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authorGeorge Kyriazis <George.Kyriazis@amd.com>2015-05-09 17:34:30 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-05-09 17:52:40 +0300
commit7f4479da425b2d44a585f1b7b63f91d9dfecef02 (patch)
tree96ae5e7d4e091f89beedcd37609b3769783a00af /intern/cycles/kernel/kernel_shader.h
parentf680c1b54a28a02fb86271bca649da0660542e9a (diff)
Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely someone else which we're forgetting to mention. Currently only AMD cards are enabled for the new split kernel, but it is possible to force split opencl kernel to be used by setting the following environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1. Not all the features are supported yet, and that being said no motion blur, camera blur, SSS and volumetrics for now. Also transparent shadows are disabled on AMD device because of some compiler bug. This kernel is also only implements regular path tracing and supporting branched one will take a bit. Branched path tracing is exposed to the interface still, which is a bit misleading and will be hidden there soon. More feature will be enabled once they're ported to the split kernel and tested. Neither regular CPU nor CUDA has any difference, they're generating the same exact code, which means no regressions/improvements there. Based on the research paper: https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf Here's the documentation: https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit Design discussion of the patch: https://developer.blender.org/T44197 Differential Revision: https://developer.blender.org/D1200
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r--intern/cycles/kernel/kernel_shader.h297
1 files changed, 150 insertions, 147 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index e9d9f72dfcd..a12419624c3 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -52,55 +52,55 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray, int bounce, int transparent_bounce)
{
#ifdef __INSTANCING__
- sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
+ ccl_fetch(sd, object) = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
#endif
- sd->type = isect->type;
- sd->flag = kernel_tex_fetch(__object_flag, sd->object);
+ ccl_fetch(sd, type) = isect->type;
+ ccl_fetch(sd, flag) = kernel_tex_fetch(__object_flag, ccl_fetch(sd, object));
/* matrices and time */
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, ray->time);
- sd->time = ray->time;
+ ccl_fetch(sd, time) = ray->time;
#endif
- sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
- sd->ray_length = isect->t;
- sd->ray_depth = bounce;
- sd->transparent_depth = transparent_bounce;
+ ccl_fetch(sd, prim) = kernel_tex_fetch(__prim_index, isect->prim);
+ ccl_fetch(sd, ray_length) = isect->t;
+ ccl_fetch(sd, ray_depth) = bounce;
+ ccl_fetch(sd, transparent_depth) = transparent_bounce;
#ifdef __UV__
- sd->u = isect->u;
- sd->v = isect->v;
+ ccl_fetch(sd, u) = isect->u;
+ ccl_fetch(sd, v) = isect->v;
#endif
#ifdef __HAIR__
- if(sd->type & PRIMITIVE_ALL_CURVE) {
+ if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) {
/* curve */
- float4 curvedata = kernel_tex_fetch(__curves, sd->prim);
+ float4 curvedata = kernel_tex_fetch(__curves, ccl_fetch(sd, prim));
- sd->shader = __float_as_int(curvedata.z);
- sd->P = bvh_curve_refine(kg, sd, isect, ray);
+ ccl_fetch(sd, shader) = __float_as_int(curvedata.z);
+ ccl_fetch(sd, P) = bvh_curve_refine(kg, sd, isect, ray);
}
else
#endif
- if(sd->type & PRIMITIVE_TRIANGLE) {
+ if(ccl_fetch(sd, type) & PRIMITIVE_TRIANGLE) {
/* static triangle */
float3 Ng = triangle_normal(kg, sd);
- sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
+ ccl_fetch(sd, shader) = kernel_tex_fetch(__tri_shader, ccl_fetch(sd, prim));
/* vectors */
