/* * 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_shader_eval kernel * This kernel is the 5th kernel in the ray tracing logic. This is * the 4rd kernel in path iteration. This kernel sets up the ShaderData * structure from the values computed by the previous kernels. It also identifies * the rays of state RAY_TO_REGENERATE and enqueues them in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. * * The input and output of the kernel is as follows, * rng_coop -------------------------------------------|--- kernel_shader_eval --|--- sd * Ray_coop -------------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) * PathState_coop -------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) * Intersection_coop ----------------------------------| | * Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS)-------| | * Queue_index(QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)---| | * ray_state ------------------------------------------| | * kg (globals) ---------------------------------------| | * queuesize ------------------------------------------| | * * Note on Queues : * This kernel reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue and processes * only the rays of state RAY_ACTIVE; * State of queues when this kernel is called, * at entry, * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty. * at exit, * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE rays */ ccl_device void kernel_shader_eval( KernelGlobals *kg, ShaderData *sd, /* Output ShaderData structure to be filled */ ccl_global uint *rng_coop, /* Required for rbsdf calculation */ ccl_global Ray *Ray_coop, /* Required for setting up shader from ray */ ccl_global PathState *PathState_coop, /* Required for all functions in this kernel */ Intersection *Intersection_coop, /* Required for setting up shader from ray */ ccl_global char *ray_state, /* Denotes the state of each ray */ int ray_index) { if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { Intersection *isect = &Intersection_coop[ray_index]; ccl_global uint *rng = &rng_coop[ray_index]; ccl_global PathState *state = &PathState_coop[ray_index]; Ray ray = Ray_coop[ray_index]; shader_setup_from_ray(kg, sd, isect, &ray); float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF); shader_eval_surface(kg, sd, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN); } }