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kernel_holdout_emission_blurring_pathtermination_ao.h « split « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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_holdout_emission_blurring_pathtermination_ao kernel.
 * This is the sixth kernel in the ray tracing logic. This is the fifth
 * of the path iteration kernels. This kernel takes care of the logic to process
 * "material of type holdout", indirect primitive emission, bsdf blurring,
 * probabilistic path termination and AO.
 *
 * This kernels determines the rays for which a shadow_blocked() function associated with AO should be executed.
 * Those rays for which a shadow_blocked() function for AO must be executed are marked with flag RAY_SHADOW_RAY_CAST_ao and
 * enqueued into the queue QUEUE_SHADOW_RAY_CAST_AO_RAYS
 *
 * Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER
 *
 * The input and output are as follows,
 *
 * rng_coop ---------------------------------------------|--- kernel_holdout_emission_blurring_pathtermination_ao ---|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
 * throughput_coop --------------------------------------|                                                           |--- PathState_coop
 * PathRadiance_coop ------------------------------------|                                                           |--- throughput_coop
 * Intersection_coop ------------------------------------|                                                           |--- L_transparent_coop
 * PathState_coop ---------------------------------------|                                                           |--- per_sample_output_buffers
 * L_transparent_coop -----------------------------------|                                                           |--- PathRadiance_coop
 * shader_data ------------------------------------------|                                                           |--- ShaderData
 * ray_state --------------------------------------------|                                                           |--- ray_state
 * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -------|                                                           |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
 * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---|                                                           |--- AOAlpha_coop
 * kg (globals + data) ----------------------------------|                                                           |--- AOBSDF_coop
 * parallel_samples -------------------------------------|                                                           |--- AOLightRay_coop
 * per_sample_output_buffers ----------------------------|                                                           |
 * sw ---------------------------------------------------|                                                           |
 * sh ---------------------------------------------------|                                                           |
 * sx ---------------------------------------------------|                                                           |
 * sy ---------------------------------------------------|                                                           |
 * stride -----------------------------------------------|                                                           |
 * work_array -------------------------------------------|                                                           |
 * queuesize --------------------------------------------|                                                           |
 * start_sample -----------------------------------------|                                                           |
 *
 * Note on Queues :
 * This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only
 * the rays of state RAY_ACTIVE.
 * There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFFER
 * state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will
 * still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been
 * changed to RAY_UPDATE_BUFFER, there is no problem.
 *
 * 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 filled with RAY_TO_REGENERATE rays.
 * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty.
 * At exit,
 * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and RAY_UPDATE_BUFFER rays
 * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
 * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with flag RAY_SHADOW_RAY_CAST_AO
 */

ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
	ccl_global char *globals,
	ccl_constant KernelData *data,
	ccl_global char *shader_data,               /* Required throughout the kernel except probabilistic path termination and AO */
	ccl_global float *per_sample_output_buffers,
	ccl_global uint *rng_coop,                  /* Required for "kernel_write_data_passes" and AO */
	ccl_global float3 *throughput_coop,         /* Required for handling holdout material and AO */
	ccl_global float *L_transparent_coop,       /* Required for handling holdout material */
	PathRadiance *PathRadiance_coop, /* Required for "kernel_write_data_passes" and indirect primitive emission */
	ccl_global PathState *PathState_coop,       /* Required throughout the kernel and AO */
	Intersection *Intersection_coop, /* Required for indirect primitive emission */
	ccl_global float3 *AOAlpha_coop,            /* Required for AO */
	ccl_global float3 *AOBSDF_coop,             /* Required for AO */
	ccl_global Ray *AOLightRay_coop,            /* Required for AO */
	int sw, int sh, int sx, int sy, int stride,
	ccl_global char *ray_state,                /* Denotes the state of each ray */
	ccl_global unsigned int *work_array,       /* Denotes the work that each ray belongs to */
	ccl_global int *Queue_data,                /* Queue memory */
	ccl_global int *Queue_index,               /* Tracks the number of elements in each queue */
	int queuesize,                             /* Size (capacity) of each queue */
#ifdef __WORK_STEALING__
	unsigned int start_sample,
#endif
	int parallel_samples                       /* Number of samples to be processed in parallel */
	)
{
	ccl_local unsigned int local_queue_atomics_bg;
	ccl_local unsigned int local_queue_atomics_ao;
	if(get_local_id(0) == 0 && get_local_id(1) == 0) {
		local_queue_atomics_bg = 0;
		local_queue_atomics_ao = 0;
	}
	barrier(CLK_LOCAL_MEM_FENCE);

	char enqueue_flag = 0;
	char enqueue_flag_AO_SHADOW_RAY_CAST = 0;
	int ray_index = get_global_id(1) * get_global_size(0) + get_global_id(0);
	ray_index = get_ray_index(ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, Queue_data, queuesize, 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

#ifndef __COMPUTE_DEVICE_GPU__
	if(ray_index != QUEUE_EMPTY_SLOT) {
#endif
		/* Load kernel globals structure and ShaderData structure */
		KernelGlobals *kg = (KernelGlobals *)globals;
		ShaderData *sd = (ShaderData *)shader_data;