- sd->P = triangle_refine(kg, sd, isect, ray);
- sd->Ng = Ng;
- sd->N = Ng;
+ ccl_fetch(sd, P) = triangle_refine(kg, sd, isect, ray);
+ ccl_fetch(sd, Ng) = Ng;
+ ccl_fetch(sd, N) = Ng;
/* smooth normal */
- if(sd->shader & SHADER_SMOOTH_NORMAL)
- sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
+ if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL)
+ ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v));
#ifdef __DPDU__
/* dPdu/dPdv */
- triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
+ triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
#endif
}
else {
@@ -108,40 +108,40 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
motion_triangle_shader_setup(kg, sd, isect, ray, false);
}
- sd->I = -ray->D;
+ ccl_fetch(sd, I) = -ray->D;
- sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
+ ccl_fetch(sd, flag) |= kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
#ifdef __INSTANCING__
if(isect->object != OBJECT_NONE) {
/* instance transform */
- object_normal_transform(kg, sd, &sd->N);
- object_normal_transform(kg, sd, &sd->Ng);
+ object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
+ object_normal_transform_auto(kg, sd, &ccl_fetch(sd, Ng));
#ifdef __DPDU__
- object_dir_transform(kg, sd, &sd->dPdu);
- object_dir_transform(kg, sd, &sd->dPdv);
+ object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
+ object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
#endif
}
#endif
/* backfacing test */
- bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
+ bool backfacing = (dot(ccl_fetch(sd, Ng), ccl_fetch(sd, I)) < 0.0f);
if(backfacing) {
- sd->flag |= SD_BACKFACING;
- sd->Ng = -sd->Ng;
- sd->N = -sd->N;
+ ccl_fetch(sd, flag) |= SD_BACKFACING;
+ ccl_fetch(sd, Ng) = -ccl_fetch(sd, Ng);
+ ccl_fetch(sd, N) = -ccl_fetch(sd, N);
#ifdef __DPDU__
- sd->dPdu = -sd->dPdu;
- sd->dPdv = -sd->dPdv;
+ ccl_fetch(sd, dPdu) = -ccl_fetch(sd, dPdu);
+ ccl_fetch(sd, dPdv) = -ccl_fetch(sd, dPdv);
#endif
}
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
- differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
- differential_incoming(&sd->dI, ray->dD);
- differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
+ differential_transfer(&ccl_fetch(sd, dP), ray->dP, ray->D, ray->dD, ccl_fetch(sd, Ng), isect->t);
+ differential_incoming(&ccl_fetch(sd, dI), ray->dD);
+ differential_dudv(&ccl_fetch(sd, du), &ccl_fetch(sd, dv), ccl_fetch(sd, dPdu), ccl_fetch(sd, dPdv), ccl_fetch(sd, dP), ccl_fetch(sd, Ng));
#endif
}
@@ -230,105 +230,105 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
int shader, int object, int prim, float u, float v, float t, float time, int bounce, int transparent_bounce)
{
/* vectors */
- sd->P = P;
- sd->N = Ng;
- sd->Ng = Ng;
- sd->I = I;
- sd->shader = shader;
- sd->type = (prim == PRIM_NONE)? PRIMITIVE_NONE: PRIMITIVE_TRIANGLE;
+ ccl_fetch(sd, P) = P;
+ ccl_fetch(sd, N) = Ng;
+ ccl_fetch(sd, Ng) = Ng;
+ ccl_fetch(sd, I) = I;
+ ccl_fetch(sd, shader) = shader;
+ ccl_fetch(sd, type) = (prim == PRIM_NONE)? PRIMITIVE_NONE: PRIMITIVE_TRIANGLE;
/* primitive */
#ifdef __INSTANCING__
- sd->object = object;
+ ccl_fetch(sd, object) = object;
#endif
/* currently no access to bvh prim index for strand sd->prim*/
- sd->prim = prim;
+ ccl_fetch(sd, prim) = prim;
#ifdef __UV__
- sd->u = u;
- sd->v = v;
+ ccl_fetch(sd, u) = u;
+ ccl_fetch(sd, v) = v;
#endif
- sd->ray_length = t;
- sd->ray_depth = bounce;
- sd->transparent_depth = transparent_bounce;
+ ccl_fetch(sd, ray_length) = t;
+ ccl_fetch(sd, ray_depth) = bounce;
+ ccl_fetch(sd, transparent_depth) = transparent_bounce;
/* detect instancing, for non-instanced the object index is -object-1 */
#ifdef __INSTANCING__
bool instanced = false;
- if(sd->prim != PRIM_NONE) {
- if(sd->object >= 0)
+ if(ccl_fetch(sd, prim) != PRIM_NONE) {
