
With upcoming light group passes, for them to sum up correctly to the combined pass the clamping must be more fine grained. This also has the advantage that if one light is particularly noisy, it does not diminish the contribution from other lights which do not need as much clamping. Clamp values on existing scenes will need to be tweaked to get similar results, there is no automatic conversion possible which would give the same results as before. Implemented by Lukas, with tweaks by Brecht. Part of D4837
174 lines
6.8 KiB
C
174 lines
6.8 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 rays that hit the background (sceneintersect
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* kernel), and for the rays of state RAY_UPDATE_BUFFER it updates the ray's
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* accumulated radiance in the output buffer. This kernel also takes care of
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* rays that have been determined to-be-regenerated.
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*
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* We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel.
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*
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* Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER
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* will be eventually set to RAY_TO_REGENERATE state in this kernel.
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* Finally all rays of ray_state RAY_TO_REGENERATE will be regenerated and put
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* in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
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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 rays.
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* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
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* RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays.
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* At exit,
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* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and
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* RAY_REGENERATED rays.
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* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.
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*/
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ccl_device void kernel_buffer_update(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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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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if (ray_index == 0) {
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/* We will empty this queue in this kernel. */
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kernel_split_params.queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
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}
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char enqueue_flag = 0;
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ray_index = get_ray_index(kg,
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ray_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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1);
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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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ccl_global char *ray_state = kernel_split_state.ray_state;
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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bool ray_was_updated = false;
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if (IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
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ray_was_updated = true;
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uint sample = state->sample;
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uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
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ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
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/* accumulate result in output buffer */
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kernel_write_result(kg, buffer, sample, L);
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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if (kernel_data.film.cryptomatte_passes) {
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/* Make sure no thread is writing to the buffers. */
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ccl_barrier(CCL_LOCAL_MEM_FENCE);
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if (ray_was_updated && state->sample - 1 == kernel_data.integrator.aa_samples) {
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uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
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ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
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ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte;
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kernel_sort_id_slots(cryptomatte_buffer, 2 * kernel_data.film.cryptomatte_depth);
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}
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}
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if (IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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/* We have completed current work; So get next work */
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ccl_global uint *work_pools = kernel_split_params.work_pools;
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uint total_work_size = kernel_split_params.total_work_size;
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uint work_index;
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if (!get_next_work(kg, work_pools, total_work_size, ray_index, &work_index)) {
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/* If work is invalid, this means no more work is available and the thread may exit */
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
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}
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if (IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
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ccl_global WorkTile *tile = &kernel_split_params.tile;
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uint x, y, sample;
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get_work_pixel(tile, work_index, &x, &y, &sample);
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/* Store buffer offset for writing to passes. */
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uint buffer_offset = (tile->offset + x + y * tile->stride) * kernel_data.film.pass_stride;
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kernel_split_state.buffer_offset[ray_index] = buffer_offset;
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/* Initialize random numbers and ray. */
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uint rng_hash;
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kernel_path_trace_setup(kg, sample, x, y, &rng_hash, ray);
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if (ray->t != 0.0f) {
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/* Initialize throughput, path radiance, Ray, PathState;
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* These rays proceed with path-iteration.
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*/
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*throughput = make_float3(1.0f, 1.0f, 1.0f);
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path_radiance_init(kg, L);
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path_state_init(kg,
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AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]),
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state,
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rng_hash,
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sample,
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ray);
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#ifdef __SUBSURFACE__
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kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]);
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#endif
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
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enqueue_flag = 1;
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}
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else {
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ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
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}
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}
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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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/* Enqueue RAY_REGENERATED rays into QUEUE_ACTIVE_AND_REGENERATED_RAYS;
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* These rays will be made active during next SceneIntersectkernel.
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*/
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enqueue_ray_index_local(ray_index,
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QUEUE_ACTIVE_AND_REGENERATED_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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}
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CCL_NAMESPACE_END
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