diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-12-23 13:31:19 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-23 14:56:55 +0300 |
commit | bc096e1eb8790c1624ce7386cd86668267fbea48 (patch) | |
tree | 9a58e4f9f2c9bd20595d65836a00f699df83a79a /intern/cycles/kernel/kernel_types.h | |
parent | b9311b5e5a51fec85e3bb3c1d3eaa8a2dcc839e3 (diff) |
Cycles: Split ShaderData object and shader flags
We started to run out of bits there, so now we separate flags
which came from __object_flags and which are either runtime or
coming from __shader_flags.
Rule now is: SD_OBJECT_* flags are to be tested against new
object_flags field of ShaderData, all the rest flags are to
be tested against flags field of ShaderData.
There should be no user-visible changes, and time difference
should be minimal. In fact, from tests here can only see hardly
measurable difference and sometimes the new code is somewhat
faster (all within a noise floor, so hard to tell for sure).
Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself
Differential Revision: https://developer.blender.org/D2428
Diffstat (limited to 'intern/cycles/kernel/kernel_types.h')
-rw-r--r-- | intern/cycles/kernel/kernel_types.h | 142 |
1 files changed, 98 insertions, 44 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index a826cda702b..b7af90cd739 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -692,56 +692,108 @@ typedef enum ShaderContext { /* Shader Data * * Main shader state at a point on the surface or in a volume. All coordinates - * are in world space. */ + * are in world space. + */ enum ShaderDataFlag { - /* runtime flags */ - SD_BACKFACING = (1 << 0), /* backside of surface? */ - SD_EMISSION = (1 << 1), /* have emissive closure? */ - SD_BSDF = (1 << 2), /* have bsdf closure? */ - SD_BSDF_HAS_EVAL = (1 << 3), /* have non-singular bsdf closure? */ - SD_BSSRDF = (1 << 4), /* have bssrdf */ - SD_HOLDOUT = (1 << 5), /* have holdout closure? */ - SD_ABSORPTION = (1 << 6), /* have volume absorption closure? */ - SD_SCATTER = (1 << 7), /* have volume phase closure? */ - SD_AO = (1 << 8), /* have ao closure? */ - SD_TRANSPARENT = (1 << 9), /* have transparent closure? */ + /* Runtime flags. */ + + /* Set when ray hits backside of surface. */ + SD_BACKFACING = (1 << 0), + /* Shader has emissive closure. */ + SD_EMISSION = (1 << 1), + /* Shader has BSDF closure. */ + SD_BSDF = (1 << 2), + /* Shader has non-singular BSDF closure. */ + SD_BSDF_HAS_EVAL = (1 << 3), + /* Shader has BSSRDF closure. */ + SD_BSSRDF = (1 << 4), + /* Shader has holdout closure. */ + SD_HOLDOUT = (1 << 5), + /* Shader has volume absorption closure. */ + SD_ABSORPTION = (1 << 6), + /* Shader has have volume phase (scatter) closure. */ + SD_SCATTER = (1 << 7), + /* Shader has AO closure. */ + SD_AO = (1 << 8), + /* Shader has transparent closure. */ + SD_TRANSPARENT = (1 << 9), + /* BSDF requires LCG for evaluation. */ SD_BSDF_NEEDS_LCG = (1 << 10), - SD_CLOSURE_FLAGS = (SD_EMISSION|SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF| - SD_HOLDOUT|SD_ABSORPTION|SD_SCATTER|SD_AO| + SD_CLOSURE_FLAGS = (SD_EMISSION | + SD_BSDF | + SD_BSDF_HAS_EVAL | + SD_BSSRDF | + SD_HOLDOUT | + SD_ABSORPTION | + SD_SCATTER | + SD_AO | SD_BSDF_NEEDS_LCG), - /* shader flags */ - SD_USE_MIS = (1 << 12), /* direct light sample */ - SD_HAS_TRANSPARENT_SHADOW = (1 << 13), /* has transparent shadow */ - SD_HAS_VOLUME = (1 << 14), /* has volume shader */ - SD_HAS_ONLY_VOLUME = (1 << 15), /* has only volume shader, no surface */ - SD_HETEROGENEOUS_VOLUME = (1 << 16), /* has heterogeneous volume */ - SD_HAS_BSSRDF_BUMP = (1 << 17), /* bssrdf normal uses bump */ - SD_VOLUME_EQUIANGULAR = (1 << 18), /* use equiangular sampling */ - SD_VOLUME_MIS = (1 << 19), /* use