diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-13 03:10:24 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-13 16:24:14 +0300 |
commit | f77cdd1d59f6e895b567c4d5fdcc6f2440e03307 (patch) | |
tree | 2e275e1fc3c6348aa9907b62cc943a0eb0cc36d3 /intern/cycles/kernel/kernel_path.h | |
parent | c4c450045d072c79d02a1857f56ecf94689375c8 (diff) |
Code cleanup: deduplicate some branched and split kernel code.
Benchmarks peformance on GTX 1080 and RX 480 on Linux is the same for
bmw27, classroom, pabellon, and about 2% faster on fishy_cat and koro.
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 806 |
1 files changed, 360 insertions, 446 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index bfde96ec270..afaa47c768c 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -50,6 +50,294 @@ CCL_NAMESPACE_BEGIN +ccl_device_forceinline bool kernel_path_scene_intersect( + KernelGlobals *kg, + ccl_addr_space PathState *state, + Ray *ray, + Intersection *isect, + PathRadiance *L) +{ + uint visibility = path_state_ray_visibility(kg, state); + +#ifdef __HAIR__ + float difl = 0.0f, extmax = 0.0f; + uint lcg_state = 0; + + if(kernel_data.bvh.have_curves) { + if((kernel_data.cam.resolution == 1) && (state->flag & PATH_RAY_CAMERA)) { + float3 pixdiff = ray->dD.dx + ray->dD.dy; + /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/ + difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f; + } + + extmax = kernel_data.curve.maximum_width; + lcg_state = lcg_state_init_addrspace(state, 0x51633e2d); + } + + if(path_state_ao_bounce(kg, state)) { + visibility = PATH_RAY_SHADOW; + ray->t = kernel_data.background.ao_distance; + } + + bool hit = scene_intersect(kg, *ray, visibility, isect, &lcg_state, difl, extmax); +#else + bool hit = scene_intersect(kg, *ray, visibility, isect, NULL, 0.0f, 0.0f); +#endif /* __HAIR__ */ + +#ifdef __KERNEL_DEBUG__ + if(state->flag & PATH_RAY_CAMERA) { + L->debug_data.num_bvh_traversed_nodes += isect->num_traversed_nodes; + L->debug_data.num_bvh_traversed_instances += isect->num_traversed_instances; + L->debug_data.num_bvh_intersections += isect->num_intersections; + } + L->debug_data.num_ray_bounces++; +#endif /* __KERNEL_DEBUG__ */ + + return hit; +} + +ccl_device_forceinline void kernel_path_lamp_emission( + KernelGlobals *kg, + ccl_addr_space PathState *state, + Ray *ray, + float3 throughput, + ccl_addr_space Intersection *isect, + ShaderData *emission_sd, + PathRadiance *L) +{ +#ifdef __LAMP_MIS__ + if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) { + /* ray starting from previous non-transparent bounce */ + Ray light_ray; + + light_ray.P = ray->P - state->ray_t*ray->D; + state->ray_t += isect->t; + light_ray.D = ray->D; + light_ray.t = state->ray_t; + light_ray.time = ray->time; + light_ray.dD = ray->dD; + light_ray.dP = ray->dP; + + /* intersect with lamp */ + float3 emission; + + if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission)) + path_radiance_accum_emission(L, throughput, emission, state->bounce); + } +#endif /* __LAMP_MIS__ */ +} + +ccl_device_forceinline void kernel_path_background( + KernelGlobals *kg, + ccl_addr_space PathState *state, + ccl_addr_space Ray *ray, + float3 throughput, + ShaderData *emission_sd, + PathRadiance *L) +{ + /* eval background shader if nothing hit */ + if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) { + L->transparent += average(throughput); + +#ifdef __PASSES__ + if(!(kernel_data.film.pass_flag & PASS_BACKGROUND)) +#endif /* __PASSES__ */ + return; + } + +#ifdef __BACKGROUND__ + /* sample background shader */ + float3 L_background = indirect_background(kg, emission_sd, state, ray); + path_radiance_accum_background(L, state, throughput, L_background); +#endif /* __BACKGROUND__ */ +} + +#ifndef __SPLIT_KERNEL__ + +ccl_device_forceinline VolumeIntegrateResult kernel_path_volume( + KernelGlobals *kg, + ShaderData *sd, + PathState *state, + Ray *ray, + float3 *throughput, + ccl_addr_space Intersection *isect, + bool hit, + ShaderData *emission_sd, + PathRadiance *L) +{ +#ifdef __VOLUME__ + /* Sanitize volume stack. */ + if(!hit) { + kernel_volume_clean_stack(kg, state->volume_stack); + } + /* volume attenuation, emission, scatter */ + if(state->volume_stack[0].shader != SHADER_NONE) { + Ray volume_ray = *ray; + volume_ray.t = (hit)? isect->t: FLT_MAX; + + bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack); + +# ifdef __VOLUME_DECOUPLED__ + int sampling_method = volume_stack_sampling_method(kg, state->volume_stack); + bool direct = (state->flag & PATH_RAY_CAMERA) != 0; + bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, direct, sampling_method); + + if(decoupled) { + /* cache steps along volume for repeated sampling */ + VolumeSegment volume_segment; + + shader_setup_from_volume(kg, sd, &volume_ray); + kernel_volume_decoupled_record(kg, state, + &volume_ray, sd, &volume_segment, heterogeneous); + + volume_segment.sampling_method = sampling_method; + + /* emission */ + if(volume_segment.closure_flag & SD_EMISSION) + path_radiance_accum_emission(L, *throughput, volume_segment.accum_emission, state->bounce); + + /* scattering */ + VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED; + + if(volume_segment.closure_flag & SD_SCATTER) { + int all = kernel_data.integrator.sample_all_lights_indirect; + + /* direct light sampling */ + kernel_branched_path_volume_connect_light(kg, sd, + emission_sd, *throughput, state, L, all, + &volume_ray, &volume_segment); + + /* indirect sample. if we use distance sampling and take just + * one sample for direct and indirect light, we could share + * this computation, but makes code a bit complex */ + float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE); + float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE); + + result = kernel_volume_decoupled_scatter(kg, + state, &volume_ray, sd, throughput, + rphase, rscatter, &volume_segment, NULL, true); + } + + /* free cached steps */ + kernel_volume_decoupled_free(kg, &volume_segment); + + if(result == VOLUME_PATH_SCATTERED) { + if(kernel_path_volume_bounce(kg, sd, throughput, state, L, ray)) + return VOLUME_PATH_SCATTERED; + else + return VOLUME_PATH_MISSED; + } + else { + *throughput *= volume_segment.accum_transmittance; + } + } + else +# endif /* __VOLUME_DECOUPLED__ */ + { + /* integrate along volume segment with distance sampling */ + VolumeIntegrateResult result = kernel_volume_integrate( + kg, state, sd, &volume_ray, L, throughput, heterogeneous); + +# ifdef __VOLUME_SCATTER__ + if(result == VOLUME_PATH_SCATTERED) { + /* direct lighting */ + kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L); + + /* indirect light bounce */ + if(kernel_path_volume_bounce(kg, sd, throughput, state, L, ray)) + return VOLUME_PATH_SCATTERED; + else + return VOLUME_PATH_MISSED; + } +# endif /* __VOLUME_SCATTER__ */ + } + } +#endif /* __VOLUME__ */ + + return VOLUME_PATH_ATTENUATED; +} + +#endif /* __SPLIT_KERNEL__ */ + +ccl_device_forceinline bool kernel_path_shader_apply( + KernelGlobals *kg, + ShaderData *sd, + ccl_addr_space PathState *state, + ccl_addr_space Ray *ray, + float3 throughput, + ShaderData *emission_sd, + PathRadiance *L, + ccl_global float *buffer) +{ +#ifdef __SHADOW_TRICKS__ + if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) { + if(state->flag & PATH_RAY_CAMERA) { + state->flag |= (PATH_RAY_SHADOW_CATCHER | + PATH_RAY_STORE_SHADOW_INFO); + if(!kernel_data.background.transparent) { + L->shadow_background_color = + indirect_background(kg, emission_sd, state, ray); + } + L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L); + L->shadow_throughput = average(throughput); + } + } + else if(state->flag & PATH_RAY_SHADOW_CATCHER) { + /* Only update transparency after shadow catcher bounce. */ + L->shadow_transparency *= + average(shader_bsdf_transparency(kg, sd)); + } +#endif /* __SHADOW_TRICKS__ */ + + /* holdout */ +#ifdef __HOLDOUT__ + if(((sd->flag & SD_HOLDOUT) || + (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) && + (state->flag & PATH_RAY_CAMERA)) + { + if(kernel_data.background.transparent) { + float3 holdout_weight; + if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) { + holdout_weight = make_float3(1.0f, 1.0f, 1.0f); + } + else { + holdout_weight = shader_holdout_eval(kg, sd); + } + /* any throughput is ok, should all be identical here */ + L->transparent += average(holdout_weight*throughput); + } + + if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) { + return false; + } + } +#endif /* __HOLDOUT__ */ + + /* holdout mask objects do not write data passes */ + kernel_write_data_passes(kg, buffer, L, sd, state, throughput); + + /* blurring of bsdf after bounces, for rays that have a small likelihood + * of following this particular path (diffuse, rough glossy) */ + if(kernel_data.integrator.filter_glossy != FLT_MAX) { + float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf; + + if(blur_pdf < 1.0f) { + float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; + shader_bsdf_blur(kg, sd, blur_roughness); + } + } + +#ifdef __EMISSION__ + /* emission */ + if(sd->flag & SD_EMISSION) { + float3 emission = indirect_primitive_emission(kg, sd, sd->ray_length, state->flag, state->ray_pdf); + path_radiance_accum_emission(L, throughput, emission, state->bounce); + } +#endif /* __EMISSION__ */ + + return true; +} + ccl_device_noinline void kernel_path_ao(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, @@ -78,9 +366,7 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg, light_ray.P = ray_offset(sd->P, sd->Ng); light_ray.D = ao_D; light_ray.t = kernel_data.background.ao_distance; -#ifdef __OBJECT_MOTION__ light_ray.time = sd->time; -#endif /* __OBJECT_MOTION__ */ light_ray.dP = sd->dP; light_ray.dD = differential3_zero(); @@ -108,197 +394,41 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, { /* path iteration */ for(;;) { - /* intersect scene */ + /* Find intersection with objects in scene. */ Intersection isect; - uint visibility = path_state_ray_visibility(kg, state); - if(path_state_ao_bounce(kg, state)) { - visibility = PATH_RAY_SHADOW; - ray->t = kernel_data.background.ao_distance; - } - bool hit = scene_intersect(kg, - *ray, - visibility, - &isect, - NULL, - 0.0f, 0.0f); - -#ifdef __LAMP_MIS__ - if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) { - /* ray starting from previous non-transparent bounce */ - Ray light_ray; - - light_ray.P = ray->P - state->ray_t*ray->D; - state->ray_t += isect.t; - light_ray.D = ray->D; - light_ray.t = state->ray_t; - light_ray.time = ray->time; - light_ray.dD = ray->dD; - light_ray.dP = ray->dP; - - /* intersect with lamp */ - float3 emission; - if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission)) { - path_radiance_accum_emission(L, - throughput, - emission, - state->bounce); - } - } -#endif /* __LAMP_MIS__ */ - -#ifdef __VOLUME__ - /* Sanitize volume stack. */ - if(!hit) { - kernel_volume_clean_stack(kg, state->volume_stack); - } - /* volume attenuation, emission, scatter */ - if(state->volume_stack[0].shader != SHADER_NONE) { - Ray volume_ray = *ray; - volume_ray.t = (hit)? isect.t: FLT_MAX; - - bool heterogeneous = - volume_stack_is_heterogeneous(kg, - state->volume_stack); - -# ifdef __VOLUME_DECOUPLED__ - int sampling_method = - volume_stack_sampling_method(kg, - state->volume_stack); - bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, false, sampling_method); - - if(decoupled) { - /* cache steps along volume for repeated sampling */ - VolumeSegment volume_segment; - - shader_setup_from_volume(kg, - sd, - &volume_ray); - kernel_volume_decoupled_record(kg, - state, - &volume_ray, - sd, - &volume_segment, - heterogeneous); - - volume_segment.sampling_method = sampling_method; - - /* emission */ - if(volume_segment.closure_flag & SD_EMISSION) { - path_radiance_accum_emission(L, - throughput, - volume_segment.accum_emission, - state->bounce); - } - - /* scattering */ - VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED; - - if(volume_segment.closure_flag & SD_SCATTER) { - int all = kernel_data.integrator.sample_all_lights_indirect; - - /* direct light sampling */ - kernel_branched_path_volume_connect_light(kg, - sd, - emission_sd, - throughput, - state, - L, - all, - &volume_ray, - &volume_segment); - - /* indirect sample. if we use distance sampling and take just - * one sample for direct and indirect light, we could share - * this computation, but makes code a bit complex */ - float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE); - float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE); - - result = kernel_volume_decoupled_scatter(kg, - state, - &volume_ray, - sd, - &throughput, - rphase, - rscatter, - &volume_segment, - NULL, - true); - } - - /* free cached steps */ - kernel_volume_decoupled_free(kg, &volume_segment); - - if(result == VOLUME_PATH_SCATTERED) { - if(kernel_path_volume_bounce(kg, - sd, - &throughput, - state, - L, - ray)) - { - continue; - } - else { - break; - } - } - else { - throughput *= volume_segment.accum_transmittance; - } - } - else -# endif /* __VOLUME_DECOUPLED__ */ - { - /* integrate along volume segment with distance sampling */ - VolumeIntegrateResult result = kernel_volume_integrate( - kg, state, sd, &volume_ray, L, &throughput, heterogeneous); - -# ifdef __VOLUME_SCATTER__ - if(result == VOLUME_PATH_SCATTERED) { - /* direct lighting */ - kernel_path_volume_connect_light(kg, - sd, - emission_sd, - throughput, - state, - L); - - /* indirect light bounce */ - if(kernel_path_volume_bounce(kg, - sd, - &throughput, - state, - L, - ray)) - { - continue; - } - else { - break; - } - } -# endif /* __VOLUME_SCATTER__ */ - } + bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L); + + /* Find intersection with lamps and compute emission for MIS. */ + kernel_path_lamp_emission(kg, state, ray, throughput, &isect, emission_sd, L); + + /* Volume integration. */ + VolumeIntegrateResult result = kernel_path_volume(kg, + sd, + state, + ray, + &throughput, + &isect, + hit, + emission_sd, + L); + + if(result == VOLUME_PATH_SCATTERED) { + continue; + } + else if(result == VOLUME_PATH_MISSED) { + break; } -#endif /* __VOLUME__ */ + /* Shade background. */ if(!hit) { -#ifdef __BACKGROUND__ - /* sample background shader */ - float3 L_background = indirect_background(kg, emission_sd, state, ray); - path_radiance_accum_background(L, - state, - throughput, - L_background); -#endif /* __BACKGROUND__ */ - + kernel_path_background(kg, state, ray, throughput, emission_sd, L); break; } - else if(path_state_ao_bounce(kg, state)) { + else if(path_state_ao_bounce(kg, state)) { break; } - /* setup shading */ + /* Setup and evaluate shader. */ shader_setup_from_ray(kg, sd, &isect, @@ -309,38 +439,18 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, shader_merge_closures(sd); #endif /* __BRANCHED_PATH__ */ -#ifdef __SHADOW_TRICKS__ - if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER) && - (state->flag & PATH_RAY_SHADOW_CATCHER)) + /* Apply shadow catcher, holdout, emission. */ + if(!kernel_path_shader_apply(kg, + sd, + state, + ray, + throughput, + emission_sd, + L, + NULL)) { - /* Only update transparency after shadow catcher bounce. */ - L->shadow_transparency *= - average(shader_bsdf_transparency(kg, sd)); - } -#endif /* __SHADOW_TRICKS__ */ - - /* blurring of bsdf after bounces, for rays that have a small likelihood - * of following this particular path (diffuse, rough glossy) */ - if(kernel_data.integrator.filter_glossy != FLT_MAX) { - float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf; - - if(blur_pdf < 1.0f) { - float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; - shader_bsdf_blur(kg, sd, blur_roughness); - } - } - -#ifdef __EMISSION__ - /* emission */ - if(sd->flag & SD_EMISSION) { - float3 emission = indirect_primitive_emission(kg, - sd, - isect.t, - state->flag, - state->ray_pdf); - path_radiance_accum_emission(L, throughput, emission, state->bounce); + break; } -#endif /* __EMISSION__ */ /* path termination. this is a strange place to put the termination, it's * mainly due to the mixed in MIS that we use. gives too many unneeded @@ -430,7 +540,7 @@ ccl_device_forceinline void kernel_path_integrate( float3 throughput, Ray *ray, PathRadiance *L, - float *buffer, + ccl_global float *buffer, ShaderData *emission_sd, bool *is_shadow_catcher) { @@ -446,252 +556,57 @@ ccl_device_forceinline void kernel_path_integrate( /* path iteration */ for(;;) { - /* intersect scene */ + /* Find intersection with objects in scene. */ Intersection isect; - uint visibility = path_state_ray_visibility(kg, state); - -#ifdef __HAIR__ - float difl = 0.0f, extmax = 0.0f; - uint lcg_state = 0; - - if(kernel_data.bvh.have_curves) { - if((kernel_data.cam.resolution == 1) && (state->flag & PATH_RAY_CAMERA)) { - float3 pixdiff = ray->dD.dx + ray->dD.dy; - /*pixdiff = pixdiff - dot(pixdiff, ray->D)*ray->D;*/ - difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f; - } - - extmax = kernel_data.curve.maximum_width; - lcg_state = lcg_state_init(state, 0x51633e2d); - } - - if(path_state_ao_bounce(kg, state)) { - visibility = PATH_RAY_SHADOW; - ray->t = kernel_data.background.ao_distance; - } - - bool hit = scene_intersect(kg, *ray, visibility, &isect, &lcg_state, difl, extmax); -#else - if(path_state_ao_bounce(kg, state)) { - visibility = PATH_RAY_SHADOW; - ray->t = kernel_data.background.ao_distance; - } - - bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f); -#endif /* __HAIR__ */ - -#ifdef __KERNEL_DEBUG__ - if(state->flag & PATH_RAY_CAMERA) { - L->debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes; - L->debug_data.num_bvh_traversed_instances += isect.num_traversed_instances; - L->debug_data.num_bvh_intersections += isect.num_intersections; - } - L->debug_data.num_ray_bounces++; -#endif /* __KERNEL_DEBUG__ */ - -#ifdef __LAMP_MIS__ - if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) { - /* ray starting from previous non-transparent bounce */ - Ray light_ray; - - light_ray.P = ray->P - state->ray_t*ray->D; - state->ray_t += isect.t; - light_ray.D = ray->D; - light_ray.t = state->ray_t; - light_ray.time = ray->time; - light_ray.dD = ray->dD; - light_ray.dP = ray->dP; - - /* intersect with lamp */ - float3 emission; - - if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission)) - path_radiance_accum_emission(L, throughput, emission, state->bounce); - } -#endif /* __LAMP_MIS__ */ - -#ifdef __VOLUME__ - /* Sanitize volume stack. */ - if(!hit) { - kernel_volume_clean_stack(kg, state->volume_stack); - } - /* volume attenuation, emission, scatter */ - if(state->volume_stack[0].shader != SHADER_NONE) { - Ray volume_ray = *ray; - volume_ray.t = (hit)? isect.t: FLT_MAX; - - bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack); - -# ifdef __VOLUME_DECOUPLED__ - int sampling_method = volume_stack_sampling_method(kg, state->volume_stack); - bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method); - - if(decoupled) { - /* cache steps along volume for repeated sampling */ - VolumeSegment volume_segment; - - shader_setup_from_volume(kg, &sd, &volume_ray); - kernel_volume_decoupled_record(kg, state, - &volume_ray, &sd, &volume_segment, heterogeneous); - - volume_segment.sampling_method = sampling_method; - - /* emission */ - if(volume_segment.closure_flag & SD_EMISSION) - path_radiance_accum_emission(L, throughput, volume_segment.accum_emission, state->bounce); - - /* scattering */ - VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED; - - if(volume_segment.closure_flag & SD_SCATTER) { - int all = false; - - /* direct light sampling */ - kernel_branched_path_volume_connect_light(kg, &sd, - emission_sd, throughput, state, L, all, - &volume_ray, &volume_segment); - - /* indirect sample. if we use distance sampling and take just - * one sample for direct and indirect light, we could share - * this computation, but makes code a bit complex */ - float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE); - float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE); - - result = kernel_volume_decoupled_scatter(kg, - state, &volume_ray, &sd, &throughput, - rphase, rscatter, &volume_segment, NULL, true); - } - - /* free cached steps */ - kernel_volume_decoupled_free(kg, &volume_segment); - - if(result == VOLUME_PATH_SCATTERED) { - if(kernel_path_volume_bounce(kg, &sd, &throughput, state, L, ray)) - continue; - else - break; - } - else { - throughput *= volume_segment.accum_transmittance; - } - } - else -# endif /* __VOLUME_DECOUPLED__ */ - { - /* integrate along volume segment with distance sampling */ - VolumeIntegrateResult result = kernel_volume_integrate( - kg, state, &sd, &volume_ray, L, &throughput, heterogeneous); - -# ifdef __VOLUME_SCATTER__ - if(result == VOLUME_PATH_SCATTERED) { - /* direct lighting */ - kernel_path_volume_connect_light(kg, &sd, emission_sd, throughput, state, L); - - /* indirect light bounce */ - if(kernel_path_volume_bounce(kg, &sd, &throughput, state, L, ray)) - continue; - else - break; - } -# endif /* __VOLUME_SCATTER__ */ - } + bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L); + + /* Find intersection with lamps and compute emission for MIS. */ + kernel_path_lamp_emission(kg, state, ray, throughput, &isect, emission_sd, L); + + /* Volume integration. */ + VolumeIntegrateResult result = kernel_path_volume(kg, + &sd, + state, + ray, + &throughput, + &isect, + hit, + emission_sd, + L); + + if(result == VOLUME_PATH_SCATTERED) { + continue; + } + else if(result == VOLUME_PATH_MISSED) { + break; } -#endif /* __VOLUME__ */ + /* Shade background. */ if(!hit) { - /* eval background shader if nothing hit */ - if(kernel_data.background.transparent && (state->flag & PATH_RAY_CAMERA)) { - L->transparent += average(throughput); - -#ifdef __PASSES__ - if(!(kernel_data.film.pass_flag & PASS_BACKGROUND)) -#endif /* __PASSES__ */ - break; - } - -#ifdef __BACKGROUND__ - /* sample background shader */ - float3 L_background = indirect_background(kg, emission_sd, state, ray); - path_radiance_accum_background(L, state, throughput, L_background); -#endif /* __BACKGROUND__ */ - + kernel_path_background(kg, state, ray, throughput, emission_sd, L); break; } else if(path_state_ao_bounce(kg, state)) { break; } - /* setup shading */ + /* Setup and evaluate shader. */ shader_setup_from_ray(kg, &sd, &isect, ray); float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF); shader_eval_surface(kg, &sd, state, rbsdf, state->flag); -#ifdef __SHADOW_TRICKS__ - if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) { - if(state->flag & PATH_RAY_CAMERA) { - state->flag |= (PATH_RAY_SHADOW_CATCHER | - PATH_RAY_STORE_SHADOW_INFO); - if(!kernel_data.background.transparent) { - L->shadow_background_color = - indirect_background(kg, emission_sd, state, ray); - } - L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L); - L->shadow_throughput = average(throughput); - } - } - else if(state->flag & PATH_RAY_SHADOW_CATCHER) { - /* Only update transparency after shadow catcher bounce. */ - L->shadow_transparency *= - average(shader_bsdf_transparency(kg, &sd)); - } -#endif /* __SHADOW_TRICKS__ */ - - /* holdout */ -#ifdef __HOLDOUT__ - if(((sd.flag & SD_HOLDOUT) || - (sd.object_flag & SD_OBJECT_HOLDOUT_MASK)) && - (state->flag & PATH_RAY_CAMERA)) + /* Apply shadow catcher, holdout, emission. */ + if(!kernel_path_shader_apply(kg, + &sd, + state, + ray, + throughput, + emission_sd, + L, + buffer)) { - if(kernel_data.background.transparent) { - float3 holdout_weight; - if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) { - holdout_weight = make_float3(1.0f, 1.0f, 1.0f); - } - else { - holdout_weight = shader_holdout_eval(kg, &sd); - } - /* any throughput is ok, should all be identical here */ - L->transparent += average(holdout_weight*throughput); - } - - if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) { - break; - } - } -#endif /* __HOLDOUT__ */ - - /* holdout mask objects do not write data passes */ - kernel_write_data_passes(kg, buffer, L, &sd, state->sample, state, throughput); - - /* blurring of bsdf after bounces, for rays that have a small likelihood - * of following this particular path (diffuse, rough glossy) */ - if(kernel_data.integrator.filter_glossy != FLT_MAX) { - float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf; - - if(blur_pdf < 1.0f) { - float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; - shader_bsdf_blur(kg, &sd, blur_roughness); - } - } - -#ifdef __EMISSION__ - /* emission */ - if(sd.flag & SD_EMISSION) { - /* todo: is isect.t wrong here for transparent surfaces? */ - float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state->flag, state->ray_pdf); - path_radiance_accum_emission(L, throughput, emission, state->bounce); + break; } -#endif /* __EMISSION__ */ /* path termination. this is a strange place to put the termination, it's * mainly due to the mixed in MIS that we use. gives too many unneeded @@ -798,7 +713,6 @@ ccl_device void kernel_path_trace(KernelGlobals *kg, path_radiance_init(&L, kernel_data.film.use_light_pass); ShaderData emission_sd; - PathState state; path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray); |