1 /*
2  * Copyright 2011-2017 Blender Foundation
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 CCL_NAMESPACE_BEGIN
18 
kernel_indirect_background(KernelGlobals * kg)19 ccl_device void kernel_indirect_background(KernelGlobals *kg)
20 {
21   ccl_global char *ray_state = kernel_split_state.ray_state;
22 
23   int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
24   int ray_index;
25 
26   if (kernel_data.integrator.ao_bounces != INT_MAX) {
27     ray_index = get_ray_index(kg,
28                               thread_index,
29                               QUEUE_ACTIVE_AND_REGENERATED_RAYS,
30                               kernel_split_state.queue_data,
31                               kernel_split_params.queue_size,
32                               0);
33 
34     if (ray_index != QUEUE_EMPTY_SLOT) {
35       if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
36         ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
37         if (path_state_ao_bounce(kg, state)) {
38           kernel_split_path_end(kg, ray_index);
39         }
40       }
41     }
42   }
43 
44   ray_index = get_ray_index(kg,
45                             thread_index,
46                             QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
47                             kernel_split_state.queue_data,
48                             kernel_split_params.queue_size,
49                             0);
50 
51   if (ray_index == QUEUE_EMPTY_SLOT) {
52     return;
53   }
54 
55   if (IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
56     ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
57     PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
58     ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
59     float3 throughput = kernel_split_state.throughput[ray_index];
60     ShaderData *sd = kernel_split_sd(sd, ray_index);
61     uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
62     ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
63 
64     kernel_path_background(kg, state, ray, throughput, sd, buffer, L);
65     kernel_split_path_end(kg, ray_index);
66   }
67 }
68 
69 CCL_NAMESPACE_END
70