
This commit re-shuffles code in split kernel once again and makes it so common parts which is in the headers is only responsible to making all the work needed for specified ray index. Getting ray index, checking for it's validity and enqueuing tasks are now happening in the device specified part of the kernel. This actually makes sense because enqueuing is indeed device-specified and i.e. with CUDA we'll want to enqueue kernels from kernel and avoid CPU roundtrip. TODO: - Kernel comments are still placed in the common header files, but since queue related stuff is not passed to those functions those comments might need to be split as well. Just currently read them considering that they're also covering the way how all devices are invoking the common code path. - Arguments might need to be wrapped into KernelGlobals, so we don't ened to pass all them around as function arguments.
133 lines
6.9 KiB
C
133 lines
6.9 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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#include "kernel_split_common.h"
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/* Note on kernel_setup_next_iteration kernel.
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* This is the tenth kernel in the ray tracing logic. This is the ninth
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* of the path iteration kernels. This kernel takes care of setting up
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* Ray for the next iteration of path-iteration and accumulating radiance
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* corresponding to AO and direct-lighting
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*
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* Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER
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*
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* The input and output are as follows,
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*
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* rng_coop ---------------------------------------------|--- kernel_next_iteration_setup -|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
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* throughput_coop --------------------------------------| |--- Queue_data (QUEUE_HITBF_BUFF_UPDATE_TOREGEN_RAYS)
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* PathRadiance_coop ------------------------------------| |--- throughput_coop
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* PathState_coop ---------------------------------------| |--- PathRadiance_coop
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* shader_data ------------------------------------------| |--- PathState_coop
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* ray_state --------------------------------------------| |--- ray_state
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* Queue_data (QUEUE_ACTIVE_AND_REGENERATD_RAYS) --------| |--- Ray_coop
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* Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- use_queues_flag
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* Ray_coop ---------------------------------------------| |
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* kg (globals + data) ----------------------------------| |
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* LightRay_dl_coop -------------------------------------|
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* ISLamp_coop ------------------------------------------|
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* BSDFEval_coop ----------------------------------------|
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* LightRay_ao_coop -------------------------------------|
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* AOBSDF_coop ------------------------------------------|
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* AOAlpha_coop -----------------------------------------|
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*
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* Note on queues,
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* This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only
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* the rays of state RAY_ACTIVE.
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* There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFF
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* state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will
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* still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been
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* changed to RAY_UPDATE_BUFF, there is no problem.
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*
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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, RAY_REGENERATED, RAY_UPDATE_BUFFER rays.
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
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* At exit,
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* QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and more RAY_UPDATE_BUFFER rays.
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* QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and more RAY_UPDATE_BUFFER rays
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*/
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ccl_device char kernel_next_iteration_setup(
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ccl_global char *globals,
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ccl_constant KernelData *data,
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ccl_global char *shader_data, /* Required for setting up ray for next iteration */
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ccl_global uint *rng_coop, /* Required for setting up ray for next iteration */
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ccl_global float3 *throughput_coop, /* Required for setting up ray for next iteration */
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PathRadiance *PathRadiance_coop, /* Required for setting up ray for next iteration */
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ccl_global Ray *Ray_coop, /* Required for setting up ray for next iteration */
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ccl_global PathState *PathState_coop, /* Required for setting up ray for next iteration */
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ccl_global Ray *LightRay_dl_coop, /* Required for radiance update - direct lighting */
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ccl_global int *ISLamp_coop, /* Required for radiance update - direct lighting */
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ccl_global BsdfEval *BSDFEval_coop, /* Required for radiance update - direct lighting */
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ccl_global Ray *LightRay_ao_coop, /* Required for radiance update - AO */
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ccl_global float3 *AOBSDF_coop, /* Required for radiance update - AO */
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ccl_global float3 *AOAlpha_coop, /* Required for radiance update - AO */
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ccl_global char *ray_state, /* Denotes the state of each ray */
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ccl_global char *use_queues_flag, /* flag to decide if scene_intersect kernel should
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* use queues to fetch ray index */
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int ray_index)
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{
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char enqueue_flag = 0;
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/* Load kernel globals structure and ShaderData structure */
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KernelGlobals *kg = (KernelGlobals *)globals;
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ShaderData *sd = (ShaderData *)shader_data;
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PathRadiance *L = 0x0;
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ccl_global PathState *state = 0x0;
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/* Path radiance update for AO/Direct_lighting's shadow blocked */
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL) || IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
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state = &PathState_coop[ray_index];
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L = &PathRadiance_coop[ray_index];
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float3 _throughput = throughput_coop[ray_index];
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO)) {
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float3 shadow = LightRay_ao_coop[ray_index].P;
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char update_path_radiance = LightRay_ao_coop[ray_index].t;
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if(update_path_radiance) {
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path_radiance_accum_ao(L, _throughput, AOAlpha_coop[ray_index], AOBSDF_coop[ray_index], shadow, state->bounce);
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}
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REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
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}
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if(IS_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL)) {
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float3 shadow = LightRay_dl_coop[ray_index].P;
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char update_path_radiance = LightRay_dl_coop[ray_index].t;
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if(update_path_radiance) {
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BsdfEval L_light = BSDFEval_coop[ray_index];
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path_radiance_accum_light(L, _throughput, &L_light, shadow, 1.0f, state->bounce, ISLamp_coop[ray_index]);
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}
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REMOVE_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_DL);
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}
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}
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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ccl_global float3 *throughput = &throughput_coop[ray_index];
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ccl_global Ray *ray = &Ray_coop[ray_index];
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ccl_global RNG* rng = &rng_coop[ray_index];
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state = &PathState_coop[ray_index];
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L = &PathRadiance_coop[ray_index];
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/* compute direct lighting and next bounce */
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if(!kernel_path_surface_bounce(kg, rng, sd, throughput, state, L, ray)) {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
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enqueue_flag = 1;
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}
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}
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return enqueue_flag;
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}
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