diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/integrator/integrator_path_state.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/integrator/integrator_path_state.h')
-rw-r--r-- | intern/cycles/kernel/integrator/integrator_path_state.h | 376 |
1 files changed, 376 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/integrator_path_state.h b/intern/cycles/kernel/integrator/integrator_path_state.h new file mode 100644 index 00000000000..73062b26682 --- /dev/null +++ b/intern/cycles/kernel/integrator/integrator_path_state.h @@ -0,0 +1,376 @@ +/* + * Copyright 2011-2013 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. + */ + +#pragma once + +#include "kernel/sample/sample_pattern.h" + +CCL_NAMESPACE_BEGIN + +/* Initialize queues, so that the this path is considered terminated. + * Used for early outputs in the camera ray initialization, as well as initialization of split + * states for shadow catcher. */ +ccl_device_inline void path_state_init_queues(IntegratorState state) +{ + INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0; +#ifdef __KERNEL_CPU__ + INTEGRATOR_STATE_WRITE(&state->shadow, shadow_path, queued_kernel) = 0; + INTEGRATOR_STATE_WRITE(&state->ao, shadow_path, queued_kernel) = 0; +#endif +} + +/* Minimalistic initialization of the path state, which is needed for early outputs in the + * integrator initialization to work. */ +ccl_device_inline void path_state_init(IntegratorState state, + ccl_global const KernelWorkTile *ccl_restrict tile, + const int x, + const int y) +{ + const uint render_pixel_index = (uint)tile->offset + x + y * tile->stride; + + INTEGRATOR_STATE_WRITE(state, path, render_pixel_index) = render_pixel_index; + + path_state_init_queues(state); +} + +/* Initialize the rest of the path state needed to continue the path integration. */ +ccl_device_inline void path_state_init_integrator(KernelGlobals kg, + IntegratorState state, + const int sample, + const uint rng_hash) +{ + INTEGRATOR_STATE_WRITE(state, path, sample) = sample; + INTEGRATOR_STATE_WRITE(state, path, bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = 0; + INTEGRATOR_STATE_WRITE(state, path, rng_hash) = rng_hash; + INTEGRATOR_STATE_WRITE(state, path, rng_offset) = PRNG_BASE_NUM; + INTEGRATOR_STATE_WRITE(state, path, flag) = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP | + PATH_RAY_TRANSPARENT_BACKGROUND; + INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = 0.0f; + INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = 0.0f; + INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = FLT_MAX; + INTEGRATOR_STATE_WRITE(state, path, throughput) = make_float3(1.0f, 1.0f, 1.0f); + + if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) { + INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 0, object) = OBJECT_NONE; + INTEGRATOR_STATE_ARRAY_WRITE( + state, volume_stack, 0, shader) = kernel_data.background.volume_shader; + INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, object) = OBJECT_NONE; + INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, shader) = SHADER_NONE; + } + +#ifdef __DENOISING_FEATURES__ + if (kernel_data.kernel_features & KERNEL_FEATURE_DENOISING) { + INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_DENOISING_FEATURES; + INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) = one_float3(); + } +#endif +} + +ccl_device_inline void path_state_next(KernelGlobals kg, IntegratorState state, int label) +{ + uint32_t flag = INTEGRATOR_STATE(state, path, flag); + + /* ray through transparent keeps same flags from previous ray and is + * not counted as a regular bounce, transparent has separate max */ + if (label & LABEL_TRANSPARENT) { + uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1; + + flag |= PATH_RAY_TRANSPARENT; + if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) { + flag |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE; + } + + if (!kernel_data.integrator.transparent_shadows) + flag |= PATH_RAY_MIS_SKIP; + + INTEGRATOR_STATE_WRITE(state, path, flag) = flag; + INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce; + /* Random number generator next bounce. */ + INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; + return; + } + + uint32_t bounce = INTEGRATOR_STATE(state, path, bounce) + 1; + if (bounce >= kernel_data.integrator.max_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + + flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP); + +#ifdef __VOLUME__ + if (label & LABEL_VOLUME_SCATTER) { + /* volume scatter */ + flag |= PATH_RAY_VOLUME_SCATTER; + flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; + if (bounce == 1) { + flag |= PATH_RAY_VOLUME_PASS; + } + + const int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = volume_bounce; + if (volume_bounce >= kernel_data.integrator.max_volume_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + else +#endif + { + /* surface reflection/transmission */ + if (label & LABEL_REFLECT) { + flag |= PATH_RAY_REFLECT; + flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; + + if (label & LABEL_DIFFUSE) { + const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce; + if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + else { + const int glossy_bounce = INTEGRATOR_STATE(state, path, glossy_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = glossy_bounce; + if (glossy_bounce >= kernel_data.integrator.max_glossy_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + } + else { + kernel_assert(label & LABEL_TRANSMIT); + + flag |= PATH_RAY_TRANSMIT; + + if (!