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authorSergey Sharybin <sergey.vfx@gmail.com>2017-01-30 14:08:20 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-02-08 16:00:48 +0300
commit31a025f51e635febb85c47c05d185a716687e898 (patch)
treebc7d093ac0a23432f523e398f3278dec1559f05b /intern/cycles/kernel/kernel_shadow.h
parentdde40989f34634f43fb561416728c438dfb62f0b (diff)
Cycles: Split shadow functions to avoid some duplicated calculations
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h468
1 files changed, 267 insertions, 201 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index e69eac6ab83..95b34b5b2d9 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -19,12 +19,13 @@ CCL_NAMESPACE_BEGIN
/* Attenuate throughput accordingly to the given intersection event.
* Returns true if the throughput is zero and traversal can be aborted.
*/
-ccl_device_inline bool shadow_handle_transparent_isect(KernelGlobals *kg,
- ShaderData *shadow_sd,
- PathState *state,
- Intersection *isect,
- Ray *ray,
- float3 *throughput)
+ccl_device_forceinline bool shadow_handle_transparent_isect(
+ KernelGlobals *kg,
+ ShaderData *shadow_sd,
+ PathState *state,
+ Intersection *isect,
+ Ray *ray,
+ float3 *throughput)
{
#ifdef __VOLUME__
/* Attenuation between last surface and next surface. */
@@ -60,7 +61,31 @@ ccl_device_inline bool shadow_handle_transparent_isect(KernelGlobals *kg,
return false;
}
-#ifdef __SHADOW_RECORD_ALL__
+/* Special version which only handles opaque shadows. */
+ccl_device bool shadow_blocked_opaque(KernelGlobals *kg,
+ ShaderData *shadow_sd,
+ PathState *state,
+ Ray *ray,
+ Intersection *isect,
+ float3 *shadow)
+{
+ const bool blocked = scene_intersect(kg,
+ *ray,
+ PATH_RAY_SHADOW_OPAQUE,
+ isect,
+ NULL,
+ 0.0f, 0.0f);
+#ifdef __VOLUME__
+ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
+ /* Apply attenuation from current volume shader. */
+ kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
+ }
+#endif
+ return blocked;
+}
+
+#ifdef __TRANSPARENT_SHADOWS__
+# ifdef __SHADOW_RECORD_ALL__
/* Shadow function to compute how much light is blocked,
*
* We trace a single ray. If it hits any opaque surface, or more than a given
@@ -86,121 +111,134 @@ ccl_device_inline bool shadow_handle_transparent_isect(KernelGlobals *kg,
* is something to be kept an eye on.
*/
-#define SHADOW_STACK_MAX_HITS 64
+# define SHADOW_STACK_MAX_HITS 64
-ccl_device_inline bool shadow_blocked_all(KernelGlobals *kg,
- ShaderData *shadow_sd,
- PathState *state,
- Ray *ray,
- float3 *shadow)
+/* Actual logic with traversal loop implementation which is free from device
+ * specific tweaks.
+ *
+ * Note that hits array should be as big as max_hits+1.
+ */
+ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
+ ShaderData *shadow_sd,
+ PathState *state,
+ Ray *ray,
+ Intersection *hits,
+ uint max_hits,
+ float3 *shadow)
{
- *shadow = make_float3(1.0f, 1.0f, 1.0f);
- if(ray->t == 0.0f) {
- return false;
- }
- bool blocked;
- if(kernel_data.integrator.transparent_shadows) {
- /* Check transparent bounces here, for volume scatter which can do
- * lighting before surface path termination is checked.
- */
- if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
- return true;
- }
- /* Intersect to find an opaque surface, or record all transparent
- * surface hits.
- */
-#ifdef __KERNEL_CUDA__
- Intersection *hits = kg->hits_stack;
-#else
- Intersection hits_stack[SHADOW_STACK_MAX_HITS];
- Intersection *hits = hits_stack;
-#endif
- const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
- uint max_hits = transparent_max_bounce - state->transparent_bounce - 1;
-#ifndef __KERNEL_GPU__
- /* Prefer to use stack but use dynamic allocation if too deep max hits
- * we need max_hits + 1 storage space due to the logic in
- * scene_intersect_shadow_all which will first store and then check if
- * the limit is exceeded.
- *
- * Ignore this on GPU because of slow/unavailable malloc().
- */
- if(max_hits + 1 > SHADOW_STACK_MAX_HITS) {
- if(kg->transparent_shadow_intersections == NULL) {
- kg->transparent_shadow_intersections =
- (Intersection*)malloc(sizeof(Intersection)*(transparent_max_bounce + 1));
+ /* Intersect to find an opaque surface, or record all transparent
+ * surface hits.
