diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-13 03:10:24 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-13 16:24:14 +0300 |
commit | f77cdd1d59f6e895b567c4d5fdcc6f2440e03307 (patch) | |
tree | 2e275e1fc3c6348aa9907b62cc943a0eb0cc36d3 /intern/cycles/kernel/kernel_path_branched.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_branched.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_branched.h | 111 |
1 files changed, 16 insertions, 95 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h index d4cfe461ac4..daab7c86f7f 100644 --- a/intern/cycles/kernel/kernel_path_branched.h +++ b/intern/cycles/kernel/kernel_path_branched.h @@ -48,9 +48,7 @@ ccl_device_inline void kernel_branched_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(); @@ -292,36 +290,9 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg, * Indirect bounces are handled in kernel_branched_path_surface_indirect_light(). */ 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) { - 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); - } - - 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__ - 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__ */ + bool hit = kernel_path_scene_intersect(kg, &state, &ray, &isect, L); #ifdef __VOLUME__ /* Sanitize volume stack. */ @@ -464,79 +435,29 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg, } #endif /* __VOLUME__ */ + /* Shade background. */ if(!hit) { - /* eval background shader if nothing hit */ - if(kernel_data.background.transparent) { - 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; } - /* setup shading */ + /* Setup and evaluate shader. */ shader_setup_from_ray(kg, &sd, &isect, &ray); shader_eval_surface(kg, &sd, &state, 0.0f, state.flag); shader_merge_closures(&sd); -#ifdef __SHADOW_TRICKS__ - if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) { - 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)) { - 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, sample, &state, throughput); - -#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); + /* Apply shadow catcher, holdout, emission. */ + if(!kernel_path_shader_apply(kg, + &sd, + &state, + &ray, + throughput, + &emission_sd, + L, + buffer)) + { + break; } -#endif /* __EMISSION__ */ /* transparency termination */ if(state.flag & PATH_RAY_TRANSPARENT) { |