diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 05:11:25 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 19:14:16 +0300 |
commit | cfa8b762e20dce2e59aff5dffed872a9e3631f3c (patch) | |
tree | 60af71217099a654f1ced2de0c6a730fbd9b0fdc /intern/cycles/kernel/kernel_path_surface.h | |
parent | 1cc4033df8d7fdd87bc1be14e265ab77f0713e54 (diff) |
Code cleanup: move rng into path state.
Also pass by value and don't write back now that it is just a hash for seeding
and no longer an LCG state. Together this makes CUDA a tiny bit faster in my
tests, but mainly simplifies code.
Diffstat (limited to 'intern/cycles/kernel/kernel_path_surface.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_surface.h | 34 |
1 files changed, 15 insertions, 19 deletions
diff --git a/intern/cycles/kernel/kernel_path_surface.h b/intern/cycles/kernel/kernel_path_surface.h index dcb577e176f..3d10736e90c 100644 --- a/intern/cycles/kernel/kernel_path_surface.h +++ b/intern/cycles/kernel/kernel_path_surface.h @@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN /* branched path tracing: connect path directly to position on one or more lights and add it to L */ ccl_device_noinline void kernel_branched_path_surface_connect_light( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ShaderData *emission_sd, ccl_addr_space PathState *state, @@ -50,12 +49,12 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i)); float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights); - RNG lamp_rng = cmj_hash(*rng, i); + uint lamp_rng_hash = cmj_hash(state->rng_hash, i); for(int j = 0; j < num_samples; j++) { float light_u, light_v; - path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); - float terminate = path_branched_rng_light_termination(kg, &lamp_rng, state, j, num_samples); + path_branched_rng_2D(kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); + float terminate = path_branched_rng_light_termination(kg, lamp_rng_hash, state, j, num_samples); LightSample ls; if(lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) { @@ -86,10 +85,10 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( float num_samples_inv = num_samples_adjust/num_samples; for(int j = 0; j < num_samples; j++) { - float light_t = path_branched_rng_1D(kg, rng, state, j, num_samples, PRNG_LIGHT); + float light_t = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT); float light_u, light_v; - path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); - float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples); + path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); + float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples); /* only sample triangle lights */ if(kernel_data.integrator.num_all_lights) @@ -119,10 +118,10 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( } else { /* sample one light at random */ - float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT); + float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT); float light_u, light_v; - path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v); - float terminate = path_state_rng_light_termination(kg, rng, state); + path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v); + float terminate = path_state_rng_light_termination(kg, state); LightSample ls; if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { @@ -147,7 +146,6 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( /* branched path tracing: bounce off or through surface to with new direction stored in ray */ ccl_device bool kernel_branched_path_surface_bounce( KernelGlobals *kg, - RNG *rng, ShaderData *sd, const ShaderClosure *sc, int sample, @@ -164,7 +162,7 @@ ccl_device bool kernel_branched_path_surface_bounce( float3 bsdf_omega_in; differential3 bsdf_domega_in; float bsdf_u, bsdf_v; - path_branched_rng_2D(kg, rng, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v); + path_branched_rng_2D(kg, state->rng_hash, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v); int label; label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval, @@ -217,7 +215,7 @@ ccl_device bool kernel_branched_path_surface_bounce( #endif /* path tracing: connect path directly to position on a light and add it to L */ -ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG *rng, +ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state, PathRadiance *L) { @@ -228,7 +226,6 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG #ifdef __SHADOW_TRICKS__ if(state->flag & PATH_RAY_SHADOW_CATCHER) { kernel_branched_path_surface_connect_light(kg, - rng, sd, emission_sd, state, @@ -241,9 +238,9 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG #endif /* sample illumination from lights to find path contribution */ - float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT); + float light_t = path_state_rng_1D(kg, state, PRNG_LIGHT); float light_u, light_v; - path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v); + path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v); Ray light_ray; BsdfEval L_light; @@ -255,7 +252,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG LightSample ls; if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { - float terminate = path_state_rng_light_termination(kg, rng, state); + float terminate = path_state_rng_light_termination(kg, state); if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; @@ -274,7 +271,6 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG /* path tracing: bounce off or through surface to with new direction stored in ray */ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg, - RNG *rng, ShaderData *sd, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, @@ -289,7 +285,7 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg, float3 bsdf_omega_in; differential3 bsdf_domega_in; 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); int label; label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval, |