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authorBrecht Van Lommel <brecht@blender.org>2021-11-12 18:43:43 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-11-12 22:03:46 +0300
commitb4d9b8b7f8d69165bec0c0006cbc1cd03e769081 (patch)
tree1aee76caaac483c2b103a8a1cb092965c4458f03 /intern/cycles/kernel/integrator/shade_surface.h
parentef0b8d6306e5e1cddf1d7a2087e5589adcf74172 (diff)
Fix T91893, T92455: wrong transmission pass with hair and multiscatter glass
We need to increase GPU memory usage a bit. Unfortunately we can't get away with writing either reflection or transmission passes because these BSDFs may scatter in either direction but still must be in a fixed reflection or transmission category to match up with the color passes.
Diffstat (limited to 'intern/cycles/kernel/integrator/shade_surface.h')
-rw-r--r--intern/cycles/kernel/integrator/shade_surface.h18
1 files changed, 12 insertions, 6 deletions
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h
index 16a61c15f58..2793dd3e218 100644
--- a/intern/cycles/kernel/integrator/shade_surface.h
+++ b/intern/cycles/kernel/integrator/shade_surface.h
@@ -191,14 +191,18 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
- shadow_flag |= (is_transmission) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS;
+ shadow_flag |= PATH_RAY_SURFACE_PASS;
const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
- const float3 diffuse_glossy_ratio = (bounce == 0) ?
- bsdf_eval_diffuse_glossy_ratio(&bsdf_eval) :
- INTEGRATOR_STATE(state, path, diffuse_glossy_ratio);
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_glossy_ratio) = diffuse_glossy_ratio;
+ const float3 pass_diffuse_weight = (bounce == 0) ?
+ bsdf_eval_pass_diffuse_weight(&bsdf_eval) :
+ INTEGRATOR_STATE(state, path, pass_diffuse_weight);
+ const float3 pass_glossy_weight = (bounce == 0) ?
+ bsdf_eval_pass_glossy_weight(&bsdf_eval) :
+ INTEGRATOR_STATE(state, path, pass_glossy_weight);
+ INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
+ INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = pass_glossy_weight;
}
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
@@ -283,7 +287,9 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
if (INTEGRATOR_STATE(state, path, bounce) == 0) {
- INTEGRATOR_STATE_WRITE(state, path, diffuse_glossy_ratio) = bsdf_eval_diffuse_glossy_ratio(
+ INTEGRATOR_STATE_WRITE(state, path, pass_diffuse_weight) = bsdf_eval_pass_diffuse_weight(
+ &bsdf_eval);
+ INTEGRATOR_STATE_WRITE(state, path, pass_glossy_weight) = bsdf_eval_pass_glossy_weight(
&bsdf_eval);
}
}