multiple importance sampling */ - SD_VOLUME_CUBIC = (1 << 20), /* use cubic interpolation for voxels */ - SD_HAS_BUMP = (1 << 21), /* has data connected to the displacement input */ - SD_HAS_DISPLACEMENT = (1 << 22), /* has true displacement */ - SD_HAS_CONSTANT_EMISSION = (1 << 23), /* has constant emission (value stored in __shader_flag) */ - - SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME| - SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME| - SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS| - SD_VOLUME_CUBIC|SD_HAS_BUMP|SD_HAS_DISPLACEMENT|SD_HAS_CONSTANT_EMISSION), - - /* object flags */ - SD_OBJECT_HOLDOUT_MASK = (1 << 24), /* holdout for camera rays */ - SD_OBJECT_MOTION = (1 << 25), /* has object motion blur */ - SD_OBJECT_TRANSFORM_APPLIED = (1 << 26), /* vertices have transform applied */ - SD_OBJECT_NEGATIVE_SCALE_APPLIED = (1 << 27), /* vertices have negative scale applied */ - SD_OBJECT_HAS_VOLUME = (1 << 28), /* object has a volume shader */ - SD_OBJECT_INTERSECTS_VOLUME = (1 << 29), /* object intersects AABB of an object with volume shader */ - SD_OBJECT_HAS_VERTEX_MOTION = (1 << 30), /* has position for motion vertices */ - - SD_OBJECT_FLAGS = (SD_OBJECT_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_OBJECT_TRANSFORM_APPLIED| - SD_OBJECT_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME| + /* Shader flags. */ + + /* direct light sample */ + SD_USE_MIS = (1 << 16), + /* Has transparent shadow. */ + SD_HAS_TRANSPARENT_SHADOW = (1 << 17), + /* Has volume shader. */ + SD_HAS_VOLUME = (1 << 18), + /* Has only volume shader, no surface. */ + SD_HAS_ONLY_VOLUME = (1 << 19), + /* Has heterogeneous volume. */ + SD_HETEROGENEOUS_VOLUME = (1 << 20), + /* BSSRDF normal uses bump. */ + SD_HAS_BSSRDF_BUMP = (1 << 21), + /* Use equiangular volume sampling */ + SD_VOLUME_EQUIANGULAR = (1 << 22), + /* Use multiple importance volume sampling. */ + SD_VOLUME_MIS = (1 << 23), + /* Use cubic interpolation for voxels. */ + SD_VOLUME_CUBIC = (1 << 24), + /* Has data connected to the displacement input. */ + SD_HAS_BUMP = (1 << 25), + /* Has true displacement. */ + SD_HAS_DISPLACEMENT = (1 << 26), + /* Has constant emission (value stored in __shader_flag) */ + SD_HAS_CONSTANT_EMISSION = (1 << 27), + + SD_SHADER_FLAGS = (SD_USE_MIS | + SD_HAS_TRANSPARENT_SHADOW | + SD_HAS_VOLUME | + SD_HAS_ONLY_VOLUME | + SD_HETEROGENEOUS_VOLUME| + SD_HAS_BSSRDF_BUMP | + SD_VOLUME_EQUIANGULAR | + SD_VOLUME_MIS | + SD_VOLUME_CUBIC | + SD_HAS_BUMP | + SD_HAS_DISPLACEMENT | + SD_HAS_CONSTANT_EMISSION) +}; + + /* Object flags. */ +enum ShaderDataObjectFlag { + /* Holdout for camera rays. */ + SD_OBJECT_HOLDOUT_MASK = (1 << 0), + /* Has object motion blur. */ + SD_OBJECT_MOTION = (1 << 1), + /* Vertices have transform applied. */ + SD_OBJECT_TRANSFORM_APPLIED = (1 << 2), + /* Vertices have negative scale applied. */ + SD_OBJECT_NEGATIVE_SCALE_APPLIED = (1 << 3), + /* Object has a volume shader. */ + SD_OBJECT_HAS_VOLUME = (1 << 4), + /* Object intersects AABB of an object with volume shader. */ + SD_OBJECT_INTERSECTS_VOLUME = (1 << 5), + /* Has position for motion vertices. */ + SD_OBJECT_HAS_VERTEX_MOTION = (1 << 6), + + SD_OBJECT_FLAGS = (SD_OBJECT_HOLDOUT_MASK | + SD_OBJECT_MOTION | + SD_OBJECT_TRANSFORM_APPLIED | + SD_OBJECT_NEGATIVE_SCALE_APPLIED | + SD_OBJECT_HAS_VOLUME | SD_OBJECT_INTERSECTS_VOLUME) }; @@ -780,6 +832,8 @@ typedef ccl_addr_space struct ShaderData { ccl_soa_member(int, shader); /* booleans describing shader, see ShaderDataFlag */ ccl_soa_member(int, flag); + /* booleans describing object of the shader, see ShaderDataObjectFlag */ + ccl_soa_member(int, object_flag); /* primitive id if there is one, ~0 otherwise */ ccl_soa_member(int, prim); |