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Diffstat (limited to 'intern/cycles/kernel/integrator/shade_surface.h')
-rw-r--r--intern/cycles/kernel/integrator/shade_surface.h30
1 files changed, 16 insertions, 14 deletions
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h
index 70b20a93b6a..986f7f622fb 100644
--- a/intern/cycles/kernel/integrator/shade_surface.h
+++ b/intern/cycles/kernel/integrator/shade_surface.h
@@ -42,11 +42,11 @@ ccl_device_forceinline bool integrate_surface_holdout(KernelGlobals kg,
if (((sd->flag & SD_HOLDOUT) || (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
- const float3 holdout_weight = shader_holdout_apply(kg, sd);
- const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
+ const Spectrum holdout_weight = shader_holdout_apply(kg, sd);
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
const float transparent = average(holdout_weight * throughput);
kernel_accum_holdout(kg, state, path_flag, transparent, render_buffer);
- if (isequal(holdout_weight, one_float3())) {
+ if (isequal(holdout_weight, one_spectrum())) {
return false;
}
}
@@ -65,7 +65,7 @@ ccl_device_forceinline void integrate_surface_emission(KernelGlobals kg,
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
/* Evaluate emissive closure. */
- float3 L = shader_emissive_eval(sd);
+ Spectrum L = shader_emissive_eval(sd);
# ifdef __HAIR__
if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) &&
@@ -84,7 +84,7 @@ ccl_device_forceinline void integrate_surface_emission(KernelGlobals kg,
L *= mis_weight;
}
- const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_accum_emission(
kg, state, throughput * L, render_buffer, object_lightgroup(kg, sd->object));
}
@@ -161,7 +161,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
else
# endif /* __MNEE__ */
{
- const float3 light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, sd->time);
+ const Spectrum light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, sd->time);
if (is_zero(light_eval)) {
return;
}
@@ -211,11 +211,12 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
/* Copy state from main path to shadow path. */
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
- const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput) *
+ bsdf_eval_sum(&bsdf_eval);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
- packed_float3 pass_diffuse_weight;
- packed_float3 pass_glossy_weight;
+ PackedSpectrum pass_diffuse_weight;
+ PackedSpectrum pass_glossy_weight;
if (shadow_flag & PATH_RAY_ANY_PASS) {
/* Indirect bounce, use weights from earlier surface or volume bounce. */
@@ -225,8 +226,8 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
else {
/* Direct light, use BSDFs at this bounce. */
shadow_flag |= PATH_RAY_SURFACE_PASS;
- pass_diffuse_weight = packed_float3(bsdf_eval_pass_diffuse_weight(&bsdf_eval));
- pass_glossy_weight = packed_float3(bsdf_eval_pass_glossy_weight(&bsdf_eval));
+ pass_diffuse_weight = PackedSpectrum(bsdf_eval_pass_diffuse_weight(&bsdf_eval));
+ pass_glossy_weight = PackedSpectrum(bsdf_eval_pass_glossy_weight(&bsdf_eval));
}
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
@@ -338,7 +339,7 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
}
/* Update throughput. */
- float3 throughput = INTEGRATOR_STATE(state, path, throughput);
+ Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
throughput *= bsdf_eval_sum(&bsdf_eval) / bsdf_pdf;
INTEGRATOR_STATE_WRITE(state, path, throughput) = throughput;
@@ -410,7 +411,7 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
path_state_rng_2D(kg, rng_state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float3 ao_N;
- const float3 ao_weight = shader_bsdf_ao(
+ const Spectrum ao_weight = shader_bsdf_ao(
kg, sd, kernel_data.integrator.ao_additive_factor, &ao_N);
float3 ao_D;
@@ -450,7 +451,8 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag) | PATH_RAY_SHADOW_FOR_AO;
- const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * shader_bsdf_alpha(kg, sd);
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput) *
+ shader_bsdf_alpha(kg, sd);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
state, path, render_pixel_index);