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authorBrecht Van Lommel <brecht@blender.org>2021-09-20 18:59:20 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-09-21 15:55:54 +0300
commit08031197250aeecbaca3803254e6f25b8c7b7b37 (patch)
tree6fe7ab045f0dc0a423d6557c4073f34309ef4740 /intern/cycles/kernel/split/kernel_subsurface_scatter.h
parentfa6b1007bad065440950cd67deb16a04f368856f (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_subsurface_scatter.h')
-rw-r--r--intern/cycles/kernel/split/kernel_subsurface_scatter.h264
1 files changed, 0 insertions, 264 deletions
diff --git a/intern/cycles/kernel/split/kernel_subsurface_scatter.h b/intern/cycles/kernel/split/kernel_subsurface_scatter.h
deleted file mode 100644
index ba06ae3bc53..00000000000
--- a/intern/cycles/kernel/split/kernel_subsurface_scatter.h
+++ /dev/null
@@ -1,264 +0,0 @@
-/*
- * Copyright 2011-2017 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
-
-#if defined(__BRANCHED_PATH__) && defined(__SUBSURFACE__)
-
-ccl_device_inline void kernel_split_branched_path_subsurface_indirect_light_init(KernelGlobals *kg,
- int ray_index)
-{
- kernel_split_branched_path_indirect_loop_init(kg, ray_index);
-
- SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
-
- branched_state->ss_next_closure = 0;
- branched_state->ss_next_sample = 0;
-
- branched_state->num_hits = 0;
- branched_state->next_hit = 0;
-
- ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_SUBSURFACE_INDIRECT);
-}
-
-ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_iter(
- KernelGlobals *kg, int ray_index)
-{
- SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
-
- ShaderData *sd = kernel_split_sd(branched_state_sd, ray_index);
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
-
- for (int i = branched_state->ss_next_closure; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
-
- if (!CLOSURE_IS_BSSRDF(sc->type))
- continue;
-
- /* Closure memory will be overwritten, so read required variables now. */
- Bssrdf *bssrdf = (Bssrdf *)sc;
- ClosureType bssrdf_type = sc->type;
- float bssrdf_roughness = bssrdf->roughness;
-
- /* set up random number generator */
- if (branched_state->ss_next_sample == 0 && branched_state->next_hit == 0 &&
- branched_state->next_closure == 0 && branched_state->next_sample == 0) {
- branched_state->lcg_state = lcg_state_init_addrspace(&branched_state->path_state,
- 0x68bc21eb);
- }
- int num_samples = kernel_data.integrator.subsurface_samples * 3;
- float num_samples_inv = 1.0f / num_samples;
- uint bssrdf_rng_hash = cmj_hash(branched_state->path_state.rng_hash, i);
-
- /* do subsurface scatter step with copy of shader data, this will
- * replace the BSSRDF with a diffuse BSDF closure */
- for (int j = branched_state->ss_next_sample; j < num_samples; j++) {
- ccl_global PathState *hit_state = &kernel_split_state.path_state[ray_index];
- *hit_state = branched_state->path_state;
- hit_state->rng_hash = bssrdf_rng_hash;
- path_state_branch(hit_state, j, num_samples);
-
- ccl_global LocalIntersection *ss_isect = &branched_state->ss_isect;
- float bssrdf_u, bssrdf_v;
- path_branched_rng_2D(
- kg, bssrdf_rng_hash, hit_state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
-
- /* intersection is expensive so avoid doing multiple times for the same input */
- if (branched_state->next_hit == 0 && branched_state->next_closure == 0 &&
- branched_state->next_sample == 0) {
- uint lcg_state = branched_state->lcg_state;
- LocalIntersection ss_isect_private;
-
- branched_state->num_hits = subsurface_scatter_multi_intersect(
- kg, &ss_isect_private, sd, hit_state, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
-
- branched_state->lcg_state = lcg_state;
- *ss_isect = ss_isect_private;
- }
-
- hit_state->rng_offset += PRNG_BOUNCE_NUM;
-
-# ifdef __VOLUME__
- Ray volume_ray = branched_state->ray;
- bool need_update_volume_stack = kernel_data.integrator.use_volumes &&
- sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
-# endif /* __VOLUME__ */
-
- /* compute lighting with the BSDF closure */
- for (int hit = branched_state->next_hit; hit < branched_state->num_hits; hit++) {
- ShaderData *bssrdf_sd = kernel_split_sd(sd, ray_index);
- *bssrdf_sd = *sd; /* note: copy happens each iteration of inner loop, this is
- * important as the indirect path will write into bssrdf_sd */
-
- LocalIntersection ss_isect_private = *ss_isect;
- subsurface_scatter_multi_setup(
