diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-08-11 17:53:11 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-08-15 14:48:02 +0300 |
commit | e949d6da5bd347663addd583ff3f0211c96b81c8 (patch) | |
tree | 4a7478de4eb8fbd4c67989d94bc8e7c0353bca94 /intern/cycles/kernel/closure/bsdf_hair.h | |
parent | d8841d0aa341e05c8cb9559b116b7e2a9ec11882 (diff) |
Cycles: simplify handling of ray differentials
* Store compact ray differentials in ShaderData and compute full differentials
on demand. This reduces register pressure on the GPU.
* Remove BSDF differential code that was effectively doing nothing as the
differential orientation was discarded when making it compact.
This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the
bigger speedups in simpler scenes.
Renders appear to be identical except for the Both displacement option that
does both displacement and bump.
Differential Revision: https://developer.blender.org/D15677
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_hair.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_hair.h | 20 |
1 files changed, 0 insertions, 20 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_hair.h b/intern/cycles/kernel/closure/bsdf_hair.h index 4179f73e22c..a29f7c444ae 100644 --- a/intern/cycles/kernel/closure/bsdf_hair.h +++ b/intern/cycles/kernel/closure/bsdf_hair.h @@ -151,14 +151,10 @@ ccl_device Spectrum bsdf_hair_transmission_eval_transmit(ccl_private const Shade ccl_device int bsdf_hair_reflection_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, - float3 dIdx, - float3 dIdy, float randu, float randv, ccl_private Spectrum *eval, ccl_private float3 *omega_in, - ccl_private float3 *domega_in_dx, - ccl_private float3 *domega_in_dy, ccl_private float *pdf) { ccl_private const HairBsdf *bsdf = (ccl_private const HairBsdf *)sc; @@ -194,12 +190,6 @@ ccl_device int bsdf_hair_reflection_sample(ccl_private const ShaderClosure *sc, fast_sincosf(phi, &sinphi, &cosphi); *omega_in = (cosphi * costheta_i) * locy - (sinphi * costheta_i) * locx + (sintheta_i)*Tg; - // differentials - TODO: find a better approximation for the reflective bounce -#ifdef __RAY_DIFFERENTIALS__ - *domega_in_dx = 2 * dot(locy, dIdx) * locy - dIdx; - *domega_in_dy = 2 * dot(locy, dIdy) * locy - dIdy; -#endif - *pdf = fabsf(phi_pdf * theta_pdf); if (M_PI_2_F - fabsf(theta_i) < 0.001f) *pdf = 0.0f; @@ -212,14 +202,10 @@ ccl_device int bsdf_hair_reflection_sample(ccl_private const ShaderClosure *sc, ccl_device int bsdf_hair_transmission_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, - float3 dIdx, - float3 dIdy, float randu, float randv, ccl_private Spectrum *eval, ccl_private float3 *omega_in, - ccl_private float3 *domega_in_dx, - ccl_private float3 *domega_in_dy, ccl_private float *pdf) { ccl_private const HairBsdf *bsdf = (ccl_private const HairBsdf *)sc; @@ -255,12 +241,6 @@ ccl_device int bsdf_hair_transmission_sample(ccl_private const ShaderClosure *sc fast_sincosf(phi, &sinphi, &cosphi); *omega_in = (cosphi * costheta_i) * locy - (sinphi * costheta_i) * locx + (sintheta_i)*Tg; - // differentials - TODO: find a better approximation for the transmission bounce -#ifdef __RAY_DIFFERENTIALS__ - *domega_in_dx = 2 * dot(locy, dIdx) * locy - dIdx; - *domega_in_dy = 2 * dot(locy, dIdy) * locy - dIdy; -#endif - *pdf = fabsf(phi_pdf * theta_pdf); if (M_PI_2_F - fabsf(theta_i) < 0.001f) { *pdf = 0.0f; |