+ if(ccl_fetch(sd, object) >= 0)
instanced = true;
else
#endif
- sd->object = ~sd->object;
+ ccl_fetch(sd, object) = ~ccl_fetch(sd, object);
#ifdef __INSTANCING__
}
#endif
- sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
- if(sd->object != OBJECT_NONE) {
- sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
+ ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
+ if(ccl_fetch(sd, object) != OBJECT_NONE) {
+ ccl_fetch(sd, flag) |= kernel_tex_fetch(__object_flag, ccl_fetch(sd, object));
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, time);
}
- sd->time = time;
+ ccl_fetch(sd, time) = time;
#else
}
#endif
- if(sd->type & PRIMITIVE_TRIANGLE) {
+ if(ccl_fetch(sd, type) & PRIMITIVE_TRIANGLE) {
/* smooth normal */
- if(sd->shader & SHADER_SMOOTH_NORMAL) {
- sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
+ if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) {
+ ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v));
#ifdef __INSTANCING__
if(instanced)
- object_normal_transform(kg, sd, &sd->N);
+ object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
#endif
}
/* dPdu/dPdv */
#ifdef __DPDU__
- triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
+ triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
#ifdef __INSTANCING__
if(instanced) {
- object_dir_transform(kg, sd, &sd->dPdu);
- object_dir_transform(kg, sd, &sd->dPdv);
+ object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
+ object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
}
#endif
#endif
}
else {
#ifdef __DPDU__
- sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
- sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
+ ccl_fetch(sd, dPdu) = make_float3(0.0f, 0.0f, 0.0f);
+ ccl_fetch(sd, dPdv) = make_float3(0.0f, 0.0f, 0.0f);
#endif
}
/* backfacing test */
- if(sd->prim != PRIM_NONE) {
- bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
+ if(ccl_fetch(sd, prim) != PRIM_NONE) {
+ bool backfacing = (dot(ccl_fetch(sd, Ng), ccl_fetch(sd, I)) < 0.0f);
if(backfacing) {
- sd->flag |= SD_BACKFACING;
- sd->Ng = -sd->Ng;
- sd->N = -sd->N;
+ ccl_fetch(sd, flag) |= SD_BACKFACING;
+ ccl_fetch(sd, Ng) = -ccl_fetch(sd, Ng);
+ ccl_fetch(sd, N) = -ccl_fetch(sd, N);
#ifdef __DPDU__
- sd->dPdu = -sd->dPdu;
- sd->dPdv = -sd->dPdv;
+ ccl_fetch(sd, dPdu) = -ccl_fetch(sd, dPdu);
+ ccl_fetch(sd, dPdv) = -ccl_fetch(sd, dPdv);
#endif
}
}
#ifdef __RAY_DIFFERENTIALS__
/* no ray differentials here yet */
- sd->dP = differential3_zero();
- sd->dI = differential3_zero();
- sd->du = differential_zero();
- sd->dv = differential_zero();
+ ccl_fetch(sd, dP) = differential3_zero();
+ ccl_fetch(sd, dI) = differential3_zero();
+ ccl_fetch(sd, du) = differential_zero();
+ ccl_fetch(sd, dv) = differential_zero();
#endif
}
@@ -355,45 +355,46 @@ ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce, int transparent_bounce)
{
/* vectors */
- sd->P = ray->D;
- sd->N = -ray->D;
- sd->Ng = -ray->D;
- sd->I = -ray->D;
- sd->shader = kernel_data.background.surface_shader;
- sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
+ ccl_fetch(sd, P) = ray->D;
+ ccl_fetch(sd, N) = -ray->D;
+ ccl_fetch(sd, Ng) = -ray->D;
+ ccl_fetch(sd, I) = -ray->D;
+ ccl_fetch(sd, shader) = kernel_data.background.surface_shader;
+ ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
#ifdef __OBJECT_MOTION__
- sd->time = ray->time;
+ ccl_fetch(sd, time) = ray->time;
#endif
- sd->ray_length = 0.0f;
- sd->ray_depth = bounce;
- sd->transparent_depth = transparent_bounce;
+ ccl_fetch(sd, ray_length) = 0.0f;
+ ccl_fetch(sd, ray_depth) = bounce;
+ ccl_fetch(sd, transparent_depth) = transparent_bounce;
#ifdef __INSTANCING__
- sd->object = PRIM_NONE;
+ ccl_fetch(sd, object) = PRIM_NONE;
#endif
- sd->prim = PRIM_NONE;
+ ccl_fetch(sd, prim) = PRIM_NONE;
#ifdef __UV__
- sd->u = 0.0f;
