* Use .empty() and .data() * Use nullptr instead of 0 * No else after return * Simple class member initialization * Add override for virtual methods * Include C++ instead of C headers * Remove some unused includes * Use default constructors * Always use braces * Consistent names in definition and declaration * Change typedef to using Pull Request: https://projects.blender.org/blender/blender/pulls/132361
112 lines
4.0 KiB
C
112 lines
4.0 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/integrator/intersect_closest.h"
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#include "kernel/integrator/intersect_dedicated_light.h"
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#include "kernel/integrator/intersect_shadow.h"
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#include "kernel/integrator/intersect_subsurface.h"
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#include "kernel/integrator/intersect_volume_stack.h"
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#include "kernel/integrator/shade_background.h"
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#include "kernel/integrator/shade_dedicated_light.h"
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#include "kernel/integrator/shade_light.h"
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#include "kernel/integrator/shade_shadow.h"
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#include "kernel/integrator/shade_surface.h"
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#include "kernel/integrator/shade_volume.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void integrator_megakernel(KernelGlobals kg,
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IntegratorState state,
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ccl_global float *ccl_restrict render_buffer)
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{
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/* Each kernel indicates the next kernel to execute, so here we simply
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* have to check what that kernel is and execute it. */
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while (true) {
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/* Handle any shadow paths before we potentially create more shadow paths. */
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const uint32_t shadow_queued_kernel = INTEGRATOR_STATE(
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&state->shadow, shadow_path, queued_kernel);
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if (shadow_queued_kernel) {
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switch (shadow_queued_kernel) {
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case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
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integrator_intersect_shadow(kg, &state->shadow);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
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integrator_shade_shadow(kg, &state->shadow, render_buffer);
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break;
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default:
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kernel_assert(0);
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break;
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}
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continue;
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}
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/* Handle any AO paths before we potentially create more AO paths. */
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const uint32_t ao_queued_kernel = INTEGRATOR_STATE(&state->ao, shadow_path, queued_kernel);
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if (ao_queued_kernel) {
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switch (ao_queued_kernel) {
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case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
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integrator_intersect_shadow(kg, &state->ao);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
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integrator_shade_shadow(kg, &state->ao, render_buffer);
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break;
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default:
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kernel_assert(0);
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break;
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}
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continue;
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}
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/* Then handle regular path kernels. */
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const uint32_t queued_kernel = INTEGRATOR_STATE(state, path, queued_kernel);
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if (queued_kernel) {
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switch (queued_kernel) {
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case DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST:
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integrator_intersect_closest(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND:
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integrator_shade_background(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE:
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integrator_shade_surface(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME:
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integrator_shade_volume(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE:
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integrator_shade_surface_raytrace(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE:
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integrator_shade_surface_mnee(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT:
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integrator_shade_light(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_SHADE_DEDICATED_LIGHT:
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integrator_shade_dedicated_light(kg, state, render_buffer);
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break;
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case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE:
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integrator_intersect_subsurface(kg, state);
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break;
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case DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK:
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integrator_intersect_volume_stack(kg, state);
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break;
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case DEVICE_KERNEL_INTEGRATOR_INTERSECT_DEDICATED_LIGHT:
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integrator_intersect_dedicated_light(kg, state);
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break;
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default:
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kernel_assert(0);
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break;
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}
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continue;
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}
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break;
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}
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}
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CCL_NAMESPACE_END
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