/* * Copyright 2011-2015 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ CCL_NAMESPACE_BEGIN /* This kernel sets up the ShaderData structure from the values computed * by the previous kernels. * * It also identifies the rays of state RAY_TO_REGENERATE and enqueues them * in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */ ccl_device void kernel_shader_eval(KernelGlobals *kg, ccl_local_param unsigned int *local_queue_atomics) { /* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */ if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { *local_queue_atomics = 0; } ccl_barrier(CCL_LOCAL_MEM_FENCE); int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); ray_index = get_ray_index(kg, ray_index, QUEUE_ACTIVE_AND_REGENERATED_RAYS, kernel_split_state.queue_data, kernel_split_params.queue_size, 0); char enqueue_flag = 0; if((ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) { enqueue_flag = 1; } enqueue_ray_index_local(ray_index, QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS, enqueue_flag, kernel_split_params.queue_size, local_queue_atomics, kernel_split_state.queue_data, kernel_split_params.queue_index); /* Continue on with shader evaluation. */ if((ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) { Intersection isect = kernel_split_state.isect[ray_index]; RNG rng = kernel_split_state.rng[ray_index]; ccl_global PathState *state = &kernel_split_state.path_state[ray_index]; Ray ray = kernel_split_state.ray[ray_index]; shader_setup_from_ray(kg, &kernel_split_state.sd[ray_index], &isect, &ray); float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF); shader_eval_surface(kg, &kernel_split_state.sd[ray_index], &rng, state, rbsdf, state->flag, SHADER_CONTEXT_MAIN); kernel_split_state.rng[ray_index] = rng; } } CCL_NAMESPACE_END