158 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright 2011-2015 Blender Foundation
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 *
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 * Licensed under the Apache License, Version 2.0 (the "License");
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 * you may not use this file except in compliance with the License.
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 * You may obtain a copy of the License at
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 *
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 * http://www.apache.org/licenses/LICENSE-2.0
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 *
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 * Unless required by applicable law or agreed to in writing, software
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 * distributed under the License is distributed on an "AS IS" BASIS,
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 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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 * See the License for the specific language governing permissions and
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 * limitations under the License.
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 */
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CCL_NAMESPACE_BEGIN
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/* This kernel takes care of direct lighting logic.
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 * However, the "shadow ray cast" part of direct lighting is handled
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 * in the next kernel.
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 *
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 * This kernels determines the rays for which a shadow_blocked() function
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 * associated with direct lighting should be executed. Those rays for which
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 * a shadow_blocked() function for direct-lighting must be executed, are
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 * marked with flag RAY_SHADOW_RAY_CAST_DL and enqueued into the queue
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 * QUEUE_SHADOW_RAY_CAST_DL_RAYS
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 *
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 * Note on Queues:
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 * This kernel only reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue
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 * and processes only the rays of state RAY_ACTIVE; If a ray needs to execute
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 * the corresponding shadow_blocked part, after direct lighting, the ray is
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 * marked with RAY_SHADOW_RAY_CAST_DL flag.
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 *
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 * State of queues when this kernel is called:
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 * - State of queues QUEUE_ACTIVE_AND_REGENERATED_RAYS and
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 *   QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be same before and after this
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 *   kernel call.
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 * - QUEUE_SHADOW_RAY_CAST_DL_RAYS queue will be filled with rays for which a
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 *   shadow_blocked function must be executed, after this kernel call
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 *    Before this kernel call the QUEUE_SHADOW_RAY_CAST_DL_RAYS will be empty.
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 */
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ccl_device void kernel_direct_lighting(KernelGlobals *kg,
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                                       ccl_local_param unsigned int *local_queue_atomics)
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{
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	if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
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		*local_queue_atomics = 0;
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	}
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	ccl_barrier(CCL_LOCAL_MEM_FENCE);
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	char enqueue_flag = 0;
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	int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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	ray_index = get_ray_index(kg, ray_index,
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	                          QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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	                          kernel_split_state.queue_data,
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	                          kernel_split_params.queue_size,
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	                          0);
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#ifdef __COMPUTE_DEVICE_GPU__
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	/* If we are executing on a GPU device, we exit all threads that are not
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	 * required.
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	 *
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	 * If we are executing on a CPU device, then we need to keep all threads
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	 * active since we have barrier() calls later in the kernel. CPU devices,
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	 * expect all threads to execute barrier statement.
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	 */
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	if(ray_index == QUEUE_EMPTY_SLOT) {
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		return;
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	}
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#endif
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#ifndef __COMPUTE_DEVICE_GPU__
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	if(ray_index != QUEUE_EMPTY_SLOT) {
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#endif
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	if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
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		ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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		ShaderData *sd = &kernel_split_state.sd[ray_index];
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		/* direct lighting */
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#ifdef __EMISSION__
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		RNG rng = kernel_split_state.rng[ray_index];
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		bool flag = (kernel_data.integrator.use_direct_light &&
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		             (sd->flag & SD_BSDF_HAS_EVAL));
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#  ifdef __SHADOW_TRICKS__
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		if(flag && state->flag & PATH_RAY_SHADOW_CATCHER) {
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			flag = false;
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			ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
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			float3 throughput = kernel_split_state.throughput[ray_index];
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			PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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			kernel_branched_path_surface_connect_light(kg,
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			                                           &rng,
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			                                           sd,
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			                                           emission_sd,
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			                                           state,
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			                                           throughput,
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			                                           1.0f,
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			                                           L,
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			                                           1);
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		}
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#  endif  /* __SHADOW_TRICKS__ */
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		if(flag) {
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			/* Sample illumination from lights to find path contribution. */
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			float light_t = path_state_rng_1D(kg, &rng, state, PRNG_LIGHT);
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			float light_u, light_v;
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			path_state_rng_2D(kg, &rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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			float terminate = path_state_rng_light_termination(kg, &rng, state);
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			LightSample ls;
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			if(light_sample(kg,
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			                light_t, light_u, light_v,
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			                sd->time,
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			                sd->P,
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			                state->bounce,
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			                &ls)) {
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				Ray light_ray;
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#  ifdef __OBJECT_MOTION__
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				light_ray.time = sd->time;
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#  endif
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				BsdfEval L_light;
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				bool is_lamp;
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				if(direct_emission(kg, sd, &kernel_split_state.sd_DL_shadow[ray_index], &ls, state, &light_ray, &L_light, &is_lamp, terminate)) {
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					/* Write intermediate data to global memory to access from
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					 * the next kernel.
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					 */
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					kernel_split_state.light_ray[ray_index] = light_ray;
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					kernel_split_state.bsdf_eval[ray_index] = L_light;
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					kernel_split_state.is_lamp[ray_index] = is_lamp;
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					/* Mark ray state for next shadow kernel. */
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					ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
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					enqueue_flag = 1;
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				}
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			}
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		}
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		kernel_split_state.rng[ray_index] = rng;
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#endif  /* __EMISSION__ */
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	}
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#ifndef __COMPUTE_DEVICE_GPU__
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	}
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#endif
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#ifdef __EMISSION__
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	/* Enqueue RAY_SHADOW_RAY_CAST_DL rays. */
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	enqueue_ray_index_local(ray_index,
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	                        QUEUE_SHADOW_RAY_CAST_DL_RAYS,
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	                        enqueue_flag,
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	                        kernel_split_params.queue_size,
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	                        local_queue_atomics,
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	                        kernel_split_state.queue_data,
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	                        kernel_split_params.queue_index);
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#endif
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}
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CCL_NAMESPACE_END
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