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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.
*/
CCL_NAMESPACE_BEGIN
/* This kernel sets up the ShaderData structure from the values computed
* by the previous kernels.
* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
ccl_device void kernel_shader_eval(KernelGlobals *kg,
ccl_local_param unsigned int *local_queue_atomics)
{
/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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);
ccl_global char *ray_state = kernel_split_state.ray_state;
char enqueue_flag = 0;
if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
enqueue_flag = 1;
enqueue_ray_index_local(ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
enqueue_flag,
local_queue_atomics,
kernel_split_params.queue_index);
/* Continue on with shader evaluation. */
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
Intersection isect = kernel_split_state.isect[ray_index];
RNG rng = kernel_split_state.rng[ray_index];
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
shader_setup_from_ray(kg,
&kernel_split_state.sd[ray_index],
&isect,
&ray);
#ifndef __BRANCHED_PATH__
float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
#else
ShaderContext ctx = SHADER_CONTEXT_MAIN;
float rbsdf = 0.0f;
if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);
if(IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
ctx = SHADER_CONTEXT_INDIRECT;
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, ctx);
shader_merge_closures(&kernel_split_state.sd[ray_index]);
#endif /* __BRANCHED_PATH__ */
kernel_split_state.rng[ray_index] = rng;
CCL_NAMESPACE_END