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authorHoward Trickey <howard.trickey@gmail.com>2021-10-24 15:31:22 +0300
committerHoward Trickey <howard.trickey@gmail.com>2021-10-24 15:31:22 +0300
commit1aa953bd1913c81b22c80a00edbf4ad88a32c52f (patch)
tree7fa65e43d5a9bac6496555b723f37e0031e2737e /intern/cycles/kernel/integrator/integrator_shade_light.h
parentfc171c1be9da36485e892339b86dc8d4251914af (diff)
parent6ce383a9dfba5c49a48676c3a651804fde3dfe34 (diff)
Merge branch 'master' into soc-2020-io-performance
Diffstat (limited to 'intern/cycles/kernel/integrator/integrator_shade_light.h')
-rw-r--r--intern/cycles/kernel/integrator/integrator_shade_light.h38
1 files changed, 20 insertions, 18 deletions
diff --git a/intern/cycles/kernel/integrator/integrator_shade_light.h b/intern/cycles/kernel/integrator/integrator_shade_light.h
index d8f8da63023..4f0f5a39756 100644
--- a/intern/cycles/kernel/integrator/integrator_shade_light.h
+++ b/intern/cycles/kernel/integrator/integrator_shade_light.h
@@ -23,29 +23,30 @@
CCL_NAMESPACE_BEGIN
-ccl_device_inline void integrate_light(INTEGRATOR_STATE_ARGS,
+ccl_device_inline void integrate_light(KernelGlobals kg,
+ IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
/* Setup light sample. */
Intersection isect ccl_optional_struct_init;
- integrator_state_read_isect(INTEGRATOR_STATE_PASS, &isect);
+ integrator_state_read_isect(kg, state, &isect);
- float3 ray_P = INTEGRATOR_STATE(ray, P);
- const float3 ray_D = INTEGRATOR_STATE(ray, D);
- const float ray_time = INTEGRATOR_STATE(ray, time);
+ float3 ray_P = INTEGRATOR_STATE(state, ray, P);
+ const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
+ const float ray_time = INTEGRATOR_STATE(state, ray, time);
/* Advance ray beyond light. */
/* TODO: can we make this more numerically robust to avoid reintersecting the
* same light in some cases? */
const float3 new_ray_P = ray_offset(ray_P + ray_D * isect.t, ray_D);
- INTEGRATOR_STATE_WRITE(ray, P) = new_ray_P;
- INTEGRATOR_STATE_WRITE(ray, t) -= isect.t;
+ INTEGRATOR_STATE_WRITE(state, ray, P) = new_ray_P;
+ INTEGRATOR_STATE_WRITE(state, ray, t) -= isect.t;
/* Set position to where the BSDF was sampled, for correct MIS PDF. */
- const float mis_ray_t = INTEGRATOR_STATE(path, mis_ray_t);
+ const float mis_ray_t = INTEGRATOR_STATE(state, path, mis_ray_t);
ray_P -= ray_D * mis_ray_t;
isect.t += mis_ray_t;
- INTEGRATOR_STATE_WRITE(path, mis_ray_t) = mis_ray_t + isect.t;
+ INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = mis_ray_t + isect.t;
LightSample ls ccl_optional_struct_init;
const bool use_light_sample = light_sample_from_intersection(kg, &isect, ray_P, ray_D, &ls);
@@ -56,7 +57,7 @@ ccl_device_inline void integrate_light(INTEGRATOR_STATE_ARGS,
/* Use visibility flag to skip lights. */
#ifdef __PASSES__
- const uint32_t path_flag = INTEGRATOR_STATE(path, flag);
+ const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (ls.shader & SHADER_EXCLUDE_ANY) {
if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
@@ -73,7 +74,7 @@ ccl_device_inline void integrate_light(INTEGRATOR_STATE_ARGS,
/* TODO: does aliasing like this break automatic SoA in CUDA? */
ShaderDataTinyStorage emission_sd_storage;
ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
- float3 light_eval = light_sample_shader_eval(INTEGRATOR_STATE_PASS, emission_sd, &ls, ray_time);
+ float3 light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, ray_time);
if (is_zero(light_eval)) {
return;
}
@@ -82,22 +83,23 @@ ccl_device_inline void integrate_light(INTEGRATOR_STATE_ARGS,
if (!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
- const float mis_ray_pdf = INTEGRATOR_STATE(path, mis_ray_pdf);
+ const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float mis_weight = power_heuristic(mis_ray_pdf, ls.pdf);
light_eval *= mis_weight;
}
/* Write to render buffer. */
- const float3 throughput = INTEGRATOR_STATE(path, throughput);
- kernel_accum_emission(INTEGRATOR_STATE_PASS, throughput, light_eval, render_buffer);
+ const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
+ kernel_accum_emission(kg, state, throughput, light_eval, render_buffer);
}
-ccl_device void integrator_shade_light(INTEGRATOR_STATE_ARGS,
+ccl_device void integrator_shade_light(KernelGlobals kg,
+ IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
- integrate_light(INTEGRATOR_STATE_PASS, render_buffer);
+ integrate_light(kg, state, render_buffer);
/* TODO: we could get stuck in an infinite loop if there are precision issues
* and the same light is hit again.
@@ -105,8 +107,8 @@ ccl_device void integrator_shade_light(INTEGRATOR_STATE_ARGS,
* As a workaround count this as a transparent bounce. It makes some sense
* to interpret lights as transparent surfaces (and support making them opaque),
* but this needs to be revisited. */
- uint32_t transparent_bounce = INTEGRATOR_STATE(path, transparent_bounce) + 1;
- INTEGRATOR_STATE_WRITE(path, transparent_bounce) = transparent_bounce;
+ uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
+ INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);