/* * 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 "split/kernel_holdout_emission_blurring_pathtermination_ao.h" __kernel void kernel_ocl_path_trace_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 */ 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 */ #ifdef __WORK_STEALING__ unsigned int start_sample, #endif int parallel_samples) /* Number of samples to be processed in parallel */ { ccl_local unsigned int local_queue_atomics_bg; ccl_local unsigned int local_queue_atomics_ao; if(get_local_id(0) == 0 && get_local_id(1) == 0) { local_queue_atomics_bg = 0; local_queue_atomics_ao = 0; } barrier(CLK_LOCAL_MEM_FENCE); char enqueue_flag = 0; char enqueue_flag_AO_SHADOW_RAY_CAST = 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 /* __COMPUTE_DEVICE_GPU__ */ #ifndef __COMPUTE_DEVICE_GPU__ if(ray_index != QUEUE_EMPTY_SLOT) { #endif kernel_holdout_emission_blurring_pathtermination_ao( globals, data, shader_data, per_sample_output_buffers, rng_coop, throughput_coop, L_transparent_coop, PathRadiance_coop, PathState_coop, Intersection_coop, AOAlpha_coop, AOBSDF_coop, AOLightRay_coop, sw, sh, sx, sy, stride, ray_state, work_array, #ifdef __WORK_STEALING__ start_sample, #endif parallel_samples, ray_index, &enqueue_flag, &enqueue_flag_AO_SHADOW_RAY_CAST); #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_bg, Queue_data, Queue_index); #ifdef __AO__ /* Enqueue to-shadow-ray-cast rays. */ enqueue_ray_index_local(ray_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, enqueue_flag_AO_SHADOW_RAY_CAST, queuesize, &local_queue_atomics_ao, Queue_data, Queue_index); #endif }