/* * 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 /* Shadow ray cast for AO. */ ccl_device void kernel_shadow_blocked_ao(KernelGlobals *kg) { unsigned int ao_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS]; ccl_barrier(CCL_LOCAL_MEM_FENCE); int ray_index = QUEUE_EMPTY_SLOT; int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); if(thread_index < ao_queue_length) { ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 1); } if(ray_index == QUEUE_EMPTY_SLOT) { return; } ShaderData *sd = kernel_split_sd(sd, ray_index); ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]); PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; float3 throughput = kernel_split_state.throughput[ray_index]; #ifdef __BRANCHED_PATH__ if(!kernel_data.integrator.branched || IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) { #endif kernel_path_ao(kg, sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, sd)); #ifdef __BRANCHED_PATH__ } else { kernel_branched_path_ao(kg, sd, emission_sd, L, state, throughput); } #endif } CCL_NAMESPACE_END