+ */
+ uint num_hits;
+ const bool blocked = scene_intersect_shadow_all(kg,
+ ray,
+ hits,
+ max_hits,
+ &num_hits);
+ /* If no opaque surface found but we did find transparent hits,
+ * shade them.
+ */
+ if(!blocked && num_hits > 0) {
+ float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
+ float3 Pend = ray->P + ray->D*ray->t;
+ float last_t = 0.0f;
+ int bounce = state->transparent_bounce;
+ Intersection *isect = hits;
+# ifdef __VOLUME__
+ PathState ps = *state;
+# endif
+ sort_intersections(hits, num_hits);
+ for(int hit = 0; hit < num_hits; hit++, isect++) {
+ /* Adjust intersection distance for moving ray forward. */
+ float new_t = isect->t;
+ isect->t -= last_t;
+ /* Skip hit if we did not move forward, step by step raytracing
+ * would have skipped it as well then.
+ */
+ if(last_t == new_t) {
+ continue;
}
- hits = kg->transparent_shadow_intersections;
- }
-#endif /* __KERNEL_GPU__ */
- uint num_hits;
- blocked = scene_intersect_shadow_all(kg, ray, hits, max_hits, &num_hits);
- /* If no opaque surface found but we did find transparent hits,
- * shade them.
- */
- if(!blocked && num_hits > 0) {
- float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
- float3 Pend = ray->P + ray->D*ray->t;
- float last_t = 0.0f;
- int bounce = state->transparent_bounce;
- Intersection *isect = hits;
-#ifdef __VOLUME__
- PathState ps = *state;
-#endif
- sort_intersections(hits, num_hits);
- for(int hit = 0; hit < num_hits; hit++, isect++) {
- /* Adjust intersection distance for moving ray forward. */
- float new_t = isect->t;
- isect->t -= last_t;
- /* Skip hit if we did not move forward, step by step raytracing
- * would have skipped it as well then.
- */
- if(last_t == new_t) {
- continue;
- }
- last_t = new_t;
- /* Attenuate the throughput. */
- if(shadow_handle_transparent_isect(kg,
- shadow_sd,
- &ps,
- isect,
- ray,
- &throughput))
- {
- return true;
- }
- /* Move ray forward. */
- ray->P = shadow_sd->P;
- if(ray->t != FLT_MAX) {
- ray->D = normalize_len(Pend - ray->P, &ray->t);
- }
- bounce++;
+ last_t = new_t;
+ /* Attenuate the throughput. */
+ if(shadow_handle_transparent_isect(kg,
+ shadow_sd,
+ &ps,
+ isect,
+ ray,
+ &throughput))
+ {
+ return true;
}
-#ifdef __VOLUME__
- /* Attenuation for last line segment towards light. */
- if(ps.volume_stack[0].shader != SHADER_NONE) {
- kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
+ /* Move ray forward. */
+ ray->P = shadow_sd->P;
+ if(ray->t != FLT_MAX) {
+ ray->D = normalize_len(Pend - ray->P, &ray->t);
}
-#endif
- *shadow = throughput;
- return is_zero(throughput);
+ bounce++;
}
+# ifdef __VOLUME__
+ /* Attenuation for last line segment towards light. */
+ if(ps.volume_stack[0].shader != SHADER_NONE) {
+ kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
+ }
+# endif
+ *shadow = throughput;
+ return is_zero(throughput);
}
- else {
- Intersection isect;
- blocked = scene_intersect(kg, *ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
- }
-#ifdef __VOLUME__
+# ifdef __VOLUME__
if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
/* Apply attenuation from current volume shader/ */
kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
}
-#endif
+# endif
return blocked;
}
-#endif /* __SHADOW_RECORD_ALL__ */
-#ifndef __KERNEL_CPU__
+/* Here we do all device specific trickery before invoking actual traversal
+ * loop to help readability of the actual logic.
+ */
+ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg,
+ ShaderData *shadow_sd,
+ PathState *state,
+ Ray *ray,
+ uint max_hits,
+ float3 *shadow)
+{
+# ifdef __KERNEL_CUDA__
+ Intersection *hits = kg->hits_stack;
+# else
+ Intersection hits_stack[SHADOW_STACK_MAX_HITS];
+ Intersection *hits = hits_stack;
+# endif
+# ifndef __KERNEL_GPU__
+ /* Prefer to use stack but use dynamic allocation if too deep max hits
+ * we need max_hits + 1 storage space due to the logic in
+ * scene_intersect_shadow_all which will first store and then check if
+ * the limit is exceeded.
