95 lines
4.2 KiB
C++
95 lines
4.2 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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/* Note on kernel_shader_eval kernel
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* This kernel is the 5th kernel in the ray tracing logic. This is
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* the 4rd kernel in path iteration. This kernel sets up the ShaderData
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* structure from the values computed by the previous kernels. It also identifies
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* the rays of state RAY_TO_REGENERATE and enqueues them in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
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*
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* The input and output of the kernel is as follows,
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* rng_coop -------------------------------------------|--- kernel_shader_eval --|--- sd
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* Ray_coop -------------------------------------------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* PathState_coop -------------------------------------| |--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* Intersection_coop ----------------------------------| |
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* Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS)-------| |
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* Queue_index(QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)---| |
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* ray_state ------------------------------------------| |
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* kg (globals) ---------------------------------------| |
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* queuesize ------------------------------------------| |
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*
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* Note on Queues :
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* This kernel reads from the QUEUE_ACTIVE_AND_REGENERATED_RAYS queue and processes
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* only the rays of state RAY_ACTIVE;
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* State of queues when this kernel is called,
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* at entry,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.
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* at exit,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE rays
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*/
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ccl_device void kernel_shader_eval(KernelGlobals *kg)
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{
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/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
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ccl_local unsigned int local_queue_atomics;
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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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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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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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char enqueue_flag = (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0;
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enqueue_ray_index_local(ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_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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/* Continue on with shader evaluation. */
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if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
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Intersection *isect = &kernel_split_state.isect[ray_index];
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ccl_global uint *rng = &kernel_split_state.rng[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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shader_setup_from_ray(kg,
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&kernel_split_state.sd[ray_index],
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isect,
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&ray);
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float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
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shader_eval_surface(kg, &kernel_split_state.sd[ray_index], rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN);
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}
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}
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CCL_NAMESPACE_END
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