diff options
Diffstat (limited to 'intern/cycles/kernel/integrator/intersect_closest.h')
-rw-r--r-- | intern/cycles/kernel/integrator/intersect_closest.h | 108 |
1 files changed, 63 insertions, 45 deletions
diff --git a/intern/cycles/kernel/integrator/intersect_closest.h b/intern/cycles/kernel/integrator/intersect_closest.h index b8ce625c11b..60299f2cb2f 100644 --- a/intern/cycles/kernel/integrator/intersect_closest.h +++ b/intern/cycles/kernel/integrator/intersect_closest.h @@ -109,34 +109,38 @@ ccl_device_forceinline void integrator_split_shadow_catcher( /* If using background pass, schedule background shading kernel so that we have a background * to alpha-over on. The background kernel will then continue the path afterwards. */ INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_BACKGROUND; - INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); + integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); return; } if (!integrator_state_volume_stack_is_empty(kg, state)) { /* Volume stack is not empty. Re-init the volume stack to exclude any non-shadow catcher * objects from it, and then continue shading volume and shadow catcher surface after. */ - INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK); + integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK); return; } /* Continue with shading shadow catcher surface. */ const int shader = intersection_get_shader(kg, isect); - const int flags = kernel_tex_fetch(__shaders, shader).flags; + const int flags = kernel_data_fetch(shaders, shader).flags; const bool use_caustics = kernel_data.integrator.use_caustics && (object_flags & SD_OBJECT_CAUSTICS); - const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE) || use_caustics; + const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE); - if (use_raytrace_kernel) { - INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); + if (use_caustics) { + integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader); + } + else if (use_raytrace_kernel) { + integrator_path_init_sorted( + kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { - INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); + integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } } /* Schedule next kernel to be executed after updating volume stack for shadow catcher. */ -template<uint32_t current_kernel> +template<DeviceKernel current_kernel> ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catcher_volume( KernelGlobals kg, IntegratorState state) { @@ -146,23 +150,28 @@ ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catche integrator_state_read_isect(kg, state, &isect); const int shader = intersection_get_shader(kg, &isect); - const int flags = kernel_tex_fetch(__shaders, shader).flags; + const int flags = kernel_data_fetch(shaders, shader).flags; const int object_flags = intersection_get_object_flags(kg, &isect); const bool use_caustics = kernel_data.integrator.use_caustics && (object_flags & SD_OBJECT_CAUSTICS); - const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE) || use_caustics; + const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE); - if (use_raytrace_kernel) { - INTEGRATOR_PATH_NEXT_SORTED( - current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); + if (use_caustics) { + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader); + } + else if (use_raytrace_kernel) { + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { - INTEGRATOR_PATH_NEXT_SORTED(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } } /* Schedule next kernel to be executed after executing background shader for shadow catcher. */ -template<uint32_t current_kernel> +template<DeviceKernel current_kernel> ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catcher_background( KernelGlobals kg, IntegratorState state) { @@ -170,7 +179,8 @@ ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catche if (!integrator_state_volume_stack_is_empty(kg, state)) { /* Volume stack is not empty. Re-init the volume stack to exclude any non-shadow catcher * objects from it, and then continue shading volume and shadow catcher surface after. */ - INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK); + integrator_path_next( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK); return; } @@ -183,7 +193,7 @@ ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catche * * Note that current_kernel is a template value since making this a variable * leads to poor performance with CUDA atomics. */ -template<uint32_t current_kernel> +template<DeviceKernel current_kernel> ccl_device_forceinline void integrator_intersect_next_kernel( KernelGlobals kg, IntegratorState state, @@ -196,13 +206,13 @@ ccl_device_forceinline void integrator_intersect_next_kernel( if (!integrator_state_volume_stack_is_empty(kg, state)) { const bool hit_surface = hit && !