ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / kernel / split / kernel_holdout_emission_blurring_pathtermination_ao.h
index 1834a79..63bc5a8 100644 (file)
@@ -52,220 +52,114 @@ CCL_NAMESPACE_BEGIN
  *   - QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with
  *     flag RAY_SHADOW_RAY_CAST_AO
  */
+
 ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
-        KernelGlobals *kg,
-        ccl_local_param BackgroundAOLocals *locals)
+    KernelGlobals *kg, ccl_local_param BackgroundAOLocals *locals)
 {
-       if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
-               locals->queue_atomics_bg = 0;
-               locals->queue_atomics_ao = 0;
-       }
-       ccl_barrier(CCL_LOCAL_MEM_FENCE);
+  if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
+    locals->queue_atomics_bg = 0;
+    locals->queue_atomics_ao = 0;
+  }
+  ccl_barrier(CCL_LOCAL_MEM_FENCE);
 
-       char enqueue_flag = 0;
-       char enqueue_flag_AO_SHADOW_RAY_CAST = 0;
-       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);
+#ifdef __AO__
+  char enqueue_flag = 0;
+#endif
+  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);
 
 #ifdef __COMPUTE_DEVICE_GPU__
-       /* If we are executing on a GPU device, we exit all threads that are not
-        * required.
-        *
-        * If we are executing on a CPU device, then we need to keep all threads
-        * active since we have barrier() calls later in the kernel. CPU devices,
-        * expect all threads to execute barrier statement.
-        */
-       if(ray_index == QUEUE_EMPTY_SLOT) {
-               return;
-       }
-#endif  /* __COMPUTE_DEVICE_GPU__ */
+  /* If we are executing on a GPU device, we exit all threads that are not
+   * required.
+   *
+   * If we are executing on a CPU device, then we need to keep all threads
+   * active since we have barrier() calls later in the kernel. CPU devices,
+   * expect all threads to execute barrier statement.
+   */
+  if (ray_index == QUEUE_EMPTY_SLOT) {
+    return;
+  }
+#endif /* __COMPUTE_DEVICE_GPU__ */
 
 #ifndef __COMPUTE_DEVICE_GPU__
-       if(ray_index != QUEUE_EMPTY_SLOT) {
+  if (ray_index != QUEUE_EMPTY_SLOT) {
 #endif
 
-       int stride = kernel_split_params.stride;
-
-       unsigned int work_index;
-       unsigned int pixel_x;
-       unsigned int pixel_y;
-
-       unsigned int tile_x;
-       unsigned int tile_y;
-       unsigned int sample;
-
-       ccl_global RNG *rng = 0x0;
-       ccl_global PathState *state = 0x0;
-       float3 throughput;
-
-       ccl_global char *ray_state = kernel_split_state.ray_state;
-       ShaderData *sd = &kernel_split_state.sd[ray_index];
-       ccl_global float *buffer = kernel_split_params.buffer;
-
-       if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
-
-               throughput = kernel_split_state.throughput[ray_index];
-               state = &kernel_split_state.path_state[ray_index];
-               rng = &kernel_split_state.rng[ray_index];
-
-               work_index = kernel_split_state.work_array[ray_index];
-               sample = get_work_sample(kg, work_index, ray_index) + kernel_split_params.start_sample;
-               get_work_pixel_tile_position(kg, &pixel_x, &pixel_y,
-                                       &tile_x, &tile_y,
-                                       work_index,
-                                       ray_index);
-
-               buffer += (kernel_split_params.offset + pixel_x + pixel_y * stride) * kernel_data.film.pass_stride;
-
-               /* holdout */
-#ifdef __HOLDOUT__
-               if(((sd->flag & SD_HOLDOUT) ||
-                   (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
-                  (state->flag & PATH_RAY_CAMERA))
-               {
-                       if(kernel_data.background.transparent) {
-                               float3 holdout_weight;
-                               if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
-                                       holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
-                               }
-                               else {
-                                       holdout_weight = shader_holdout_eval(kg, sd);
-                               }
-                               /* any throughput is ok, should all be identical here */
-                               kernel_split_state.L_transparent[ray_index] += average(holdout_weight*throughput);
-                       }
-                       if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
-                               ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
-                               enqueue_flag = 1;
-                       }
-               }
-#endif  /* __HOLDOUT__ */
-       }
-
-       if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
-               PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
-               /* Holdout mask objects do not write data passes. */
-               kernel_write_data_passes(kg,
-                                        buffer,
-                                        L,
-                                        sd,
-                                        sample,
-                                        state,
-                                        throughput);
-               /* Blurring of bsdf after bounces, for rays that have a small likelihood
-                * of following this particular path (diffuse, rough glossy.
-                */
-               if(kernel_data.integrator.filter_glossy != FLT_MAX) {
-                       float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
-                       if(blur_pdf < 1.0f) {
-                               float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
-                               shader_bsdf_blur(kg, sd, blur_roughness);
-                       }
-               }
-
-#ifdef __EMISSION__
-               /* emission */
-               if(sd->flag & SD_EMISSION) {
-                       /* TODO(sergey): is isect.t wrong here for transparent surfaces? */
-                       float3 emission = indirect_primitive_emission(
-                               kg,
-                               sd,
-                               kernel_split_state.isect[ray_index].t,
-                               state->flag,
-                               state->ray_pdf);
-                       path_radiance_accum_emission(L, throughput, emission, state->bounce);
-               }
-#endif  /* __EMISSION__ */
-
-               /* Path termination. this is a strange place to put the termination, it's
-                * mainly due to the mixed in MIS that we use. gives too many unneeded
-                * shader evaluations, only need emission if we are going to terminate.
-                */
-               float probability = path_state_terminate_probability(kg, state, throughput);
-
-               if(probability == 0.0f) {
-                       ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
-                       enqueue_flag = 1;
-               }
-
-               if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
-                       if(probability != 1.0f) {
-                               float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);
-                               if(terminate >= probability) {
-                                       ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
-                                       enqueue_flag = 1;
-                               }
-                               else {
-                                       kernel_split_state.throughput[ray_index] = throughput/probability;
-                               }
-                       }
-               }
-       }
+    ccl_global PathState *state = 0x0;
+    float3 throughput;
+
+    ccl_global char *ray_state = kernel_split_state.ray_state;
+    ShaderData *sd = kernel_split_sd(sd, ray_index);
+
+    if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+      uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
+      ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
+
+      ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
+      ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
+      PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
+
+      throughput = kernel_split_state.throughput[ray_index];
+      state = &kernel_split_state.path_state[ray_index];
+
+      if (!kernel_path_shader_apply(kg, sd, state, ray, throughput, emission_sd, L, buffer)) {
+        kernel_split_path_end(kg, ray_index);
+      }
+    }
+
+    if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+      /* Path termination. this is a strange place to put the termination, it's
+     * mainly due to the mixed in MIS that we use. gives too many unneeded
+     * shader evaluations, only need emission if we are going to terminate.
+     */
+      float probability = path_state_continuation_probability(kg, state, throughput);
+
+      if (probability == 0.0f) {
+        kernel_split_path_end(kg, ray_index);
+      }
+      else if (probability < 1.0f) {
+        float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
+        if (terminate >= probability) {
+          kernel_split_path_end(kg, ray_index);
+        }
+        else {
+          kernel_split_state.throughput[ray_index] = throughput / probability;
+        }
+      }
+
+      if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+        PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
+        kernel_update_denoising_features(kg, sd, state, L);
+      }
+    }
 
