/* * 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 ccl_device void kernel_subsurface_scatter(KernelGlobals *kg, ccl_local_param unsigned int* local_queue_atomics) { #ifdef __SUBSURFACE__ if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { *local_queue_atomics = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); ray_index = get_ray_index(kg, ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 0); #ifdef __COMPUTE_DEVICE_GPU__ /* If we are executing on a GPU device, we exit all threads that are not * required. * * If we are executing on a CPU device, then we need to keep all threads * active since we have barrier() calls later in the kernel. CPU devices, * expect all threads to execute barrier statement. */ if(ray_index == QUEUE_EMPTY_SLOT) { return; } #endif char enqueue_flag = 0; #ifndef __COMPUTE_DEVICE_GPU__ if(ray_index != QUEUE_EMPTY_SLOT) { #endif ccl_global char *ray_state = kernel_split_state.ray_state; ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; ccl_global RNG *rng = &kernel_split_state.rng[ray_index]; ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index]; ccl_global SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index]; ShaderData *sd = &kernel_split_state.sd[ray_index]; ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index]; if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { if(sd->flag & SD_BSSRDF) { if(kernel_path_subsurface_scatter(kg, sd, emission_sd, L, state, rng, ray, throughput, ss_indirect)) { ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER); enqueue_flag = 1; } } } #ifndef __COMPUTE_DEVICE_GPU__ } #endif /* Enqueue RAY_UPDATE_BUFFER rays. */ enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, kernel_split_params.queue_size, local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); #endif /* __SUBSURFACE__ */ } CCL_NAMESPACE_END