/* * 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 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. * * 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. */ #ifdef __BRANCHED_PATH__ ccl_device_inline void kernel_split_branched_indirect_light_init(KernelGlobals *kg, int ray_index) { kernel_split_branched_path_indirect_loop_init(kg, ray_index); ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_LIGHT_INDIRECT); } ccl_device void kernel_split_branched_transparent_bounce(KernelGlobals *kg, int ray_index) { ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; ShaderData *sd = kernel_split_sd(sd, ray_index); ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; # ifdef __VOLUME__ if(!(sd->flag & SD_HAS_ONLY_VOLUME)) { # endif /* continue in case of transparency */ *throughput *= shader_bsdf_transparency(kg, sd); if(is_zero(*throughput)) { kernel_split_path_end(kg, ray_index); return; } /* Update Path State */ path_state_next(kg, state, LABEL_TRANSPARENT); # ifdef __VOLUME__ } else { if(!path_state_volume_next(kg, state)) { kernel_split_path_end(kg, ray_index); return; } } # endif ray->P = ray_offset(sd->P, -sd->Ng); ray->t -= sd->ray_length; /* clipping works through transparent */ # ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; ray->dD.dx = -sd->dI.dx; ray->dD.dy = -sd->dI.dy; # endif /* __RAY_DIFFERENTIALS__ */ # ifdef __VOLUME__ /* enter/exit volume */ kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); # endif /* __VOLUME__ */ } #endif /* __BRANCHED_PATH__ */ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg, ccl_local_param unsigned int *local_queue_atomics) { if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { *local_queue_atomics = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); if(ccl_global_id(0) == 0 && ccl_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 */ *kernel_split_params.use_queues_flag = 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. */ kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0; kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0; } 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); ccl_global char *ray_state = kernel_split_state.ray_state; # ifdef __VOLUME__ /* Reactivate only volume rays here, most surface work was skipped. */ if(IS_STATE(ray_state, ray_index, RAY_HAS_ONLY_VOLUME)) { ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE); } # endif bool active = IS_STATE(ray_state, ray_index, RAY_ACTIVE); if(active) { ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; ShaderData *sd = kernel_split_sd(sd, ray_index); ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; #ifdef __BRANCHED_PATH__ if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) { #endif /* Compute direct lighting and next bounce. */ if(!kernel_path_surface_bounce(kg, sd, throughput, state, &L->state, ray)) { kernel_split_path_end(kg, ray_index); } #ifdef __BRANCHED_PATH__ } else if(sd->flag & SD_HAS_ONLY_VOLUME) { kernel_split_branched_transparent_bounce(kg, ray_index); } else { kernel_split_branched_indirect_light_init(kg, ray_index); if(kernel_split_branched_path_surface_indirect_light_iter(kg, ray_index, 1.0f, kernel_split_sd(branched_state_sd, ray_index), true, true)) { ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED); } else { kernel_split_branched_path_indirect_loop_end(kg, ray_index); kernel_split_branched_transparent_bounce(kg, ray_index); } } #endif /* __BRANCHED_PATH__ */ } /* Enqueue RAY_UPDATE_BUFFER rays. */ enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER) && active, kernel_split_params.queue_size, local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); #ifdef __BRANCHED_PATH__ /* iter loop */ if(ccl_global_id(0) == 0 && ccl_global_id(1) == 0) { kernel_split_params.queue_index[QUEUE_LIGHT_INDIRECT_ITER] = 0; } ray_index = get_ray_index(kg, ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0), QUEUE_LIGHT_INDIRECT_ITER, kernel_split_state.queue_data, kernel_split_params.queue_size, 1); if(IS_STATE(ray_state, ray_index, RAY_LIGHT_INDIRECT_NEXT_ITER)) { /* for render passes, sum and reset indirect light pass variables * for the next samples */ PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; path_radiance_sum_indirect(L); path_radiance_reset_indirect(L); if(kernel_split_branched_path_surface_indirect_light_iter(kg, ray_index, 1.0f, kernel_split_sd(branched_state_sd, ray_index), true, true)) { ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED); } else { kernel_split_branched_path_indirect_loop_end(kg, ray_index); kernel_split_branched_transparent_bounce(kg, ray_index); } } # ifdef __VOLUME__ /* Enqueue RAY_VOLUME_INDIRECT_NEXT_ITER rays */ ccl_barrier(CCL_LOCAL_MEM_FENCE); if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { *local_queue_atomics = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); enqueue_ray_index_local(ray_index, QUEUE_VOLUME_INDIRECT_ITER, IS_STATE(kernel_split_state.ray_state, ray_index, RAY_VOLUME_INDIRECT_NEXT_ITER), kernel_split_params.queue_size, local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); # endif /* __VOLUME__ */ # ifdef __SUBSURFACE__ /* Enqueue RAY_SUBSURFACE_INDIRECT_NEXT_ITER rays */ ccl_barrier(CCL_LOCAL_MEM_FENCE); if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { *local_queue_atomics = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); enqueue_ray_index_local(ray_index, QUEUE_SUBSURFACE_INDIRECT_ITER, IS_STATE(kernel_split_state.ray_state, ray_index, RAY_SUBSURFACE_INDIRECT_NEXT_ITER), kernel_split_params.queue_size, local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); # endif /* __SUBSURFACE__ */ #endif /* __BRANCHED_PATH__ */ } CCL_NAMESPACE_END