diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 05:11:25 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 19:14:16 +0300 |
commit | cfa8b762e20dce2e59aff5dffed872a9e3631f3c (patch) | |
tree | 60af71217099a654f1ced2de0c6a730fbd9b0fdc /intern/cycles/kernel/kernel_path_volume.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_volume.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_volume.h | 41 |
1 files changed, 19 insertions, 22 deletions
diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h index dcedf51e479..3661432f0b7 100644 --- a/intern/cycles/kernel/kernel_path_volume.h +++ b/intern/cycles/kernel/kernel_path_volume.h @@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN ccl_device_inline void kernel_path_volume_connect_light( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ShaderData *emission_sd, float3 throughput, @@ -32,9 +31,9 @@ ccl_device_inline void kernel_path_volume_connect_light( return; /* 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; @@ -48,7 +47,7 @@ ccl_device_inline void kernel_path_volume_connect_light( 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; @@ -69,7 +68,6 @@ ccl_device #endif bool kernel_path_volume_bounce( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, @@ -82,7 +80,7 @@ bool kernel_path_volume_bounce( float3 phase_omega_in; differential3 phase_domega_in; float phase_u, phase_v; - path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v); + path_state_rng_2D(kg, state, PRNG_PHASE_U, &phase_u, &phase_v); int label; label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval, @@ -120,7 +118,6 @@ bool kernel_path_volume_bounce( #ifndef __SPLIT_KERNEL__ ccl_device void kernel_branched_path_volume_connect_light( KernelGlobals *kg, - RNG *rng, ShaderData *sd, ShaderData *emission_sd, float3 throughput, @@ -150,12 +147,12 @@ ccl_device void kernel_branched_path_volume_connect_light( int num_samples = light_select_num_samples(kg, i); float num_samples_inv = 1.0f/(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++) { /* sample random position on given light */ float light_u, light_v; - path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); + path_branched_rng_2D(kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); LightSample ls; lamp_light_sample(kg, i, light_u, light_v, ray->P, &ls); @@ -163,8 +160,8 @@ ccl_device void kernel_branched_path_volume_connect_light( float3 tp = throughput; /* sample position on volume segment */ - float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE); - float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE); + float rphase = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE); + float rscatter = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); @@ -177,7 +174,7 @@ ccl_device void kernel_branched_path_volume_connect_light( if(kernel_data.integrator.pdf_triangles != 0.0f) ls.pdf *= 2.0f; - float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples); + float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples); if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; @@ -198,9 +195,9 @@ ccl_device void kernel_branched_path_volume_connect_light( for(int j = 0; j < num_samples; j++) { /* sample random position on random triangle */ - float light_t = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_LIGHT); + float light_t = path_branched_rng_1D_for_decision(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); + path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); /* only sample triangle lights */ if(kernel_data.integrator.num_all_lights) @@ -212,8 +209,8 @@ ccl_device void kernel_branched_path_volume_connect_light( float3 tp = throughput; /* sample position on volume segment */ - float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE); - float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE); + float rphase = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE); + float rscatter = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); @@ -226,7 +223,7 @@ ccl_device void kernel_branched_path_volume_connect_light( if(kernel_data.integrator.num_all_lights) ls.pdf *= 2.0f; - float terminate = path_branched_rng_light_termination(kg, rng, state, j, num_samples); + float terminate = path_branched_rng_light_termination(kg, state->rng_hash, state, j, num_samples); if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; @@ -242,9 +239,9 @@ ccl_device void kernel_branched_path_volume_connect_light( } else { /* sample random position on random light */ - 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); LightSample ls; light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls); @@ -252,8 +249,8 @@ ccl_device void kernel_branched_path_volume_connect_light( float3 tp = throughput; /* sample position on volume segment */ - 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); VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false); @@ -264,7 +261,7 @@ ccl_device void kernel_branched_path_volume_connect_light( /* todo: split up light_sample so we don't have to call it again with new position */ if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { /* sample random light */ - 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; |