+ *
+ * Ignore this on GPU because of slow/unavailable malloc().
+ */
+ if(max_hits + 1 > SHADOW_STACK_MAX_HITS) {
+ if(kg->transparent_shadow_intersections == NULL) {
+ const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
+ kg->transparent_shadow_intersections =
+ (Intersection*)malloc(sizeof(Intersection)*(transparent_max_bounce + 1));
+ }
+ hits = kg->transparent_shadow_intersections;
+ }
+# endif /* __KERNEL_GPU__ */
+ /* Invoke actual traversal. */
+ return shadow_blocked_transparent_all_loop(kg,
+ shadow_sd,
+ state,
+ ray,
+ hits,
+ max_hits,
+ shadow);
+}
+# endif /* __SHADOW_RECORD_ALL__ */
+
+# ifdef __KERNEL_GPU__
/* Shadow function to compute how much light is blocked,
*
* Here we raytrace from one transparent surface to the next step by step.
@@ -209,119 +247,147 @@ ccl_device_inline bool shadow_blocked_all(KernelGlobals *kg,
* potentially transparent, and only in that case start marching. this gives
* one extra ray cast for the cases were we do want transparency.
*/
-ccl_device_noinline bool shadow_blocked_stepped(KernelGlobals *kg,
- ShaderData *shadow_sd,
- ccl_addr_space PathState *state,
- ccl_addr_space Ray *ray_input,
- float3 *shadow)
+ccl_device bool shadow_blocked_transparent_stepped(
+ KernelGlobals *kg,
+ ShaderData *shadow_sd,
+ PathState *state,
+ Ray *ray,
+ Intersection *isect,
+ float3 *shadow)
{
- *shadow = make_float3(1.0f, 1.0f, 1.0f);
- if(ray_input->t == 0.0f) {
- return false;
- }
-#ifdef __SPLIT_KERNEL__
- Ray private_ray = *ray_input;
- Ray *ray = &private_ray;
-#else
- Ray *ray = ray_input;
-#endif
-
-#ifdef __SPLIT_KERNEL__
- Intersection *isect = &kg->isect_shadow[SD_THREAD];
-#else
- Intersection isect_object;
- Intersection *isect = &isect_object;
-#endif
/* Early check for opaque shadows. */
- bool blocked = scene_intersect(kg,
- *ray,
- PATH_RAY_SHADOW_OPAQUE,
- isect,
- NULL,
- 0.0f, 0.0f);
-#ifdef __TRANSPARENT_SHADOWS__
- if(blocked && kernel_data.integrator.transparent_shadows) {
- if(shader_transparent_shadow(kg, isect)) {
- float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
- float3 Pend = ray->P + ray->D*ray->t;
- int bounce = state->transparent_bounce;
-# ifdef __VOLUME__
- PathState ps = *state;
-# endif
- for(;;) {
- if(bounce >= kernel_data.integrator.transparent_max_bounce) {
- return true;
- }
- if(!scene_intersect(kg,
- *ray,
- PATH_RAY_SHADOW_TRANSPARENT,
- isect,
- NULL,
- 0.0f, 0.0f))
- {
- break;
- }
- if(!shader_transparent_shadow(kg, isect)) {
- return true;
- }
- /* Attenuate the throughput. */
- if(shadow_handle_transparent_isect(kg,
- shadow_sd,
- &ps,
- isect,
- ray,
- &throughput))
- {
- return true;
- }
- /* Move ray forward. */
- ray->P = ray_offset(ccl_fetch(shadow_sd, P), -ccl_fetch(shadow_sd, Ng));
- if(ray->t != FLT_MAX) {
- ray->D = normalize_len(Pend - ray->P, &ray->t);
- }
- bounce++;
+ const bool blocked = scene_intersect(kg,
+ *ray,
+ PATH_RAY_SHADOW_OPAQUE,
+ isect,
+ NULL,
+ 0.0f, 0.0f);
+ if(blocked && shader_transparent_shadow(kg, isect)) {
+ float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
+ float3 Pend = ray->P + ray->D*ray->t;
+ int bounce = state->transparent_bounce;
+# ifdef __VOLUME__
+ PathState ps = *state;
+# endif
+ for(;;) {
+ if(bounce >= kernel_data.integrator.transparent_max_bounce) {
+ return true;
+ }
+ if(!scene_intersect(kg,
+ *ray,
+ PATH_RAY_SHADOW_TRANSPARENT,
+ isect,
+ NULL,
+ 0.0f, 0.0f))
+ {
