Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDarshan Kadu <darsh7807@gmail.com>2017-09-10 15:41:40 +0300
committerDarshan Kadu <darsh7807@gmail.com>2017-09-10 15:41:40 +0300
commit6594fa1ce02809a275c9cd488fa0223d03d73571 (patch)
tree0bcd95846e1e3b09239126b40ef434ed3dc3a50d /intern/cycles/kernel/kernel_path.h
parentf2017083a19e5c83aadc575625dce0642ffce6c5 (diff)
merged the master branchsoc-2017-vertex_paint
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h147
1 files changed, 66 insertions, 81 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index fc093ad8319..3319e2c2435 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -48,10 +48,6 @@
#include "kernel/kernel_path_volume.h"
#include "kernel/kernel_path_subsurface.h"
-#ifdef __KERNEL_DEBUG__
-# include "kernel/kernel_debug.h"
-#endif
-
CCL_NAMESPACE_BEGIN
ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
@@ -59,14 +55,13 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
ShaderData *emission_sd,
PathRadiance *L,
ccl_addr_space PathState *state,
- RNG *rng,
float3 throughput,
float3 ao_alpha)
{
/* todo: solve correlation */
float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
@@ -89,7 +84,7 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
light_ray.dP = sd->dP;
light_ray.dD = differential3_zero();
- if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
+ if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
}
else {
@@ -100,10 +95,11 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
#ifndef __SPLIT_KERNEL__
+#if defined(__BRANCHED_PATH__) || defined(__BAKING__)
+
ccl_device void kernel_path_indirect(KernelGlobals *kg,
ShaderData *sd,
ShaderData *emission_sd,
- RNG *rng,
Ray *ray,
float3 throughput,
int num_samples,
@@ -202,7 +198,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* direct light sampling */
kernel_branched_path_volume_connect_light(kg,
- rng,
sd,
emission_sd,
throughput,
@@ -215,8 +210,8 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* 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, rng, state, PRNG_PHASE);
- float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
+ 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,
@@ -235,7 +230,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_volume_bounce(kg,
- rng,
sd,
&throughput,
state,
@@ -257,13 +251,12 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
{
/* integrate along volume segment with distance sampling */
VolumeIntegrateResult result = kernel_volume_integrate(
- kg, state, sd, &volume_ray, L, &throughput, rng, heterogeneous);
+ kg, state, sd, &volume_ray, L, &throughput, heterogeneous);
# ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg,
- rng,
sd,
emission_sd,
throughput,
@@ -272,7 +265,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* indirect light bounce */
if(kernel_path_volume_bounce(kg,
- rng,
sd,
&throughput,
state,
@@ -311,15 +303,19 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
sd,
&isect,
ray);
- float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
- shader_eval_surface(kg, sd, rng, state, rbsdf, state->flag, SHADER_CONTEXT_INDIRECT);
+ float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
+ shader_eval_surface(kg, sd, state, rbsdf, state->flag);
#ifdef __BRANCHED_PATH__
shader_merge_closures(sd);
#endif /* __BRANCHED_PATH__ */
#ifdef __SHADOW_TRICKS__
- if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
- state->flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
+ if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER) &&
+ (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__ */
@@ -350,7 +346,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability =
- path_state_terminate_probability(kg,
+ path_state_continuation_probability(kg,
state,
throughput*num_samples);
@@ -358,7 +354,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
break;
}
else if(probability != 1.0f) {
- float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);
+ float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
if(terminate >= probability)
break;
@@ -371,7 +367,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) {
- kernel_path_ao(kg, sd, emission_sd, L, state, rng, throughput, make_float3(0.0f, 0.0f, 0.0f));
+ kernel_path_ao(kg, sd, emission_sd, L, state, throughput, make_float3(0.0f, 0.0f, 0.0f));
}
#endif /* __AO__ */
@@ -387,11 +383,10 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* do bssrdf scatter step if we picked a bssrdf closure */
if(sc) {
- uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
+ uint lcg_state = lcg_state_init(state, 0x68bc21eb);
float bssrdf_u, bssrdf_v;
path_state_rng_2D(kg,
- rng,
state,
PRNG_BSDF_U,
&bssrdf_u, &bssrdf_v);
@@ -412,7 +407,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
int all = (kernel_data.integrator.sample_all_lights_indirect) ||
(state->flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(kg,
- rng,
sd,
emission_sd,
state,
@@ -423,23 +417,23 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
}
#endif /* defined(__EMISSION__) */
- if(!kernel_path_surface_bounce(kg, rng, sd, &throughput, state, L, ray))
+ if(!kernel_path_surface_bounce(kg, sd, &throughput, state, L, ray))
break;
}
}
+#endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */
-ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
- RNG *rng,
- int sample,
- Ray ray,
- ccl_global float *buffer,
- PathRadiance *L,
- bool *is_shadow_catcher)
+ccl_device_inline void kernel_path_integrate(KernelGlobals *kg,
+ uint rng_hash,
+ int sample,
+ Ray ray,
+ ccl_global float *buffer,
+ PathRadiance *L,
+ bool *is_shadow_catcher)
{
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
- float L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
@@ -449,12 +443,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
ShaderData emission_sd;
PathState state;
- path_state_init(kg, &emission_sd, &state, rng, sample, &ray);
-
-#ifdef __KERNEL_DEBUG__
- DebugData debug_data;
- debug_data_init(&debug_data);
-#endif /* __KERNEL_DEBUG__ */
+ path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray);
#ifdef __SUBSURFACE__
SubsurfaceIndirectRays ss_indirect;
@@ -481,7 +470,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
}
extmax = kernel_data.curve.maximum_width;
