Goal is to reduce OpenCL kernel recompilations. Currently viewport renders are still set to use 64 closures as this seems to be faster and we don't want to cause a performance regression there. Needs to be investigated. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2775
108 lines
3.4 KiB
C++
108 lines
3.4 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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/* Shadow ray cast for direct visible light. */
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ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
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{
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unsigned int dl_queue_length = kernel_split_params.queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS];
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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int ray_index = QUEUE_EMPTY_SLOT;
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int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if(thread_index < dl_queue_length) {
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ray_index = get_ray_index(kg, thread_index, QUEUE_SHADOW_RAY_CAST_DL_RAYS,
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kernel_split_state.queue_data, kernel_split_params.queue_size, 1);
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}
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#ifdef __BRANCHED_PATH__
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/* TODO(mai): move this somewhere else? */
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if(thread_index == 0) {
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/* Clear QUEUE_INACTIVE_RAYS before next kernel. */
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kernel_split_params.queue_index[QUEUE_INACTIVE_RAYS] = 0;
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}
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#endif /* __BRANCHED_PATH__ */
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if(ray_index == QUEUE_EMPTY_SLOT)
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return;
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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Ray ray = kernel_split_state.light_ray[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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float3 throughput = kernel_split_state.throughput[ray_index];
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BsdfEval L_light = kernel_split_state.bsdf_eval[ray_index];
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ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
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bool is_lamp = kernel_split_state.is_lamp[ray_index];
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# if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
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bool use_branched = false;
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int all = 0;
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if(state->flag & PATH_RAY_SHADOW_CATCHER) {
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use_branched = true;
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all = 1;
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}
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# if defined(__BRANCHED_PATH__)
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else if(kernel_data.integrator.branched) {
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use_branched = true;
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if(IS_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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all = (kernel_data.integrator.sample_all_lights_indirect);
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}
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else
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{
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all = (kernel_data.integrator.sample_all_lights_direct);
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}
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}
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# endif /* __BRANCHED_PATH__ */
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if(use_branched) {
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kernel_branched_path_surface_connect_light(kg,
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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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all);
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}
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else
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# endif /* defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)*/
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{
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg,
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sd,
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emission_sd,
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state,
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&ray,
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&shadow))
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{
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/* accumulate */
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path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
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}
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else {
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path_radiance_accum_total_light(L, state, throughput, &L_light);
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}
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}
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}
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CCL_NAMESPACE_END
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