 #ifdef __AO__
-       if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
-               /* ambient occlusion */
-               if(kernel_data.integrator.use_ambient_occlusion ||
-                  (sd->flag & SD_AO))
-               {
-                       /* todo: solve correlation */
-                       float bsdf_u, bsdf_v;
-                       path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
-
-                       float ao_factor = kernel_data.background.ao_factor;
-                       float3 ao_N;
-                       kernel_split_state.ao_bsdf[ray_index] = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
-                       kernel_split_state.ao_alpha[ray_index] = shader_bsdf_alpha(kg, sd);
-
-                       float3 ao_D;
-                       float ao_pdf;
-                       sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
-
-                       if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
-                               Ray _ray;
-                               _ray.P = ray_offset(sd->P, sd->Ng);
-                               _ray.D = ao_D;
-                               _ray.t = kernel_data.background.ao_distance;
-#ifdef __OBJECT_MOTION__
-                               _ray.time = sd->time;
-#endif
-                               _ray.dP = sd->dP;
-                               _ray.dD = differential3_zero();
-                               kernel_split_state.ao_light_ray[ray_index] = _ray;
-
-                               ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
-                               enqueue_flag_AO_SHADOW_RAY_CAST = 1;
-                       }
-               }
-       }
-#endif  /* __AO__ */
+    if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+      /* ambient occlusion */
+      if (kernel_data.integrator.use_ambient_occlusion) {
+        enqueue_flag = 1;
+      }
+    }
+#endif /* __AO__ */
 
 #ifndef __COMPUTE_DEVICE_GPU__
-       }
+  }
 #endif
 
-       /* Enqueue RAY_UPDATE_BUFFER rays. */
-       enqueue_ray_index_local(ray_index,
-                               QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
-                               enqueue_flag,
-                               kernel_split_params.queue_size,
-                               &locals->queue_atomics_bg,
-                               kernel_split_state.queue_data,
-                               kernel_split_params.queue_index);
-
 #ifdef __AO__
-       /* Enqueue to-shadow-ray-cast rays. */
-       enqueue_ray_index_local(ray_index,
-                               QUEUE_SHADOW_RAY_CAST_AO_RAYS,
-                               enqueue_flag_AO_SHADOW_RAY_CAST,
-                               kernel_split_params.queue_size,
-                               &locals->queue_atomics_ao,
-                               kernel_split_state.queue_data,
-                               kernel_split_params.queue_index);
+  /* Enqueue to-shadow-ray-cast rays. */
+  enqueue_ray_index_local(ray_index,
+                          QUEUE_SHADOW_RAY_CAST_AO_RAYS,
+                          enqueue_flag,
+                          kernel_split_params.queue_size,
+                          &locals->queue_atomics_ao,
+                          kernel_split_state.queue_data,
+                          kernel_split_params.queue_index);
 #endif
 }