/* * 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 * sd ---------------------------------------------------| |--- 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) -----------------------------------------| | * 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( KernelGlobals *kg, ShaderData *sd, /* 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 ShaderData structure. */ PathRadiance *L = NULL; ccl_global PathState *state = NULL; /* 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; }