- kg, &ss_isect_private, hit, bssrdf_sd, hit_state, bssrdf_type, bssrdf_roughness);
- *ss_isect = ss_isect_private;
-
-# ifdef __VOLUME__
- if (need_update_volume_stack) {
- /* Setup ray from previous surface point to the new one. */
- float3 P = ray_offset(bssrdf_sd->P, -bssrdf_sd->Ng);
- volume_ray.D = normalize_len(P - volume_ray.P, &volume_ray.t);
-
- for (int k = 0; k < VOLUME_STACK_SIZE; k++) {
- hit_state->volume_stack[k] = branched_state->path_state.volume_stack[k];
- }
-
- kernel_volume_stack_update_for_subsurface(
- kg, emission_sd, &volume_ray, hit_state->volume_stack);
- }
-# endif /* __VOLUME__ */
-
-# ifdef __EMISSION__
- if (branched_state->next_closure == 0 && branched_state->next_sample == 0) {
- /* direct light */
- if (kernel_data.integrator.use_direct_light) {
- int all = (kernel_data.integrator.sample_all_lights_direct) ||
- (hit_state->flag & PATH_RAY_SHADOW_CATCHER);
- kernel_branched_path_surface_connect_light(kg,
- bssrdf_sd,
- emission_sd,
- hit_state,
- branched_state->throughput,
- num_samples_inv,
- L,
- all);
- }
- }
-# endif /* __EMISSION__ */
-
- /* indirect light */
- if (kernel_split_branched_path_surface_indirect_light_iter(
- kg, ray_index, num_samples_inv, bssrdf_sd, false, false)) {
- branched_state->ss_next_closure = i;
- branched_state->ss_next_sample = j;
- branched_state->next_hit = hit;
-
- return true;
- }
-
- branched_state->next_closure = 0;
- }
-
- branched_state->next_hit = 0;
- }
-
- branched_state->ss_next_sample = 0;
- }
-
- branched_state->ss_next_closure = sd->num_closure;
-
- branched_state->waiting_on_shared_samples = (branched_state->shared_sample_count > 0);
- if (branched_state->waiting_on_shared_samples) {
- return true;
- }
-
- kernel_split_branched_path_indirect_loop_end(kg, ray_index);
-
- return false;
-}
-
-#endif /* __BRANCHED_PATH__ && __SUBSURFACE__ */
-
-ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
-{
- int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
- if (thread_index == 0) {
- /* We will empty both queues in this kernel. */
- kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
- kernel_split_params.queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
- }
-
- 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,
- 1);
- get_ray_index(kg,
- thread_index,
- QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
- kernel_split_state.queue_data,
- kernel_split_params.queue_size,
- 1);
-
-#ifdef __SUBSURFACE__
- ccl_global char *ray_state = kernel_split_state.ray_state;
-
- if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
- ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
- ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
- ccl_global SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index];
- ShaderData *sd = kernel_split_sd(sd, ray_index);
- ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
-
- if (sd->flag & SD_BSSRDF) {
-
-# ifdef __BRANCHED_PATH__
- if (!kernel_data.integrator.branched ||
- IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
-# endif
- if (kernel_path_subsurface_scatter(
- kg, sd, emission_sd, L, state, ray, throughput, ss_indirect)) {
- kernel_split_path_end(kg, ray_index);
- }
-# ifdef __BRANCHED_PATH__
- }
- else {
- kernel_split_branched_path_subsurface_indirect_light_init(kg, ray_index);
-
- if (kernel_split_branched_path_subsurface_indirect_light_iter(kg, ray_index)) {
- ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
- }
- }
-# endif
- }
- }
-
-# ifdef __BRANCHED_PATH__
- if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
- kernel_split_params.queue_index[QUEUE_SUBSURFACE_INDIRECT_ITER] = 0;
- }
-
- /* iter loop */
- ray_index = get_ray_index(kg,
- ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0),
- QUEUE_SUBSURFACE_INDIRECT_ITER,
- kernel_split_state.queue_data,
- kernel_split_params.queue_size,
- 1);
-
- if (IS_STATE(ray_state, ray_index, RAY_SUBSURFACE_INDIRECT_NEXT_ITER)) {
- /* for render passes, sum and reset indirect light pass variables
- * for the next samples */
- path_radiance_sum_indirect(&kernel_split_state.path_radiance[ray_index]);
- path_radiance_reset_indirect(&kernel_split_state.path_radiance[ray_index]);
-
- if (kernel_split_branched_path_subsurface_indirect_light_iter(kg, ray_index)) {
- ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
- }
- }
-# endif /* __BRANCHED_PATH__ */
-
-#endif /* __SUBSURFACE__ */
-}
-
-CCL_NAMESPACE_END