1 /*
2 * Copyright 2011-2015 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
19 /* This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS.
20 * It processes rays of state RAY_ACTIVE and RAY_HIT_BACKGROUND.
21 * We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
22 */
kernel_lamp_emission(KernelGlobals * kg)23 ccl_device void kernel_lamp_emission(KernelGlobals *kg)
24 {
25 #ifndef __VOLUME__
26 /* We will empty this queue in this kernel. */
27 if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
28 kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
29 }
30 #endif
31 /* Fetch use_queues_flag. */
32 char local_use_queues_flag = *kernel_split_params.use_queues_flag;
33 ccl_barrier(CCL_LOCAL_MEM_FENCE);
34
35 int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
36 if (local_use_queues_flag) {
37 ray_index = get_ray_index(kg,
38 ray_index,
39 QUEUE_ACTIVE_AND_REGENERATED_RAYS,
40 kernel_split_state.queue_data,
41 kernel_split_params.queue_size,
42 #ifndef __VOLUME__
43 1
44 #else
45 0
46 #endif
47 );
48 if (ray_index == QUEUE_EMPTY_SLOT) {
49 return;
50 }
51 }
52
53 if (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
54 IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND)) {
55 PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
56 ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
57
58 float3 throughput = kernel_split_state.throughput[ray_index];
59 Ray ray = kernel_split_state.ray[ray_index];
60 ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
61 ShaderData *sd = kernel_split_sd(sd, ray_index);
62
63 kernel_path_lamp_emission(kg, state, &ray, throughput, isect, sd, L);
64 }
65 }
66
67 CCL_NAMESPACE_END
68