(label & LABEL_TRANSMIT_TRANSPARENT)) { + flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND; + } + + const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce; + if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce) { + flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT; + } + } + + /* diffuse/glossy/singular */ + if (label & LABEL_DIFFUSE) { + flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR; + } + else if (label & LABEL_GLOSSY) { + flag |= PATH_RAY_GLOSSY; + } + else { + kernel_assert(label & LABEL_SINGULAR); + flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP; + } + + /* Render pass categories. */ + if (bounce == 1) { + flag |= (label & LABEL_TRANSMIT) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS; + } + } + + INTEGRATOR_STATE_WRITE(state, path, flag) = flag; + INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce; + + /* Random number generator next bounce. */ + INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; +} + +#ifdef __VOLUME__ +ccl_device_inline bool path_state_volume_next(IntegratorState state) +{ + /* For volume bounding meshes we pass through without counting transparent + * bounces, only sanity check in case self intersection gets us stuck. */ + uint32_t volume_bounds_bounce = INTEGRATOR_STATE(state, path, volume_bounds_bounce) + 1; + INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = volume_bounds_bounce; + if (volume_bounds_bounce > VOLUME_BOUNDS_MAX) { + return false; + } + + /* Random number generator next bounce. */ + if (volume_bounds_bounce > 1) { + INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM; + } + + return true; +} +#endif + +ccl_device_inline uint path_state_ray_visibility(ConstIntegratorState state) +{ + const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); + + uint32_t visibility = path_flag & PATH_RAY_ALL_VISIBILITY; + + /* For visibility, diffuse/glossy are for reflection only. */ + if (visibility & PATH_RAY_TRANSMIT) { + visibility &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY); + } + + /* todo: this is not supported as its own ray visibility yet. */ + if (path_flag & PATH_RAY_VOLUME_SCATTER) { + visibility |= PATH_RAY_DIFFUSE; + } + + visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility); + + return visibility; +} + +ccl_device_inline float path_state_continuation_probability(KernelGlobals kg, + ConstIntegratorState state, + const uint32_t path_flag) +{ + if (path_flag & PATH_RAY_TRANSPARENT) { + const uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce); + /* Do at least specified number of bounces without RR. */ + if (transparent_bounce <= kernel_data.integrator.transparent_min_bounce) { + return 1.0f; + } + } + else { + const uint32_t bounce = INTEGRATOR_STATE(state, path, bounce); + /* Do at least specified number of bounces without RR. */ + if (bounce <= kernel_data.integrator.min_bounce) { + return 1.0f; + } + } + + /* Probabilistic termination: use sqrt() to roughly match typical view + * transform and do path termination a bit later on average. */ + return min(sqrtf(max3(fabs(INTEGRATOR_STATE(state, path, throughput)))), 1.0f); +} + +ccl_device_inline bool path_state_ao_bounce(KernelGlobals kg, ConstIntegratorState state) +{ + if (!kernel_data.integrator.ao_bounces) { + return false; + } + + const int bounce = INTEGRATOR_STATE(state, path, bounce) - + INTEGRATOR_STATE(state, path, transmission_bounce) - + (INTEGRATOR_STATE(state, path, glossy_bounce) > 0) + 1; + return (bounce > kernel_data.integrator.ao_bounces); +} + +/* Random Number Sampling Utility Functions + * + * For each random number in each step of the path we must have a unique + * dimension to avoid using the same sequence twice. + * + * For branches in the path we must be careful not to reuse the same number + * in a sequence and offset accordingly. + */ + +/* RNG State loaded onto stack. */ +typedef struct RNGState { + uint rng_hash; + uint rng_offset; + int sample; +} RNGState; + +ccl_device_inline void path_state_rng_load(ConstIntegratorState state, + ccl_private RNGState *rng_state) +{ + rng_state->rng_hash = INTEGRATOR_STATE(state, path, rng_hash); + rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset); + rng_state->sample = INTEGRATOR_STATE(state, path, sample); +} + +ccl_device_inline void shadow_path_state_rng_load(ConstIntegratorShadowState state, + ccl_private RNGState *rng_state) +{ + rng_state->rng_hash = INTEGRATOR_STATE(state, shadow_path, rng_hash); + rng_state->rng_offset = INTEGRATOR_STATE(state, shadow_path, rng_offset); + rng_state->sample = INTEGRATOR_STATE(state, shadow_path, sample); +} + +ccl_device_inline float path_state_rng_1D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int dimension) +{ + return path_rng_1D( + kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension); +} + +ccl_device_inline void path_state_rng_2D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int dimension, + ccl_private float *fx, + ccl_private float *fy) +{ + path_rng_2D( + kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension, fx, fy); +} + +ccl_device_inline float path_state_rng_1D_hash(KernelGlobals kg, + ccl_private const RNGState *rng_state, + uint hash) +{ + /* Use a hash instead of dimension, this is not great but avoids adding + * more dimensions to each bounce which reduces quality of dimensions we + * are already using. */ + return path_rng_1D( + kg, cmj_hash_simple(rng_state->rng_hash, hash), rng_state->sample, rng_state->rng_offset); +} + +ccl_device_inline float path_branched_rng_1D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int branch, + int num_branches, + int dimension) +{ + return path_rng_1D(kg, + rng_state->rng_hash, + rng_state->sample * num_branches + branch, + rng_state->rng_offset + dimension); +} + +ccl_device_inline void path_branched_rng_2D(KernelGlobals kg, + ccl_private const RNGState *rng_state, + int branch, + int num_branches, + int dimension, + ccl_private float *fx, + ccl_private float *fy) +{ + path_rng_2D(kg, + rng_state->rng_hash, + rng_state->sample * num_branches + branch, + rng_state->rng_offset + dimension, + fx, + fy); +} + +/* Utility functions to get light termination value, + * since it might not be needed in many cases. + */ +ccl_device_inline float path_state_rng_light_termination(KernelGlobals kg, + ccl_private const RNGState *state) +{ + if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) { + return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE); + } + return 0.0f; +} + +CCL_NAMESPACE_END |