- sd->v = 0.0f;
+ ccl_fetch(sd, u) = 0.0f;
+ ccl_fetch(sd, v) = 0.0f;
#endif
#ifdef __DPDU__
/* dPdu/dPdv */
- sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
- sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
+ ccl_fetch(sd, dPdu) = make_float3(0.0f, 0.0f, 0.0f);
+ ccl_fetch(sd, dPdv) = make_float3(0.0f, 0.0f, 0.0f);
#endif
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
- sd->dP = ray->dD;
- differential_incoming(&sd->dI, sd->dP);
- sd->du = differential_zero();
- sd->dv = differential_zero();
+ ccl_fetch(sd, dP) = ray->dD;
+ differential_incoming(&ccl_fetch(sd, dI), ccl_fetch(sd, dP));
+ ccl_fetch(sd, du) = differential_zero();
+ ccl_fetch(sd, dv) = differential_zero();
#endif
}
/* ShaderData setup from point inside volume */
+#ifdef __VOLUME__
ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce, int transparent_bounce)
{
/* vectors */
@@ -439,6 +440,7 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
sd->ray_P = ray->P;
sd->ray_dP = ray->dP;
}
+#endif
/* Merging */
@@ -491,11 +493,11 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa
{
/* this is the veach one-sample model with balance heuristic, some pdf
* factors drop out when using balance heuristic weighting */
- for(int i = 0; i< sd->num_closure; i++) {
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
if(i == skip_bsdf)
continue;
- const ShaderClosure *sc = &sd->closure[i];
+ const ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
@@ -513,7 +515,7 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa
*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
}
-ccl_device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
+ccl_device void shader_bsdf_eval(KernelGlobals *kg, ShaderData *sd,
const float3 omega_in, BsdfEval *eval, float *pdf)
{
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
@@ -527,22 +529,22 @@ ccl_device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
{
int sampled = 0;
- if(sd->num_closure > 1) {
+ if(ccl_fetch(sd, num_closure) > 1) {
/* pick a BSDF closure based on sample weights */
float sum = 0.0f;
- for(sampled = 0; sampled < sd->num_closure; sampled++) {
- const ShaderClosure *sc = &sd->closure[sampled];
+ for(sampled = 0; sampled < ccl_fetch(sd, num_closure); sampled++) {
+ const ShaderClosure *sc = ccl_fetch_array(sd, closure, sampled);
if(CLOSURE_IS_BSDF(sc->type))
sum += sc->sample_weight;
}
- float r = sd->randb_closure*sum;
+ float r = ccl_fetch(sd, randb_closure)*sum;
sum = 0.0f;
- for(sampled = 0; sampled < sd->num_closure; sampled++) {
- const ShaderClosure *sc = &sd->closure[sampled];
+ for(sampled = 0; sampled < ccl_fetch(sd, num_closure); sampled++) {
+ const ShaderClosure *sc = ccl_fetch_array(sd, closure, sampled);
if(CLOSURE_IS_BSDF(sc->type)) {
sum += sc->sample_weight;
@@ -552,13 +554,14 @@ ccl_device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
}
}
- if(sampled == sd->num_closure) {
+ if(sampled == ccl_fetch(sd, num_closure)) {
*pdf = 0.0f;
return LABEL_NONE;
}
}
- const ShaderClosure *sc = &sd->closure[sampled];
+ const ShaderClosure *sc = ccl_fetch_array(sd, closure, sampled);
+
int label;
float3 eval;
@@ -568,7 +571,7 @@ ccl_device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
if(*pdf != 0.0f) {
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
- if(sd->num_closure > 1) {
+ if(ccl_fetch(sd, num_closure) > 1) {
float sweight = sc->sample_weight;
_shader_bsdf_multi_eval(kg, sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
}
@@ -595,8 +598,8 @@ ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *s
ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF(sc->type))
bsdf_blur(kg, sc, roughness);
@@ -605,13 +608,13 @@ ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughn
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
{
- if(sd->flag & SD_HAS_ONLY_VOLUME)