+ break;
+ }
+ if(!shader_transparent_shadow(kg, isect)) {
+ return true;
}
-# ifdef __VOLUME__
- /* Attenuation for last line segment towards light. */
- if(ps.volume_stack[0].shader != SHADER_NONE) {
- kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
+ /* Attenuate the throughput. */
+ if(shadow_handle_transparent_isect(kg,
+ shadow_sd,
+ &ps,
+ isect,
+ ray,
+ &throughput))
+ {
+ return true;
}
-# endif
- *shadow *= throughput;
- return is_zero(throughput);
+ /* Move ray forward. */
+ ray->P = ray_offset(ccl_fetch(shadow_sd, P), -ccl_fetch(shadow_sd, Ng));
+ if(ray->t != FLT_MAX) {
+ ray->D = normalize_len(Pend - ray->P, &ray->t);
+ }
+ bounce++;
+ }
+# ifdef __VOLUME__
+ /* Attenuation for last line segment towards light. */
+ if(ps.volume_stack[0].shader != SHADER_NONE) {
+ kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
}
+# endif
+ *shadow *= throughput;
+ return is_zero(throughput);
}
-# ifdef __VOLUME__
- else if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
+# ifdef __VOLUME__
+ if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
/* Apply attenuation from current volume shader. */
kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
}
-# endif
-#endif
+# endif
return blocked;
}
-#endif /* __KERNEL_CPU__ */
+# endif /* __KERNEL_GPU__ */
+#endif /* __TRANSPARENT_SHADOWS__ */
ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
ShaderData *shadow_sd,
PathState *state,
- Ray *ray,
+ Ray *ray_input,
float3 *shadow)
{
-#ifdef __SHADOW_RECORD_ALL__
-# ifdef __KERNEL_CPU__
- return shadow_blocked_all(kg, shadow_sd, state, ray, shadow);
-# else
+ /* Special trickery for split kernel: some data is coming from the
+ * global memory.
+ */
+#ifdef __SPLIT_KERNEL__
+ Ray private_ray = *ray_input;
+ Ray *ray = &private_ray;
+ Intersection *isect = &kg->isect_shadow[SD_THREAD];
+#else /* __SPLIT_KERNEL__ */
+ Ray *ray = ray_input;
+ Intersection isect_object;
+ Intersection *isect = &isect_object;
+#endif /* __SPLIT_KERNEL__ */
+ /* Some common early checks. */
+ *shadow = make_float3(1.0f, 1.0f, 1.0f);
+ if(ray->t == 0.0f) {
+ return false;
+ }
+ /* Do actual shadow shading. */
+#ifdef __TRANSPARENT_SHADOWS__
+ if(!kernel_data.integrator.transparent_shadows)
+#endif
+ {
+ return shadow_blocked_opaque(kg,
+ shadow_sd,
+ state,
+ ray,
+ isect,
+ shadow);
+ }
+#ifdef __TRANSPARENT_SHADOWS__
+# ifdef __SHADOW_RECORD_ALL__
const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
+ /* Check transparent bounces here, for volume scatter which can do
+ * lighting before surface path termination is checked.
+ */
+ if(state->transparent_bounce >= transparent_max_bounce) {
+ return true;
+ }
const uint max_hits = transparent_max_bounce - state->transparent_bounce - 1;
- if(max_hits + 1 < SHADOW_STACK_MAX_HITS) {
- return shadow_blocked_all(kg, shadow_sd, state, ray, shadow);
+# ifdef __KERNEL_GPU__
+ if(max_hits + 1 < SHADOW_STACK_MAX_HITS)
+# endif
+ {
+ return shadow_blocked_transparent_all(kg,
+ shadow_sd,
+ state,
+ ray,
+ max_hits,
+ shadow);
}
-# endif
-#endif
-#ifndef __KERNEL_CPU__
- return shadow_blocked_stepped(kg, shadow_sd, state, ray, shadow);
-#endif
+# endif /* __SHADOW_RECORD_ALL__ */
+# ifdef __KERNEL_GPU__
+ return shadow_blocked_transparent_stepped(kg,
+ shadow_sd,
+ state,
+ ray,
+ isect,
+ shadow);
+# endif /* __KERNEL_GPU__ */
+#endif /* __TRANSPARENT_SHADOWS__ */
}
#undef SHADOW_STACK_MAX_HITS