/* * Copyright 2011-2017 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 initializes structures needed in path-iteration kernels. * This is the first kernel in ray-tracing logic. * * Ray state of rays outside the tile-boundary will be marked RAY_INACTIVE */ ccl_device void kernel_path_init(KernelGlobals *kg) { int ray_index = ccl_global_id(0) + ccl_global_id(1) * ccl_global_size(0); /* This is the first assignment to ray_state; * So we dont use ASSIGN_RAY_STATE macro. */ kernel_split_state.ray_state[ray_index] = RAY_ACTIVE; /* Get work. */ ccl_global uint *work_pools = kernel_split_params.work_pools; uint total_work_size = kernel_split_params.total_work_size; uint work_index; if(!get_next_work(kg, work_pools, total_work_size, ray_index, &work_index)) { /* No more work, mark ray as inactive */ kernel_split_state.ray_state[ray_index] = RAY_INACTIVE; return; } ccl_global WorkTile *tile = &kernel_split_params.tile; uint x, y, sample; get_work_pixel(tile, work_index, &x, &y, &sample); /* Store buffer offset for writing to passes. */ uint buffer_offset = (tile->offset + x + y*tile->stride) * kernel_data.film.pass_stride; kernel_split_state.buffer_offset[ray_index] = buffer_offset; /* Initialize random numbers and ray. */ uint rng_hash; kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &kernel_split_state.ray[ray_index]); if(kernel_split_state.ray[ray_index].t != 0.0f) { /* Initialize throughput, path radiance, Ray, PathState; * These rays proceed with path-iteration. */ kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f); path_radiance_init(&kernel_split_state.path_radiance[ray_index], kernel_data.film.use_light_pass); path_state_init(kg, AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]), &kernel_split_state.path_state[ray_index], rng_hash, sample, &kernel_split_state.ray[ray_index]); #ifdef __SUBSURFACE__ kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]); #endif } else { ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE); } } CCL_NAMESPACE_END