#ifdef __WORK_STEALING__
		unsigned int my_work;
		unsigned int pixel_x;
		unsigned int pixel_y;
#endif
		unsigned int tile_x;
		unsigned int tile_y;
		int my_sample_tile;
		unsigned int sample;

		ccl_global RNG *rng = 0x0;
		ccl_global PathState *state = 0x0;
		float3 throughput;

		if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {

			throughput = throughput_coop[ray_index];
			state = &PathState_coop[ray_index];
			rng = &rng_coop[ray_index];
#ifdef __WORK_STEALING__
			my_work = work_array[ray_index];
			sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
			get_pixel_tile_position(&pixel_x, &pixel_y, &tile_x, &tile_y, my_work, sw, sh, sx, sy, parallel_samples, ray_index);
			my_sample_tile = 0;
#else // __WORK_STEALING__
			sample = work_array[ray_index];
			/* buffer's stride is "stride"; Find x and y using ray_index */
			int tile_index = ray_index / parallel_samples;
			tile_x = tile_index % sw;
			tile_y = tile_index / sw;
			my_sample_tile = ray_index - (tile_index * parallel_samples);
#endif // __WORK_STEALING__
			per_sample_output_buffers += (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) * kernel_data.film.pass_stride;

			/* holdout */
#ifdef __HOLDOUT__
			if((ccl_fetch(sd, flag) & (SD_HOLDOUT|SD_HOLDOUT_MASK)) && (state->flag & PATH_RAY_CAMERA)) {
				if(kernel_data.background.transparent) {
					float3 holdout_weight;

					if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK)
						holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
					else
						holdout_weight = shader_holdout_eval(kg, sd);

					/* any throughput is ok, should all be identical here */
					L_transparent_coop[ray_index] += average(holdout_weight*throughput);
				}

				if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK) {
					ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
					enqueue_flag = 1;
				}
			}
#endif
		}

		if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {

			PathRadiance *L = &PathRadiance_coop[ray_index];
			/* holdout mask objects do not write data passes */
			kernel_write_data_passes(kg, per_sample_output_buffers, L, sd, sample, state, throughput);

			/* blurring of bsdf after bounces, for rays that have a small likelihood
				* of following this particular path (diffuse, rough glossy) */
			if(kernel_data.integrator.filter_glossy != FLT_MAX) {
				float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;

				if(blur_pdf < 1.0f) {
					float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
					shader_bsdf_blur(kg, sd, blur_roughness);
				}
			}

#ifdef __EMISSION__
			/* emission */
			if(ccl_fetch(sd, flag) & SD_EMISSION) {
				/* todo: is isect.t wrong here for transparent surfaces? */
				float3 emission = indirect_primitive_emission(kg, sd, Intersection_coop[ray_index].t, state->flag, state->ray_pdf);
				path_radiance_accum_emission(L, throughput, emission, state->bounce);
			}
#endif

			/* path termination. this is a strange place to put the termination, it's
			 * mainly due to the mixed in MIS that we use. gives too many unneeded
			 * shader evaluations, only need emission if we are going to terminate */
			float probability = path_state_terminate_probability(kg, state, throughput);

			if(probability == 0.0f) {
				ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
				enqueue_flag = 1;
			}

			if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
				if(probability != 1.0f) {
					float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);

					if(terminate >= probability) {
						ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
						enqueue_flag = 1;
					} else {
						throughput_coop[ray_index] = throughput/probability;
					}
				}
			}
		}

#ifdef __AO__
		if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
			/* ambient occlusion */
			if(kernel_data.integrator.use_ambient_occlusion || (ccl_fetch(sd, flag) & SD_AO)) {
				/* todo: solve correlation */
				float bsdf_u, bsdf_v;
				path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);

				float ao_factor = kernel_data.background.ao_factor;
				float3 ao_N;
				AOBSDF_coop[ray_index] = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
				AOAlpha_coop[ray_index] = shader_bsdf_alpha(kg, sd);

				float3 ao_D;
				float ao_pdf;
				sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);

				if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) {
					Ray _ray;
					_ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng));
					_ray.D = ao_D;
					_ray.t = kernel_data.background.ao_distance;
#ifdef __OBJECT_MOTION__
					_ray.time = ccl_fetch(sd, time);
#endif
					_ray.dP = ccl_fetch(sd, dP);
					_ray.dD = differential3_zero();
					AOLightRay_coop[ray_index] = _ray;

					ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
					enqueue_flag_AO_SHADOW_RAY_CAST = 1;
				}
			}
		}
#endif
#ifndef __COMPUTE_DEVICE_GPU__
	}
#endif

	/* Enqueue RAY_UPDATE_BUFFER rays */
	enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, queuesize, &local_queue_atomics_bg, Queue_data, Queue_index);
#ifdef __AO__
	/* Enqueue to-shadow-ray-cast rays */
	enqueue_ray_index_local(ray_index, QUEUE_SHADOW_RAY_CAST_AO_RAYS, enqueue_flag_AO_SHADOW_RAY_CAST, queuesize, &local_queue_atomics_ao, Queue_data, Queue_index);
#endif
}