(isect->type & PRIMITIVE_LAMP); const int shader = (hit_surface) ? intersection_get_shader(kg, isect) : SHADER_NONE; - const int flags = (hit_surface) ? kernel_tex_fetch(__shaders, shader).flags : 0; + const int flags = (hit_surface) ? kernel_data_fetch(shaders, shader).flags : 0; if (!integrator_intersect_terminate(kg, state, flags)) { - INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME); + integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME); } else { - INTEGRATOR_PATH_TERMINATE(current_kernel); + integrator_path_terminate(kg, state, current_kernel); } return; } @@ -211,25 +221,29 @@ ccl_device_forceinline void integrator_intersect_next_kernel( if (hit) { /* Hit a surface, continue with light or surface kernel. */ if (isect->type & PRIMITIVE_LAMP) { - INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT); + integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT); } else { /* Hit a surface, continue with surface kernel unless terminated. */ const int shader = intersection_get_shader(kg, isect); - const int flags = kernel_tex_fetch(__shaders, shader).flags; + const int flags = kernel_data_fetch(shaders, shader).flags; if (!integrator_intersect_terminate(kg, state, flags)) { const int object_flags = intersection_get_object_flags(kg, isect); const bool use_caustics = kernel_data.integrator.use_caustics && (object_flags & SD_OBJECT_CAUSTICS); - const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE) || use_caustics; - if (use_raytrace_kernel) { - INTEGRATOR_PATH_NEXT_SORTED( - current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); + const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE); + if (use_caustics) { + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader); + } + else if (use_raytrace_kernel) { + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { - INTEGRATOR_PATH_NEXT_SORTED( - current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } #ifdef __SHADOW_CATCHER__ @@ -238,13 +252,13 @@ ccl_device_forceinline void integrator_intersect_next_kernel( #endif } else { - INTEGRATOR_PATH_TERMINATE(current_kernel); + integrator_path_terminate(kg, state, current_kernel); } } } else { /* Nothing hit, continue with background kernel. */ - INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); + integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); } } @@ -252,7 +266,7 @@ ccl_device_forceinline void integrator_intersect_next_kernel( * * The logic here matches integrator_intersect_next_kernel, except that * volume shading and termination testing have already been done. */ -template<uint32_t current_kernel> +template<DeviceKernel current_kernel> ccl_device_forceinline void integrator_intersect_next_kernel_after_volume( KernelGlobals kg, IntegratorState state, @@ -262,25 +276,29 @@ ccl_device_forceinline void integrator_intersect_next_kernel_after_volume( if (isect->prim != PRIM_NONE) { /* Hit a surface, continue with light or surface kernel. */ if (isect->type & PRIMITIVE_LAMP) { - INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT); + integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT); return; } else { /* Hit a surface, continue with surface kernel unless terminated. */ const int shader = intersection_get_shader(kg, isect); - const int flags = kernel_tex_fetch(__shaders, shader).flags; + const int flags = kernel_data_fetch(shaders, shader).flags; const int object_flags = intersection_get_object_flags(kg, isect); const bool use_caustics = kernel_data.integrator.use_caustics && (object_flags & SD_OBJECT_CAUSTICS); - const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE) || use_caustics; + const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE); - if (use_raytrace_kernel) { - INTEGRATOR_PATH_NEXT_SORTED( - current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); + if (use_caustics) { + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader); + } + else if (use_raytrace_kernel) { + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader); } else { - INTEGRATOR_PATH_NEXT_SORTED( - current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); + integrator_path_next_sorted( + kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader); } #ifdef __SHADOW_CATCHER__ @@ -292,7 +310,7 @@ ccl_device_forceinline void integrator_intersect_next_kernel_after_volume( } else { /* Nothing hit, continue with background kernel. */ - INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); + integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND); return; } } @@ -306,7 +324,7 @@ ccl_device void integrator_intersect_closest(KernelGlobals kg, /* Read ray from integrator state into local memory. */ Ray ray ccl_optional_struct_init; integrator_state_read_ray(kg, state, &ray); - kernel_assert(ray.t != 0.0f); + kernel_assert(ray.tmax != 0.0f); const uint visibility = path_state_ray_visibility(state); const int last_isect_prim = INTEGRATOR_STATE(state, isect, prim); @@ -314,12 +332,12 @@ ccl_device void integrator_intersect_closest(KernelGlobals kg, /* Trick to use short AO rays to approximate indirect light at the end of the path. */ if (path_state_ao_bounce(kg, state)) { - ray.t = kernel_data.integrator.ao_bounces_distance; + ray.tmax = kernel_data.integrator.ao_bounces_distance; if (last_isect_object != OBJECT_NONE) { - const float object_ao_distance = kernel_tex_fetch(__objects, last_isect_object).ao_distance; + const float object_ao_distance = kernel_data_fetch(objects, last_isect_object).ao_distance; if (object_ao_distance != 0.0f) { - ray.t = object_ao_distance; + ray.tmax = object_ao_distance; } } } @@ -351,7 +369,7 @@ ccl_device void integrator_intersect_closest(KernelGlobals kg, bool from_caustic_caster = false; bool from_caustic_receiver = false; if (!(path_flag & PATH_RAY_CAMERA) && last_isect_object != OBJECT_NONE) { - const int object_flags = kernel_tex_fetch(__object_flag, last_isect_object); + const int object_flags = kernel_data_fetch(object_flag, last_isect_object); from_caustic_receiver = (object_flags & SD_OBJECT_CAUSTICS_RECEIVER); from_caustic_caster = (object_flags & SD_OBJECT_CAUSTICS_CASTER); } |