+ if(ccl_fetch(sd, flag) & SD_HAS_ONLY_VOLUME)
return make_float3(1.0f, 1.0f, 1.0f);
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
eval += sc->weight;
@@ -634,8 +637,8 @@ ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
eval += sc->weight;
@@ -648,8 +651,8 @@ ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
eval += sc->weight;
@@ -662,8 +665,8 @@ ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
eval += sc->weight;
@@ -676,8 +679,8 @@ ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
eval += sc->weight;
@@ -691,8 +694,8 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
float3 N = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
eval += sc->weight*ao_factor;
@@ -700,12 +703,12 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac
}
else if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
eval += sc->weight;
- N += sd->N*average(sc->weight);
+ N += ccl_fetch(sd, N)*average(sc->weight);
}
}
if(is_zero(N))
- N = sd->N;
+ N = ccl_fetch(sd, N);
else
N = normalize(N);
@@ -719,8 +722,8 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
float3 N = make_float3(0.0f, 0.0f, 0.0f);
float texture_blur = 0.0f, weight_sum = 0.0f;
- for(int i = 0; i< sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSSRDF(sc->type)) {
float avg_weight = fabsf(average(sc->weight));
@@ -733,7 +736,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
}
if(N_)
- *N_ = (is_zero(N))? sd->N: normalize(N);
+ *N_ = (is_zero(N))? ccl_fetch(sd, N): normalize(N);
if(texture_blur_)
*texture_blur_ = texture_blur/weight_sum;
@@ -745,7 +748,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc)
{
- return emissive_simple_eval(sd->Ng, sd->I);
+ return emissive_simple_eval(ccl_fetch(sd, Ng), ccl_fetch(sd, I));
}
ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
@@ -753,8 +756,8 @@ ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
float3 eval;
eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_EMISSION(sc->type))
eval += emissive_eval(kg, sd, sc)*sc->weight;
@@ -769,8 +772,8 @@ ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
{
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
+ ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_HOLDOUT(sc->type))
weight += sc->weight;
@@ -784,8 +787,8 @@ ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag, ShaderContext ctx)
{
- sd->num_closure = 0;
- sd->randb_closure = randb;
+ ccl_fetch(sd, num_closure) = 0;
+ ccl_fetch(sd, randb_closure) = randb;
#ifdef __OSL__
if(kg->osl)
@@ -796,11 +799,11 @@ ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, path_flag);
#else
- sd->closure->weight = make_float3(0.8f, 0.8f, 0.8f);
- sd->closure->N = sd->N;
- sd->closure->data0 = 0.0f;
- sd->closure->data1 = 0.0f;
- sd->flag |= bsdf_diffuse_setup(&sd->closure);
+ ccl_fetch_array(sd, closure, 0)->weight = make_float3(0.8f, 0.8f, 0.8f);
+ ccl_fetch_array(sd, closure, 0)->N = ccl_fetch(sd, N);
+ ccl_fetch_array(sd, closure, 0)->data0 = 0.0f;
+ ccl_fetch_array(sd, closure, 0)->data1 = 0.0f;
+ ccl_fetch(sd, flag) |= bsdf_diffuse_setup(ccl_fetch_array(sd, closure, 0));
#endif
}
}
@@ -809,8 +812,8 @@ ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
{
- sd->num_closure = 0;
- sd->randb_closure = 0.0f;
+ ccl_fetch(sd, num_closure) = 0;
+ ccl_fetch(sd, randb_closure) = 0.0f;
#ifdef __OSL__
if(kg->osl) {
@@ -825,8 +828,8 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
+ for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ const ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BACKGROUND(sc->type))
eval += sc->weight;
@@ -999,8 +1002,8 @@ ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
{
- sd->num_closure = 0;
- sd->randb_closure = 0.0f;
+ ccl_fetch(sd, num_closure) = 0;
+ ccl_fetch(sd, randb_closure) = 0.0f;
/* this will modify sd->P */
#ifdef __SVM__