/* * 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_scene_intersect kernel. * This is the second kernel in the ray tracing logic. This is the first * of the path iteration kernels. This kernel takes care of scene_intersect function. * * This kernel changes the ray_state of RAY_REGENERATED rays to RAY_ACTIVE. * This kernel processes rays of ray state RAY_ACTIVE * This kernel determines the rays that have hit the background and changes their ray state to RAY_HIT_BACKGROUND. * * The input and output are as follows, * * Ray_coop ---------------------------------------|--------- kernel_scene_intersect----------|--- PathState * PathState_coop ---------------------------------| |--- Intersection * ray_state --------------------------------------| |--- ray_state * use_queues_flag --------------------------------| | * parallel_samples -------------------------------| | * QueueData(QUEUE_ACTIVE_AND_REGENERATED_RAYS) ---| | * kg (globals) -----------------------------------| | * rng_coop ---------------------------------------| | * sw ---------------------------------------------| | * sh ---------------------------------------------| | * queuesize --------------------------------------| | * * Note on Queues : * Ideally we would want kernel_scene_intersect to work on queues. * But during the very first time, the queues will be empty and hence we perform a direct mapping * between ray-index and thread-index; From the next time onward, the queue will be filled and * we may start operating on queues. * * State of queue during the first time this kernel is called : * QUEUE_ACTIVE_AND_REGENERATED_RAYS and QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.before and after this kernel * * State of queues during other times this kernel is called : * At entry, * QUEUE_ACTIVE_AND_REGENERATED_RAYS will have a mix of RAY_ACTIVE, RAY_UPDATE_BUFFER and RAY_REGENERATED rays; * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays ; * (The rays that are in the state RAY_UPDATE_BUFFER in both the queues are actually the same rays; These * are the rays that were in RAY_ACTIVE state during the initial enqueue but on further processing * , by different kernels, have turned into RAY_UPDATE_BUFFER rays. Since all kernel, even after fetching from * QUEUE_ACTIVE_AND_REGENERATED_RAYS, proceed further based on ray state information, RAY_UPDATE_BUFFER rays * being present in QUEUE_ACTIVE_AND_REGENERATED_RAYS does not cause any logical issues) * At exit, * QUEUE_ACTIVE_AND_REGENERATED_RAYS - All RAY_REGENERATED rays will have been converted to RAY_ACTIVE and * Some rays in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue will move to state RAY_HIT_BACKGROUND * QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS - no change */ ccl_device void kernel_scene_intersect( KernelGlobals *kg, ccl_global uint *rng_coop, ccl_global Ray *Ray_coop, /* Required for scene_intersect */ ccl_global PathState *PathState_coop, /* Required for scene_intersect */ Intersection *Intersection_coop, /* Required for scene_intersect */ ccl_global char *ray_state, /* Denotes the state of each ray */ int sw, int sh, ccl_global char *use_queues_flag, /* used to decide if this kernel should use * queues to fetch ray index */ #ifdef __KERNEL_DEBUG__ DebugData *debugdata_coop, #endif int parallel_samples, /* Number of samples to be processed in parallel */ int ray_index) { /* All regenerated rays become active here */ if(IS_STATE(ray_state, ray_index, RAY_REGENERATED)) ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE); if(!IS_STATE(ray_state, ray_index, RAY_ACTIVE)) return; #ifdef __KERNEL_DEBUG__ DebugData *debug_data = &debugdata_coop[ray_index]; #endif Intersection *isect = &Intersection_coop[ray_index]; PathState state = PathState_coop[ray_index]; Ray ray = Ray_coop[ray_index]; /* intersect scene */ uint visibility = path_state_ray_visibility(kg, &state); #ifdef __HAIR__ float difl = 0.0f, extmax = 0.0f; uint lcg_state = 0; RNG rng = rng_coop[ray_index]; if(kernel_data.bvh.have_curves) { if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) { float3 pixdiff = ray.dD.dx + ray.dD.dy; /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/ difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f; } extmax = kernel_data.curve.maximum_width; lcg_state = lcg_state_init(&rng, &state, 0x51633e2d); } bool hit = scene_intersect(kg, &ray, visibility, isect, &lcg_state, difl, extmax); #else bool hit = scene_intersect(kg, &ray, visibility, isect, NULL, 0.0f, 0.0f); #endif #ifdef __KERNEL_DEBUG__ if(state.flag & PATH_RAY_CAMERA) { debug_data->num_bvh_traversal_steps += isect->num_traversal_steps; debug_data->num_bvh_traversed_instances += isect->num_traversed_instances; } debug_data->num_ray_bounces++; #endif if(!hit) { /* Change the state of rays that hit the background; * These rays undergo special processing in the * background_bufferUpdate kernel. */ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND); } }