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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:37:04 +0300
commitfd25e883e2807a151f673b87c152a59701a0df80 (patch)
tree9441933f32ba2672ca71c58842342a9c525e123e /intern/cycles/kernel/integrator/intersect_shadow.h
parentd7d40745fa09061a3117bd3669c5a46bbf611eae (diff)
Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. 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/intersect_shadow.h')
-rw-r--r--intern/cycles/kernel/integrator/intersect_shadow.h190
1 files changed, 190 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/intersect_shadow.h b/intern/cycles/kernel/integrator/intersect_shadow.h
new file mode 100644
index 00000000000..90422445fad
--- /dev/null
+++ b/intern/cycles/kernel/integrator/intersect_shadow.h
@@ -0,0 +1,190 @@
+/*
+ * Copyright 2011-2021 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
+
+CCL_NAMESPACE_BEGIN
+
+/* Visibility for the shadow ray. */
+ccl_device_forceinline uint integrate_intersect_shadow_visibility(KernelGlobals kg,
+ ConstIntegratorShadowState state)
+{
+ uint visibility = PATH_RAY_SHADOW;
+
+#ifdef __SHADOW_CATCHER__
+ const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag);
+ visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility);
+#endif
+
+ return visibility;
+}
+
+ccl_device bool integrate_intersect_shadow_opaque(KernelGlobals kg,
+ IntegratorShadowState state,
+ ccl_private const Ray *ray,
+ const uint visibility)
+{
+ /* Mask which will pick only opaque visibility bits from the `visibility`.
+ * Calculate the mask at compile time: the visibility will either be a high bits for the shadow
+ * catcher objects, or lower bits for the regular objects (there is no need to check the path
+ * state here again). */
+ constexpr const uint opaque_mask = SHADOW_CATCHER_VISIBILITY_SHIFT(PATH_RAY_SHADOW_OPAQUE) |
+ PATH_RAY_SHADOW_OPAQUE;
+
+ Intersection isect;
+ const bool opaque_hit = scene_intersect(kg, ray, visibility & opaque_mask, &isect);
+
+ if (!opaque_hit) {
+ INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = 0;
+ }
+
+ return opaque_hit;
+}
+
+ccl_device_forceinline int integrate_shadow_max_transparent_hits(KernelGlobals kg,
+ ConstIntegratorShadowState state)
+{
+ const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
+ const int transparent_bounce = INTEGRATOR_STATE(state, shadow_path, transparent_bounce);
+
+ return max(transparent_max_bounce - transparent_bounce - 1, 0);
+}
+
+#ifdef __TRANSPARENT_SHADOWS__
+# if defined(__KERNEL_CPU__)
+ccl_device int shadow_intersections_compare(const void *a, const void *b)
+{
+ const Intersection *isect_a = (const Intersection *)a;
+ const Intersection *isect_b = (const Intersection *)b;
+
+ if (isect_a->t < isect_b->t)
+ return -1;
+ else if (isect_a->t > isect_b->t)
+ return 1;
+ else
+ return 0;
+}
+# endif
+
+ccl_device_inline void sort_shadow_intersections(IntegratorShadowState state, uint num_hits)
+{
+ kernel_assert(num_hits > 0);
+
+# ifdef __KERNEL_GPU__
+ /* Use bubble sort which has more friendly memory pattern on GPU. */
+ bool swapped;
+ do {
+ swapped = false;
+ for (int j = 0; j < num_hits - 1; ++j) {
+ if (INTEGRATOR_STATE_ARRAY(state, shadow_isect, j, t) >
+ INTEGRATOR_STATE_ARRAY(state, shadow_isect, j + 1, t)) {
+ struct Intersection tmp_j ccl_optional_struct_init;
+ struct Intersection tmp_j_1 ccl_optional_struct_init;
+ integrator_state_read_shadow_isect(state, &tmp_j, j);
+ integrator_state_read_shadow_isect(state, &tmp_j_1, j + 1);
+ integrator_state_write_shadow_isect(state, &tmp_j_1, j);
+ integrator_state_write_shadow_isect(state, &tmp_j, j + 1);
+ swapped = true;
+ }
+ }
+ --num_hits;
+ } while (swapped);
+# else
+ Intersection *isect_array = (Intersection *)state->shadow_isect;
+ qsort(isect_array, num_hits, sizeof(Intersection), shadow_intersections_compare);
+# endif
+}
+
+ccl_device bool integrate_intersect_shadow_transparent(KernelGlobals kg,
+ IntegratorShadowState state,
+ ccl_private const Ray *ray,
+ const uint visibility)
+{
+ /* Limit the number hits to the max transparent bounces allowed and the size that we
+ * have available in the integrator state. */
+ const uint max_hits = integrate_shadow_max_transparent_hits(kg, state);
+ uint num_hits = 0;
+ float throughput = 1.0f;
+ bool opaque_hit = scene_intersect_shadow_all(
+ kg, state, ray, visibility, max_hits, &num_hits, &throughput);
+
+ /* Computed throughput from baked shadow transparency, where we can bypass recording
+ * intersections and shader evaluation. */
+ if (throughput != 1.0f) {
+ INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) *= throughput;
+ }
+
+ /* If number of hits exceed the transparent bounces limit, make opaque. */
+ if (num_hits > max_hits) {
+ opaque_hit = true;
+ }
+
+ if (!opaque_hit) {
+ const uint num_recorded_hits = min(num_hits, min(max_hits, INTEGRATOR_SHADOW_ISECT_SIZE));
+
+ if (num_recorded_hits > 0) {
+ sort_shadow_intersections(state, num_recorded_hits);
+ }
+
+ INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = num_hits;
+ }
+ else {
+ INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = 0;
+ }
+
+ return opaque_hit;
+}
+#endif
+
+ccl_device void integrator_intersect_shadow(KernelGlobals kg, IntegratorShadowState state)
+{
+ PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW);
+
+ /* Read ray from integrator state into local memory. */
+ Ray ray ccl_optional_struct_init;
+ integrator_state_read_shadow_ray(kg, state, &ray);
+
+ /* Compute visibility. */
+ const uint visibility = integrate_intersect_shadow_visibility(kg, state);
+
+#ifdef __TRANSPARENT_SHADOWS__
+ /* TODO: compile different kernels depending on this? Especially for OptiX
+ * conditional trace calls are bad. */
+ const bool opaque_hit = (kernel_data.integrator.transparent_shadows) ?
+ integrate_intersect_shadow_transparent(kg, state, &ray, visibility) :
+ integrate_intersect_shadow_opaque(kg, state, &ray, visibility);
+#else
+ const bool opaque_hit = integrate_intersect_shadow_opaque(kg, state, &ray, visibility);
+#endif
+
+ if (opaque_hit) {
+ /* Hit an opaque surface, shadow path ends here. */
+ INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
+ return;
+ }
+ else {
+ /* Hit nothing or transparent surfaces, continue to shadow kernel
+ * for shading and render buffer output.
+ *
+ * TODO: could also write to render buffer directly if no transparent shadows?
+ * Could save a kernel execution for the common case. */
+ INTEGRATOR_SHADOW_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
+ return;
+ }
+}
+
+CCL_NAMESPACE_END