- lcg_state = lcg_state_init(rng, state.rng_offset, state.sample, 0x51633e2d);
+ lcg_state = lcg_state_init(&state, 0x51633e2d);
}
if(state.bounce > kernel_data.integrator.ao_bounces) {
@@ -496,11 +485,11 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
#ifdef __KERNEL_DEBUG__
if(state.flag & PATH_RAY_CAMERA) {
- debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
- debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
- debug_data.num_bvh_intersections += isect.num_intersections;
+ 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;
}
- debug_data.num_ray_bounces++;
+ L->debug_data.num_ray_bounces++;
#endif /* __KERNEL_DEBUG__ */
#ifdef __LAMP_MIS__
@@ -561,15 +550,15 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
int all = false;
/* direct light sampling */
- kernel_branched_path_volume_connect_light(kg, rng, &sd,
+ 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, rng, &state, PRNG_PHASE);
- float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE);
+ 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,
@@ -580,7 +569,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
kernel_volume_decoupled_free(kg, &volume_segment);
if(result == VOLUME_PATH_SCATTERED) {
- if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
+ if(kernel_path_volume_bounce(kg, &sd, &throughput, &state, L, &ray))
continue;
else
break;
@@ -594,15 +583,15 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
{
/* integrate along volume segment with distance sampling */
VolumeIntegrateResult result = kernel_volume_integrate(
- kg, &state, &sd, &volume_ray, L, &throughput, rng, heterogeneous);
+ kg, &state, &sd, &volume_ray, L, &throughput, heterogeneous);
# ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
- kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, L);
+ kernel_path_volume_connect_light(kg, &sd, &emission_sd, throughput, &state, L);
/* indirect light bounce */
- if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
+ if(kernel_path_volume_bounce(kg, &sd, &throughput, &state, L, &ray))
continue;
else
break;
@@ -615,7 +604,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
- L_transparent += average(throughput);
+ L->transparent += average(throughput);
#ifdef __PASSES__
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
@@ -637,21 +626,26 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
/* setup shading */
shader_setup_from_ray(kg, &sd, &isect, &ray);
- float rbsdf = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_BSDF);
- shader_eval_surface(kg, &sd, rng, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
+ 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_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
- state.catcher_object = sd.object;
+ state.flag |= (PATH_RAY_SHADOW_CATCHER |
+ PATH_RAY_STORE_SHADOW_INFO);
if(!kernel_data.background.transparent) {
- L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
+ 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 {
- state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
+ 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__ */
@@ -670,7 +664,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
holdout_weight = shader_holdout_eval(kg, &sd);
}
/* any throughput is ok, should all be identical here */
- L_transparent += average(holdout_weight*throughput);
+ L->transparent += average(holdout_weight*throughput);
}
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
@@ -705,13 +699,13 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
/* 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
* shader evaluations, only need emission if we are going to terminate */
- float probability = path_state_terminate_probability(kg, &state, throughput);
+ float probability = path_state_continuation_probability(kg, &state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
- float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
+ float terminate = path_state_rng_1D_for_decision(kg, &state, PRNG_TERMINATE);
if(terminate >= probability)
break;
@@ -723,7 +717,7 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
- kernel_path_ao(kg, &sd, &emission_sd, L, &state, rng, throughput, shader_bsdf_alpha(kg, &sd));
+ kernel_path_ao(kg, &sd, &emission_sd, L, &state, throughput, shader_bsdf_alpha(kg, &sd));
}
#endif /* __AO__ */
@@ -736,7 +730,6 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
&emission_sd,
L,
&state,
- rng,
&ray,
&throughput,
&ss_indirect))
@@ -747,10 +740,10 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
#endif /* __SUBSURFACE__ */
/* direct lighting */
- kernel_path_surface_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, L);
+ kernel_path_surface_connect_light(kg, &sd, &emission_sd, throughput, &state, L);
/* compute direct lighting and next bounce */
- if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
+ if(!kernel_path_surface_bounce(kg, &sd, &throughput, &state, L, &ray))
break;
}
@@ -775,14 +768,8 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
#endif /* __SUBSURFACE__ */
#ifdef __SHADOW_TRICKS__
- *is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER);
+ *is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER) != 0;
#endif /* __SHADOW_TRICKS__ */
-
-#ifdef __KERNEL_DEBUG__
- kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample);
-#endif /* __KERNEL_DEBUG__ */
-
- return 1.0f - L_transparent;
}
ccl_device void kernel_path_trace(KernelGlobals *kg,
@@ -797,24 +784,22 @@ ccl_device void kernel_path_trace(KernelGlobals *kg,
buffer += index*pass_stride;
/* initialize random numbers and ray */
- RNG rng;
+ uint rng_hash;
Ray ray;
- kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
+ kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng_hash, &ray);
/* integrate */
PathRadiance L;
bool is_shadow_catcher;
if(ray.t != 0.0f) {
- float alpha = kernel_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
- kernel_write_result(kg, buffer, sample, &L, alpha, is_shadow_catcher);
+ kernel_path_integrate(kg, rng_hash, sample, ray, buffer, &L, &is_shadow_catcher);
+ kernel_write_result(kg, buffer, sample, &L, is_shadow_catcher);
}
else {
- kernel_write_result(kg, buffer, sample, NULL, 0.0f, false);
+ kernel_write_result(kg, buffer, sample, NULL, false);
}
-
- path_rng_end(kg, rng_state, rng);
}
#endif /* __SPLIT_KERNEL__ */