/*
 * Copyright 2011-2016 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.
 */

#ifndef __KERNEL_SPLIT_DATA_TYPES_H__
#define __KERNEL_SPLIT_DATA_TYPES_H__

CCL_NAMESPACE_BEGIN

/* parameters used by the split kernels, we use a single struct to avoid passing these to each kernel */

typedef struct SplitParams {
	WorkTile tile;
	uint total_work_size;

	ccl_global unsigned int *work_pools;

	ccl_global int *queue_index;
	int queue_size;
	ccl_global char *use_queues_flag;

	/* Place for storing sd->flag. AMD GPU OpenCL compiler workaround */
	int dummy_sd_flag;
} SplitParams;

/* Global memory variables [porting]; These memory is used for
 * co-operation between different kernels; Data written by one
 * kernel will be available to another kernel via this global
 * memory.
 */

/* SPLIT_DATA_ENTRY(type, name, num) */

#ifdef __BRANCHED_PATH__

typedef ccl_global struct SplitBranchedState {
	/* various state that must be kept and restored after an indirect loop */
	PathState path_state;
	float3 throughput;
	Ray ray;

	Intersection isect;

	char ray_state;

	/* indirect loop state */
	int next_closure;
	int next_sample;

#ifdef __SUBSURFACE__
	int ss_next_closure;
	int ss_next_sample;
	int next_hit;
	int num_hits;

	uint lcg_state;
	LocalIntersection ss_isect;
#endif  /*__SUBSURFACE__ */

	int shared_sample_count; /* number of branched samples shared with other threads */
	int original_ray; /* index of original ray when sharing branched samples */
	bool waiting_on_shared_samples;
} SplitBranchedState;

#define SPLIT_DATA_BRANCHED_ENTRIES \
	SPLIT_DATA_ENTRY( SplitBranchedState, branched_state, 1) \
	SPLIT_DATA_ENTRY(ShaderData, _branched_state_sd, 0)
#else
#define SPLIT_DATA_BRANCHED_ENTRIES
#endif  /* __BRANCHED_PATH__ */

#ifdef __SUBSURFACE__
#  define SPLIT_DATA_SUBSURFACE_ENTRIES \
	SPLIT_DATA_ENTRY(ccl_global SubsurfaceIndirectRays, ss_rays, 1)
#else
#  define SPLIT_DATA_SUBSURFACE_ENTRIES
#endif  /* __SUBSURFACE__ */

#ifdef __VOLUME__
#  define SPLIT_DATA_VOLUME_ENTRIES \
	SPLIT_DATA_ENTRY(ccl_global PathState, state_shadow, 1)
#else
#  define SPLIT_DATA_VOLUME_ENTRIES
#endif  /* __VOLUME__ */

#define SPLIT_DATA_ENTRIES \
	SPLIT_DATA_ENTRY(ccl_global float3, throughput, 1) \
	SPLIT_DATA_ENTRY(PathRadiance, path_radiance, 1) \
	SPLIT_DATA_ENTRY(ccl_global Ray, ray, 1) \
	SPLIT_DATA_ENTRY(ccl_global PathState, path_state, 1) \
	SPLIT_DATA_ENTRY(ccl_global Intersection, isect, 1) \
	SPLIT_DATA_ENTRY(ccl_global BsdfEval, bsdf_eval, 1) \
	SPLIT_DATA_ENTRY(ccl_global int, is_lamp, 1) \
	SPLIT_DATA_ENTRY(ccl_global Ray, light_ray, 1) \
	SPLIT_DATA_ENTRY(ccl_global int, queue_data, (NUM_QUEUES*2)) /* TODO(mai): this is too large? */ \
	SPLIT_DATA_ENTRY(ccl_global uint, buffer_offset, 1) \
	SPLIT_DATA_ENTRY(ShaderDataTinyStorage, sd_DL_shadow, 1) \
	SPLIT_DATA_SUBSURFACE_ENTRIES \
	SPLIT_DATA_VOLUME_ENTRIES \
	SPLIT_DATA_BRANCHED_ENTRIES \
	SPLIT_DATA_ENTRY(ShaderData, _sd, 0)

/* entries to be copied to inactive rays when sharing branched samples (TODO: which are actually needed?) */
#define SPLIT_DATA_ENTRIES_BRANCHED_SHARED \
	SPLIT_DATA_ENTRY(ccl_global float3, throughput, 1) \
	SPLIT_DATA_ENTRY(PathRadiance, path_radiance, 1) \
	SPLIT_DATA_ENTRY(ccl_global Ray, ray, 1) \
	SPLIT_DATA_ENTRY(ccl_global PathState, path_state, 1) \
	SPLIT_DATA_ENTRY(ccl_global Intersection, isect, 1) \
	SPLIT_DATA_ENTRY(ccl_global BsdfEval, bsdf_eval, 1) \
	SPLIT_DATA_ENTRY(ccl_global int, is_lamp, 1) \
	SPLIT_DATA_ENTRY(ccl_global Ray, light_ray, 1) \
	SPLIT_DATA_ENTRY(ShaderDataTinyStorage, sd_DL_shadow, 1) \
	SPLIT_DATA_SUBSURFACE_ENTRIES \
	SPLIT_DATA_VOLUME_ENTRIES \
	SPLIT_DATA_BRANCHED_ENTRIES \
	SPLIT_DATA_ENTRY(ShaderData, _sd, 0)

/* struct that holds pointers to data in the shared state buffer */
typedef struct SplitData {
#define SPLIT_DATA_ENTRY(type, name, num) type *name;
	SPLIT_DATA_ENTRIES
#undef SPLIT_DATA_ENTRY

	/* this is actually in a separate buffer from the rest of the split state data (so it can be read back from
	 * the host easily) but is still used the same as the other data so we have it here in this struct as well
	 */
	ccl_global char *ray_state;
} SplitData;

#ifndef __KERNEL_CUDA__
#  define kernel_split_state (kg->split_data)
#  define kernel_split_params (kg->split_param_data)
#else
__device__ SplitData __split_data;
#  define kernel_split_state (__split_data)
__device__ SplitParams __split_param_data;
#  define kernel_split_params (__split_param_data)
#endif  /* __KERNEL_CUDA__ */

#define kernel_split_sd(sd, ray_index) ((ShaderData*) \
	( \
		((ccl_global char*)kernel_split_state._##sd) + \
		(sizeof(ShaderData) + sizeof(ShaderClosure)*(kernel_data.integrator.max_closures-1)) * (ray_index) \
	))

/* Local storage for queue_enqueue kernel. */
typedef struct QueueEnqueueLocals {
	uint queue_atomics[2];
} QueueEnqueueLocals;

/* Local storage for holdout_emission_blurring_pathtermination_ao kernel. */
typedef struct BackgroundAOLocals {
	uint queue_atomics_bg;
	uint queue_atomics_ao;
} BackgroundAOLocals;

typedef struct ShaderSortLocals {
	uint local_value[SHADER_SORT_BLOCK_SIZE];
	ushort local_index[SHADER_SORT_BLOCK_SIZE];
} ShaderSortLocals;

CCL_NAMESPACE_END

#endif  /* __KERNEL_SPLIT_DATA_TYPES_H__ */
