Welcome to mirror list, hosted at ThFree Co, Russian Federation.

kernel_next_iteration_setup.h « split « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 816f3a6fbff4f7c1229265f701c5b4635e25216d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
/*
 * 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_setup_next_iteration kernel.
 * This is the tenth kernel in the ray tracing logic. This is the ninth
 * of the path iteration kernels. This kernel takes care of setting up
 * Ray for the next iteration of path-iteration and accumulating radiance
 * corresponding to AO and direct-lighting
 *
 * 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_next_iteration_setup -|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
 * throughput_coop --------------------------------------|                                 |--- Queue_data (QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS)
 * PathRadiance_coop ------------------------------------|                                 |--- throughput_coop
 * PathState_coop ---------------------------------------|                                 |--- PathRadiance_coop
 * sd ---------------------------------------------------|                                 |--- PathState_coop
 * ray_state --------------------------------------------|                                 |--- ray_state
 * Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS) --------|                                 |--- Ray_coop
 * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---|                                 |--- use_queues_flag
 * Ray_coop ---------------------------------------------|                                 |
 * kg (globals) -----------------------------------------|                                 |
 * LightRay_dl_coop -------------------------------------|
 * ISLamp_coop ------------------------------------------|
 * BSDFEval_coop ----------------------------------------|
 * LightRay_ao_coop -------------------------------------|
 * AOBSDF_coop ------------------------------------------|
 * AOAlpha_coop -----------------------------------------|
 *
 * 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_BUFF
 * 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_BUFF, 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, RAY_REGENERATED, RAY_UPDATE_BUFFER rays.
 * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
 * At exit,
 * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and more RAY_UPDATE_BUFFER rays.
 * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays
 */
ccl_device char kernel_next_iteration_setup(
        KernelGlobals *kg,
        ShaderData *sd,                       /* Required for setting up ray for next iteration */
        ccl_global uint *rng_coop,            /* Required for setting up ray for next iteration */
        ccl_global float3 *throughput_coop,   /* Required for setting up ray for next iteration */
        PathRadiance *PathRadiance_coop,      /* Required for setting up ray for next iteration */
        ccl_global Ray *Ray_coop,             /* Required for setting up ray for next iteration */
        ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */
        ccl_global Ray *LightRay_dl_coop,     /* Required for radiance update - direct lighting */
        ccl_global int *ISLamp_coop,          /* Required for radiance update - direct lighting */
        ccl_global BsdfEval *BSDFEval_coop,   /* Required for radiance update - direct lighting */
        ccl_global Ray *LightRay_ao_coop,     /* Required for radiance update - AO */
        ccl_global float3 *AOBSDF_coop,       /* Required for radiance update - AO */
        ccl_global float3 *AOAlpha_coop,      /* Required for radiance update - AO */
        ccl_global char *ray_state,           /* Denotes the state of each ray */
        ccl_global char *use_queues_flag,     /* flag to decide if scene_intersect kernel should
                                               * use queues to fetch ray index */
        int ray_index)
{
	char enqueue_flag = 0;

	/* Load ShaderData structure. */
	PathRadiance *L = NULL;
	ccl_global PathState *state = NULL;

	/* Path radiance update for AO/Direct_lighting's shadow blocked. */
	if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) ||
	   IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO))
	{
		state = &PathState_coop[ray_index];
		L = &PathRadiance_coop[ray_index];
		float3 _throughput = throughput_coop[ray_index];

		if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
			float3 shadow = LightRay_ao_coop[ray_index].P;
			char update_path_radiance = LightRay_ao_coop[ray_index].t;
			if(update_path_radiance) {
				path_radiance_accum_ao(L,
				                       _throughput,
				                       AOAlpha_coop[ray_index],
				                       AOBSDF_coop[ray_index],
				                       shadow,
				                       state->bounce);
			}
			REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
		}

		if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) {
			float3 shadow = LightRay_dl_coop[ray_index].P;
			char update_path_radiance = LightRay_dl_coop[ray_index].t;
			if(update_path_radiance) {
				BsdfEval L_light = BSDFEval_coop[ray_index];
				path_radiance_accum_light(L,
				                          _throughput,
				                          &L_light,
				                          shadow,
				                          1.0f,
				                          state->bounce,
				                          ISLamp_coop[ray_index]);
			}
			REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
		}
	}

	if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
		ccl_global float3 *throughput = &throughput_coop[ray_index];
		ccl_global Ray *ray = &Ray_coop[ray_index];
		ccl_global RNG *rng = &rng_coop[ray_index];
		state = &PathState_coop[ray_index];
		L = &PathRadiance_coop[ray_index];

		/* Compute direct lighting and next bounce. */
		if(!kernel_path_surface_bounce(kg, rng, sd, throughput, state, L, ray)) {
			ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
			enqueue_flag = 1;
		}
	}

	return enqueue_flag;
}