/* * 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 /* 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 * * 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( KernelGlobals *kg, ccl_local_param BackgroundAOLocals *locals) { if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { locals->queue_atomics_bg = 0; locals->queue_atomics_ao = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); #ifdef __AO__ char enqueue_flag = 0; #endif 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 /* __COMPUTE_DEVICE_GPU__ */ #ifndef __COMPUTE_DEVICE_GPU__ if(ray_index != QUEUE_EMPTY_SLOT) { #endif ccl_global PathState *state = 0x0; float3 throughput; ccl_global char *ray_state = kernel_split_state.ray_state; ShaderData *sd = kernel_split_sd(sd, ray_index); if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { uint buffer_offset = kernel_split_state.buffer_offset[ray_index]; ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset; ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]); PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; throughput = kernel_split_state.throughput[ray_index]; state = &kernel_split_state.path_state[ray_index]; if(!kernel_path_shader_apply(kg, sd, state, ray, throughput, emission_sd, L, buffer)) { kernel_split_path_end(kg, ray_index); } } if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { /* 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_continuation_probability(kg, state, throughput); if(probability == 0.0f) { kernel_split_path_end(kg, ray_index); } else if(probability < 1.0f) { float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); if(terminate >= probability) { kernel_split_path_end(kg, ray_index); } else { kernel_split_state.throughput[ray_index] = throughput/probability; } } if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; kernel_update_denoising_features(kg, sd, state, L); } } #ifdef __AO__ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { /* ambient occlusion */ if(kernel_data.integrator.use_ambient_occlusion) { enqueue_flag = 1; } } #endif /* __AO__ */ #ifndef __COMPUTE_DEVICE_GPU__ } #endif #ifdef __AO__ /* Enqueue to-shadow-ray-cast rays. */ enqueue_ray_index_local(ray_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, enqueue_flag, kernel_split_params.queue_size, &locals->queue_atomics_ao, kernel_split_state.queue_data, kernel_split_params.queue_index); #endif } CCL_NAMESPACE_END