
This was needed when we accessed OSL closure memory after shader evaluation, which could get overwritten by another shader evaluation. But all closures are immediatley converted to ShaderClosure now, so no longer needed.
71 lines
2.3 KiB
C
71 lines
2.3 KiB
C
/*
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* Copyright 2011-2017 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 evaluates ShaderData structure from the values computed
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* by the previous kernels.
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*/
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ccl_device void kernel_shader_eval(KernelGlobals *kg)
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{
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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/* Sorting on cuda split is not implemented */
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#ifdef __KERNEL_CUDA__
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int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
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#else
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int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
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#endif
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if(ray_index >= queue_index) {
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return;
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}
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ray_index = get_ray_index(kg, ray_index,
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#ifdef __KERNEL_CUDA__
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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#else
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QUEUE_SHADER_SORTED_RAYS,
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#endif
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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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ccl_global char *ray_state = kernel_split_state.ray_state;
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if(IS_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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#ifndef __BRANCHED_PATH__
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float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
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shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, rbsdf, state->flag);
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#else
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float rbsdf = 0.0f;
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if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
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}
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shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, rbsdf, state->flag);
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shader_merge_closures(&kernel_split_state.sd[ray_index]);
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#endif /* __BRANCHED_PATH__ */
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}
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}
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CCL_NAMESPACE_END
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