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Diffstat (limited to 'intern/cycles/kernel/integrator/shader_eval.h')
-rw-r--r--intern/cycles/kernel/integrator/shader_eval.h869
1 files changed, 869 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/shader_eval.h b/intern/cycles/kernel/integrator/shader_eval.h
new file mode 100644
index 00000000000..68f1ef8c118
--- /dev/null
+++ b/intern/cycles/kernel/integrator/shader_eval.h
@@ -0,0 +1,869 @@
+/*
+ * Copyright 2011-2013 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.
+ */
+
+/* Functions to evaluate shaders and use the resulting shader closures. */
+
+#pragma once
+
+#include "kernel/closure/alloc.h"
+#include "kernel/closure/bsdf.h"
+#include "kernel/closure/bsdf_util.h"
+#include "kernel/closure/emissive.h"
+
+#include "kernel/film/accumulate.h"
+
+#include "kernel/svm/svm.h"
+
+#ifdef __OSL__
+# include "kernel/osl/shader.h"
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+/* Merging */
+
+#if defined(__VOLUME__)
+ccl_device_inline void shader_merge_volume_closures(ccl_private ShaderData *sd)
+{
+ /* Merge identical closures to save closure space with stacked volumes. */
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sci = &sd->closure[i];
+
+ if (sci->type != CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
+ continue;
+ }
+
+ for (int j = i + 1; j < sd->num_closure; j++) {
+ ccl_private ShaderClosure *scj = &sd->closure[j];
+ if (sci->type != scj->type) {
+ continue;
+ }
+
+ ccl_private const HenyeyGreensteinVolume *hgi = (ccl_private const HenyeyGreensteinVolume *)
+ sci;
+ ccl_private const HenyeyGreensteinVolume *hgj = (ccl_private const HenyeyGreensteinVolume *)
+ scj;
+ if (!(hgi->g == hgj->g)) {
+ continue;
+ }
+
+ sci->weight += scj->weight;
+ sci->sample_weight += scj->sample_weight;
+
+ int size = sd->num_closure - (j + 1);
+ if (size > 0) {
+ for (int k = 0; k < size; k++) {
+ scj[k] = scj[k + 1];
+ }
+ }
+
+ sd->num_closure--;
+ kernel_assert(sd->num_closure >= 0);
+ j--;
+ }
+ }
+}
+
+ccl_device_inline void shader_copy_volume_phases(ccl_private ShaderVolumePhases *ccl_restrict
+ phases,
+ ccl_private const ShaderData *ccl_restrict sd)
+{
+ phases->num_closure = 0;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *from_sc = &sd->closure[i];
+ ccl_private const HenyeyGreensteinVolume *from_hg =
+ (ccl_private const HenyeyGreensteinVolume *)from_sc;
+
+ if (from_sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
+ ccl_private ShaderVolumeClosure *to_sc = &phases->closure[phases->num_closure];
+
+ to_sc->weight = from_sc->weight;
+ to_sc->sample_weight = from_sc->sample_weight;
+ to_sc->g = from_hg->g;
+ phases->num_closure++;
+ if (phases->num_closure >= MAX_VOLUME_CLOSURE) {
+ break;
+ }
+ }
+ }
+}
+#endif /* __VOLUME__ */
+
+ccl_device_inline void shader_prepare_surface_closures(KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_private ShaderData *sd)
+{
+ /* Defensive sampling.
+ *
+ * We can likely also do defensive sampling at deeper bounces, particularly
+ * for cases like a perfect mirror but possibly also others. This will need
+ * a good heuristic. */
+ if (INTEGRATOR_STATE(state, path, bounce) + INTEGRATOR_STATE(state, path, transparent_bounce) ==
+ 0 &&
+ sd->num_closure > 1) {
+ float sum = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+ }
+ }
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sc->sample_weight = max(sc->sample_weight, 0.125f * sum);
+ }
+ }
+ }
+
+ /* Filter glossy.
