 0) { /* If we are here, then it means that scene-intersect kernel * has already been executed atleast once. From the next time, * scene-intersect kernel may operate on queues to fetch ray index */ use_queues_flag[0] = 1; /* Mark queue indices of QUEUE_SHADOW_RAY_CAST_AO_RAYS and QUEUE_SHADOW_RAY_CAST_DL_RAYS * queues that were made empty during the previous kernel */ Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; } char enqueue_flag = 0; int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0); ray_index = get_ray_index(ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 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 /* 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; } } #ifndef __COMPUTE_DEVICE_GPU__ } #endif /* Enqueue RAY_UPDATE_BUFFER rays */ enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, queuesize, &local_queue_atomics, Queue_data, Queue_index); }