/* * 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 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. */ ccl_device void kernel_scene_intersect(KernelGlobals *kg) { /* Fetch use_queues_flag */ char local_use_queues_flag = *kernel_split_params.use_queues_flag; ccl_barrier(CCL_LOCAL_MEM_FENCE); int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); if(local_use_queues_flag) { ray_index = get_ray_index(kg, ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 0); if(ray_index == QUEUE_EMPTY_SLOT) { return; } } /* All regenerated rays become active here */ if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_REGENERATED)) { #ifdef __BRANCHED_PATH__ if(kernel_split_state.branched_state[ray_index].waiting_on_shared_samples) { kernel_split_path_end(kg, ray_index); } else #endif /* __BRANCHED_PATH__ */ { ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE); } } if(!IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) { return; } ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; Ray ray = kernel_split_state.ray[ray_index]; PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; Intersection isect; bool hit = kernel_path_scene_intersect(kg, state, &ray, &isect, L); kernel_split_state.isect[ray_index] = isect; if(!hit) { /* Change the state of rays that hit the background; * These rays undergo special processing in the * background_bufferUpdate kernel. */ ASSIGN_RAY_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND); } } CCL_NAMESPACE_END