+ *
+ * Blurring of bsdf after bounces, for rays that have a small likelihood
+ * of following this particular path (diffuse, rough glossy) */
+ if (kernel_data.integrator.filter_glossy != FLT_MAX) {
+ float blur_pdf = kernel_data.integrator.filter_glossy *
+ INTEGRATOR_STATE(state, path, min_ray_pdf);
+
+ if (blur_pdf < 1.0f) {
+ float blur_roughness = sqrtf(1.0f - blur_pdf) * 0.5f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF(sc->type)) {
+ bsdf_blur(kg, sc, blur_roughness);
+ }
+ }
+ }
+ }
+}
+
+/* BSDF */
+
+ccl_device_inline bool shader_bsdf_is_transmission(ccl_private const ShaderData *sd,
+ const float3 omega_in)
+{
+ return dot(sd->N, omega_in) < 0.0f;
+}
+
+ccl_device_forceinline bool _shader_bsdf_exclude(ClosureType type, uint light_shader_flags)
+{
+ if (!(light_shader_flags & SHADER_EXCLUDE_ANY)) {
+ return false;
+ }
+ if (light_shader_flags & SHADER_EXCLUDE_DIFFUSE) {
+ if (CLOSURE_IS_BSDF_DIFFUSE(type)) {
+ return true;
+ }
+ }
+ if (light_shader_flags & SHADER_EXCLUDE_GLOSSY) {
+ if (CLOSURE_IS_BSDF_GLOSSY(type)) {
+ return true;
+ }
+ }
+ if (light_shader_flags & SHADER_EXCLUDE_TRANSMIT) {
+ if (CLOSURE_IS_BSDF_TRANSMISSION(type)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+ccl_device_inline float _shader_bsdf_multi_eval(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ const float3 omega_in,
+ const bool is_transmission,
+ ccl_private const ShaderClosure *skip_sc,
+ ccl_private BsdfEval *result_eval,
+ float sum_pdf,
+ float sum_sample_weight,
+ const uint light_shader_flags)
+{
+ /* This is the veach one-sample model with balance heuristic,
+ * some PDF factors drop out when using balance heuristic weighting. */
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (sc == skip_sc) {
+ continue;
+ }
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ if (CLOSURE_IS_BSDF(sc->type) && !_shader_bsdf_exclude(sc->type, light_shader_flags)) {
+ float bsdf_pdf = 0.0f;
+ float3 eval = bsdf_eval(kg, sd, sc, omega_in, is_transmission, &bsdf_pdf);
+
+ if (bsdf_pdf != 0.0f) {
+ const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type);
+ bsdf_eval_accum(result_eval, is_diffuse, eval * sc->weight, 1.0f);
+ sum_pdf += bsdf_pdf * sc->sample_weight;
+ }
+ }
+
+ sum_sample_weight += sc->sample_weight;
+ }
+ }
+
+ return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
+}
+
+#ifndef __KERNEL_CUDA__
+ccl_device
+#else
+ccl_device_inline
+#endif
+ float
+ shader_bsdf_eval(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ const float3 omega_in,
+ const bool is_transmission,
+ ccl_private BsdfEval *bsdf_eval,
+ const uint light_shader_flags)
+{
+ bsdf_eval_init(bsdf_eval, false, zero_float3());
+
+ return _shader_bsdf_multi_eval(
+ kg, sd, omega_in, is_transmission, NULL, bsdf_eval, 0.0f, 0.0f, light_shader_flags);
+}
+
+/* Randomly sample a BSSRDF or BSDF proportional to ShaderClosure.sample_weight. */
+ccl_device_inline ccl_private const ShaderClosure *shader_bsdf_bssrdf_pick(
+ ccl_private const ShaderData *ccl_restrict sd, ccl_private float *randu)
+{
+ int sampled = 0;
+
+ if (sd->num_closure > 1) {
+ /* Pick a BSDF or based on sample weights. */
+ float sum = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+ }
+ }
+
+ float r = (*randu) * sum;
+ float partial_sum = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ float next_sum = partial_sum + sc->sample_weight;
+
+ if (r < next_sum) {
+ sampled = i;
+
+ /* Rescale to reuse for direction sample, to better preserve stratification. */
+ *randu = (r - partial_sum) / sc->sample_weight;
+ break;
+ }
+
+ partial_sum = next_sum;
+ }
+ }
+ }
+
+ return &sd->closure[sampled];
+}
+
+/* Return weight for picked BSSRDF. */
+ccl_device_inline float3
+shader_bssrdf_sample_weight(ccl_private const ShaderData *ccl_restrict sd,
+ ccl_private const ShaderClosure *ccl_restrict bssrdf_sc)
+{
+ float3 weight = bssrdf_sc->weight;
+
+ if (sd->num_closure > 1) {
