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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-09-13 03:10:24 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-09-13 16:24:14 +0300
commitf77cdd1d59f6e895b567c4d5fdcc6f2440e03307 (patch)
tree2e275e1fc3c6348aa9907b62cc943a0eb0cc36d3 /intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
parentc4c450045d072c79d02a1857f56ecf94689375c8 (diff)
Code cleanup: deduplicate some branched and split kernel code.
Benchmarks peformance on GTX 1080 and RX 480 on Linux is the same for bmw27, classroom, pabellon, and about 2% faster on fishy_cat and koro.
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.h112
1 files changed, 15 insertions, 97 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
index 253b78526e7..733c25f5aa4 100644
--- a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
+++ b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
@@ -94,125 +94,42 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
ccl_global PathState *state = 0x0;
float3 throughput;
- uint sample;
ccl_global char *ray_state = kernel_split_state.ray_state;
ShaderData *sd = &kernel_split_state.sd[ray_index];
- ccl_global float *buffer = kernel_split_params.buffer;
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
uint work_index = kernel_split_state.work_array[ray_index];
- sample = get_work_sample(kg, work_index, ray_index) + kernel_split_params.start_sample;
-
uint pixel_x, pixel_y, tile_x, tile_y;
get_work_pixel_tile_position(kg, &pixel_x, &pixel_y,
&tile_x, &tile_y,
work_index,
ray_index);
+ ccl_global float *buffer = kernel_split_params.buffer;
buffer += (kernel_split_params.offset + pixel_x + pixel_y * stride) * kernel_data.film.pass_stride;
+ ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
+ ShaderData *emission_sd = &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];
-#ifdef __SHADOW_TRICKS__
- if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
- if(state->flag & PATH_RAY_CAMERA) {
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- state->flag |= (PATH_RAY_SHADOW_CATCHER |
- PATH_RAY_STORE_SHADOW_INFO);
- if(!kernel_data.background.transparent) {
- ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
- L->shadow_background_color = indirect_background(
- kg,
- &kernel_split_state.sd_DL_shadow[ray_index],
- state,
- ray);
- }
- L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
- L->shadow_throughput = average(throughput);
- }
- }
- else if(state->flag & PATH_RAY_SHADOW_CATCHER) {
- /* Only update transparency after shadow catcher bounce. */
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- L->shadow_transparency *= average(shader_bsdf_transparency(kg, sd));
- }
-#endif /* __SHADOW_TRICKS__ */
-
- /* holdout */
-#ifdef __HOLDOUT__
- if(((sd->flag & SD_HOLDOUT) ||
- (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
- (state->flag & PATH_RAY_CAMERA))
+ if(!kernel_path_shader_apply(kg,
+ sd,
+ state,
+ ray,
+ throughput,
+ emission_sd,
+ L,
+ buffer))
{
- if(kernel_data.background.transparent) {
- float3 holdout_weight;
- if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
- holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
- }
- else {
- holdout_weight = shader_holdout_eval(kg, sd);
- }
- /* any throughput is ok, should all be identical here */
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- L->transparent += average(holdout_weight*throughput);
- }
- if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
- kernel_split_path_end(kg, ray_index);
- }
+ kernel_split_path_end(kg, ray_index);
}
-#endif /* __HOLDOUT__ */
}
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
-
-#ifdef __BRANCHED_PATH__
- if(!IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT))
-#endif /* __BRANCHED_PATH__ */
- {
- /* Holdout mask objects do not write data passes. */
- kernel_write_data_passes(kg,
- buffer,
- L,
- sd,
- sample,
- state,
- throughput);
- }
-
- /* Blurring of bsdf after bounces, for rays that have a small likelihood
- * of following this particular path (diffuse, rough glossy.
- */
-#ifndef __BRANCHED_PATH__
- if(kernel_data.integrator.filter_glossy != FLT_MAX)
-#else
- if(kernel_data.integrator.filter_glossy != FLT_MAX &&
- (!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)))
-#endif /* __BRANCHED_PATH__ */
- {
- float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
- if(blur_pdf < 1.0f) {
- float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
- shader_bsdf_blur(kg, sd, blur_roughness);
- }
- }
-
-#ifdef __EMISSION__
- /* emission */
- if(sd->flag & SD_EMISSION) {
- /* TODO(sergey): is isect.t wrong here for transparent surfaces? */
- float3 emission = indirect_primitive_emission(
- kg,
- sd,
- kernel_split_state.isect[ray_index].t,
- state->flag,
- state->ray_pdf);
- path_radiance_accum_emission(L, throughput, emission, state->bounce);
- }
-#endif /* __EMISSION__ */
-
/* 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.
@@ -249,6 +166,7 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
}
}
+ PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
kernel_update_denoising_features(kg, sd, state, L);
}
}