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/*
* Copyright 2011-2021 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.
*/
#pragma once
#include "kernel/integrator/integrator_init_from_camera.h"
#include "kernel/integrator/integrator_intersect_closest.h"
#include "kernel/integrator/integrator_intersect_shadow.h"
#include "kernel/integrator/integrator_intersect_subsurface.h"
#include "kernel/integrator/integrator_intersect_volume_stack.h"
#include "kernel/integrator/integrator_shade_background.h"
#include "kernel/integrator/integrator_shade_light.h"
#include "kernel/integrator/integrator_shade_shadow.h"
#include "kernel/integrator/integrator_shade_surface.h"
#include "kernel/integrator/integrator_shade_volume.h"
CCL_NAMESPACE_BEGIN
ccl_device void integrator_megakernel(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
/* Each kernel indicates the next kernel to execute, so here we simply
* have to check what that kernel is and execute it.
*
* TODO: investigate if we can use device side enqueue for GPUs to avoid
* having to compile this big kernel. */
while (true) {
const uint32_t shadow_queued_kernel = INTEGRATOR_STATE(
&state->shadow, shadow_path, queued_kernel);
if (shadow_queued_kernel) {
/* First handle any shadow paths before we potentially create more shadow paths. */
switch (shadow_queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
integrator_intersect_shadow(kg, &state->shadow);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
integrator_shade_shadow(kg, &state->shadow, render_buffer);
break;
default:
kernel_assert(0);
break;
}
}
else if (INTEGRATOR_STATE(state, path, queued_kernel)) {
/* Then handle regular path kernels. */
switch (INTEGRATOR_STATE(state, path, queued_kernel)) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST:
integrator_intersect_closest(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND:
integrator_shade_background(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE:
integrator_shade_surface(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME:
integrator_shade_volume(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE:
integrator_shade_surface_raytrace(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT:
integrator_shade_light(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE:
integrator_intersect_subsurface(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK:
integrator_intersect_volume_stack(kg, state);
break;
default:
kernel_assert(0);
break;
}
}
else {
break;
}
}
}
CCL_NAMESPACE_END
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