diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-09-20 18:59:20 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-09-21 15:55:54 +0300 |
commit | 08031197250aeecbaca3803254e6f25b8c7b7b37 (patch) | |
tree | 6fe7ab045f0dc0a423d6557c4073f34309ef4740 /intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h | |
parent | fa6b1007bad065440950cd67deb16a04f368856f (diff) |
Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
Diffstat (limited to 'intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h')
-rw-r--r-- | intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h | 149 |
1 files changed, 0 insertions, 149 deletions
diff --git a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h deleted file mode 100644 index 61722840b0b..00000000000 --- a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h +++ /dev/null @@ -1,149 +0,0 @@ -/* - * Copyright 2011-2015 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -CCL_NAMESPACE_BEGIN - -/* This kernel takes care of the logic to process "material of type holdout", - * indirect primitive emission, bsdf blurring, probabilistic path termination - * and AO. - * - * This kernels determines the rays for which a shadow_blocked() function - * associated with AO should be executed. Those rays for which a - * shadow_blocked() function for AO must be executed are marked with flag - * RAY_SHADOW_RAY_CAST_ao and enqueued into the queue - * QUEUE_SHADOW_RAY_CAST_AO_RAYS - * - * Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER - * - * Note on Queues: - * This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS - * and processes only the rays of state RAY_ACTIVE. - * There are different points in this kernel where a ray may terminate and - * reach RAY_UPDATE_BUFFER state. These rays are enqueued into - * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will still be present - * in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has - * been changed to RAY_UPDATE_BUFFER, there is no problem. - * - * State of queues when this kernel is called: - * At entry, - * - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and - * RAY_REGENERATED rays - * - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with - * RAY_TO_REGENERATE rays. - * - QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty. - * At exit, - * - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, - * RAY_REGENERATED and RAY_UPDATE_BUFFER rays. - * - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with - * RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays. - * - QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with - * flag RAY_SHADOW_RAY_CAST_AO - */ - -ccl_device void kernel_holdout_emission_blurring_pathtermination_ao( - KernelGlobals *kg, ccl_local_param BackgroundAOLocals *locals) -{ - if (ccl_local_id(0) == 0 && ccl_local_id(1) == 0) { - locals->queue_atomics_bg = 0; - locals->queue_atomics_ao = 0; - } - ccl_barrier(CCL_LOCAL_MEM_FENCE); - -#ifdef __AO__ - char enqueue_flag = 0; -#endif - int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0); - ray_index = get_ray_index(kg, - ray_index, - QUEUE_ACTIVE_AND_REGENERATED_RAYS, - kernel_split_state.queue_data, - kernel_split_params.queue_size, - 0); - - if (ray_index != QUEUE_EMPTY_SLOT) { - ccl_global PathState *state = 0x0; - float3 throughput; - - ccl_global char *ray_state = kernel_split_state.ray_state; - ShaderData *sd = kernel_split_sd(sd, ray_index); - - if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - uint buffer_offset = kernel_split_state.buffer_offset[ray_index]; - ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset; - - ccl_global Ray *ray = &kernel_split_state.ray[ray_index]; - ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]); - PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; - - throughput = kernel_split_state.throughput[ray_index]; - state = &kernel_split_state.path_state[ray_index]; - - if (!kernel_path_shader_apply(kg, sd, state, ray, throughput, emission_sd, L, buffer)) { - kernel_split_path_end(kg, ray_index); - } - } - - if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - /* Path termination. this is a strange place to put the termination, it's - * mainly due to the mixed in MIS that we use. gives too many unneeded - * shader evaluations, only need emission if we are going to terminate. - */ - float probability = path_state_continuation_probability(kg, state, throughput); - - if (probability == 0.0f) { - kernel_split_path_end(kg, ray_index); - } - else if (probability < 1.0f) { - float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); - if (terminate >= probability) { - kernel_split_path_end(kg, ray_index); - } - else { - kernel_split_state.throughput[ray_index] = throughput / probability; - } - } - -#ifdef __DENOISING_FEATURES__ - if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - PathRadiance *L = &kernel_split_state.path_radiance[ray_index]; - kernel_update_denoising_features(kg, sd, state, L); - } -#endif - } - -#ifdef __AO__ - if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) { - /* ambient occlusion */ - if (kernel_data.integrator.use_ambient_occlusion) { - enqueue_flag = 1; - } - } -#endif /* __AO__ */ - } - -#ifdef __AO__ - /* Enqueue to-shadow-ray-cast rays. */ - enqueue_ray_index_local(ray_index, - QUEUE_SHADOW_RAY_CAST_AO_RAYS, - enqueue_flag, - kernel_split_params.queue_size, - &locals->queue_atomics_ao, - kernel_split_state.queue_data, - kernel_split_params.queue_index); -#endif -} - -CCL_NAMESPACE_END |