+ float sum = 0.0f;
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+ }
+ }
+ weight *= sum / bssrdf_sc->sample_weight;
+ }
+
+ return weight;
+}
+
+/* Sample direction for picked BSDF, and return evaluation and pdf for all
+ * BSDFs combined using MIS. */
+ccl_device int shader_bsdf_sample_closure(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ ccl_private const ShaderClosure *sc,
+ float randu,
+ float randv,
+ ccl_private BsdfEval *bsdf_eval,
+ ccl_private float3 *omega_in,
+ ccl_private differential3 *domega_in,
+ ccl_private float *pdf)
+{
+ /* BSSRDF should already have been handled elsewhere. */
+ kernel_assert(CLOSURE_IS_BSDF(sc->type));
+
+ int label;
+ float3 eval = zero_float3();
+
+ *pdf = 0.0f;
+ label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
+
+ if (*pdf != 0.0f) {
+ const bool is_diffuse = CLOSURE_IS_BSDF_DIFFUSE(sc->type);
+ bsdf_eval_init(bsdf_eval, is_diffuse, eval * sc->weight);
+
+ if (sd->num_closure > 1) {
+ const bool is_transmission = shader_bsdf_is_transmission(sd, *omega_in);
+ float sweight = sc->sample_weight;
+ *pdf = _shader_bsdf_multi_eval(
+ kg, sd, *omega_in, is_transmission, sc, bsdf_eval, *pdf * sweight, sweight, 0);
+ }
+ }
+
+ return label;
+}
+
+ccl_device float shader_bsdf_average_roughness(ccl_private const ShaderData *sd)
+{
+ float roughness = 0.0f;
+ float sum_weight = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF(sc->type)) {
+ /* sqrt once to undo the squaring from multiplying roughness on the
+ * two axes, and once for the squared roughness convention. */
+ float weight = fabsf(average(sc->weight));
+ roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc)));
+ sum_weight += weight;
+ }
+ }
+
+ return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f;
+}
+
+ccl_device float3 shader_bsdf_transparency(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ if (sd->flag & SD_HAS_ONLY_VOLUME) {
+ return one_float3();
+ }
+ else if (sd->flag & SD_TRANSPARENT) {
+ return sd->closure_transparent_extinction;
+ }
+ else {
+ return zero_float3();
+ }
+}
+
+ccl_device void shader_bsdf_disable_transparency(KernelGlobals kg, ccl_private ShaderData *sd)
+{
+ if (sd->flag & SD_TRANSPARENT) {
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+
+ if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
+ sc->sample_weight = 0.0f;
+ sc->weight = zero_float3();
+ }
+ }
+
+ sd->flag &= ~SD_TRANSPARENT;
+ }
+}
+
+ccl_device float3 shader_bsdf_alpha(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ float3 alpha = one_float3() - shader_bsdf_transparency(kg, sd);
+
+ alpha = max(alpha, zero_float3());
+ alpha = min(alpha, one_float3());
+
+ return alpha;
+}
+
+ccl_device float3 shader_bsdf_diffuse(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ float3 eval = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_DIFFUSE(sc->type) || CLOSURE_IS_BSSRDF(sc->type))
+ eval += sc->weight;
+ }
+
+ return eval;
+}
+
+ccl_device float3 shader_bsdf_glossy(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ float3 eval = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_GLOSSY(sc->type))
+ eval += sc->weight;
+ }
+
+ return eval;
+}
+
+ccl_device float3 shader_bsdf_transmission(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ float3 eval = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
+ eval += sc->weight;
+ }
+
+ return eval;
+}
+
+ccl_device float3 shader_bsdf_average_normal(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ float3 N = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type))
+ N += sc->N * fabsf(average(sc->weight));
+ }
+
+ return (is_zero(N)) ? sd->N : normalize(N);
+}
+
+ccl_device float3 shader_bsdf_ao(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const float ao_factor,
+ ccl_private float3 *N_)
+{
+ float3 eval = zero_float3();
+ float3 N = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
+ ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc;
+ eval += sc->weight * ao_factor;
+ N += bsdf->N * fabsf(average(sc->weight));
+ }
+ }
+
+ *N_ = (is_zero(N)) ? sd->N : normalize(N);
+ return eval;
+}
+
+#ifdef __SUBSURFACE__
+ccl_device float3 shader_bssrdf_normal(ccl_private const ShaderData *sd)
+{
+ float3 N = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSSRDF(sc->type)) {
+ ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc;
+ float avg_weight = fabsf(average(sc->weight));
+
+ N += bssrdf->N * avg_weight;
+ }
+ }
+
+ return (is_zero(N)) ? sd->N : normalize(N);
+}
+#endif /* __SUBSURFACE__ */
+
+/* Constant emission optimization */
+
+ccl_device bool shader_constant_emission_eval(KernelGlobals kg,
+ int shader,
+ ccl_private float3 *eval)
+{
+ int shader_index = shader & SHADER_MASK;
+ int shader_flag = kernel_tex_fetch(__shaders, shader_index).flags;
+
+ if (shader_flag & SD_HAS_CONSTANT_EMISSION) {
+ *eval = make_float3(kernel_tex_fetch(__shaders, shader_index).constant_emission[0],
+ kernel_tex_fetch(__shaders, shader_index).constant_emission[1],
+ kernel_tex_fetch(__shaders, shader_index).constant_emission[2]);
+
+ return true;
+ }
+
+ return false;
+}
+
+/* Background */
+
+ccl_device float3 shader_background_eval(ccl_private const ShaderData *sd)
+{
+ if (sd->flag & SD_EMISSION) {
+ return sd->closure_emission_background;
+ }
+ else {
+ return zero_float3();
+ }
+}
+
+/* Emission */
+
+ccl_device float3 shader_emissive_eval(ccl_private const ShaderData *sd)
+{
+ if (sd->flag & SD_EMISSION) {
+ return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
+ }
+ else {
+ return zero_float3();
+ }
+}
+
+/* Holdout */
+
+ccl_device float3 shader_holdout_apply(KernelGlobals kg, ccl_private ShaderData *sd)
+{
+ float3 weight = zero_float3();
+
+ /* For objects marked as holdout, preserve transparency and remove all other
+ * closures, replacing them with a holdout weight. */
+ if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
+ if ((sd->flag & SD_TRANSPARENT) && !(sd->flag & SD_HAS_ONLY_VOLUME)) {
+ weight = one_float3() - sd->closure_transparent_extinction;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (!CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) {
+ sc->type = NBUILTIN_CLOSURES;
+ }
+ }
+
+ sd->flag &= ~(SD_CLOSURE_FLAGS - (SD_TRANSPARENT | SD_BSDF));
+ }
+ else {
+ weight = one_float3();
+ }
+ }
+ else {
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_HOLDOUT(sc->type)) {
+ weight += sc->weight;
+ }
+ }
+ }
+
+ return weight;
+}
+
+/* Surface Evaluation */
+
+template<uint node_feature_mask, typename ConstIntegratorGenericState>
+ccl_device void shader_eval_surface(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *ccl_restrict sd,
+ ccl_global float *ccl_restrict buffer,
+ uint32_t path_flag)
+{
+ /* If path is being terminated, we are tracing a shadow ray or evaluating
+ * emission, then we don't need to store closures. The emission and shadow
+ * shader data also do not have a closure array to save GPU memory. */
+ int max_closures;
+ if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
+ max_closures = 0;
+ }
+ else {
+ max_closures = kernel_data.max_closures;
+ }
+
+ sd->num_closure = 0;
+ sd->num_closure_left = max_closures;
+
+#ifdef __OSL__
+ if (kg->osl) {
+ if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) {
+ OSLShader::eval_background(kg, state, sd, path_flag);
+ }
+ else {
+ OSLShader::eval_surface(kg, state, sd, path_flag);
+ }
+ }
+ else
+#endif
+ {
+#ifdef __SVM__
+ svm_eval_nodes<node_feature_mask, SHADER_TYPE_SURFACE>(kg, state, sd, buffer, path_flag);
+#else
+ if (sd->object == OBJECT_NONE) {
+ sd->closure_emission_background = make_float3(0.8f, 0.8f, 0.8f);
+ sd->flag |= SD_EMISSION;
+ }
+ else {
+ ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
+ sd, sizeof(DiffuseBsdf), make_float3(0.8f, 0.8f, 0.8f));
+ if (bsdf != NULL) {
+ bsdf->N = sd->N;
+ sd->flag |= bsdf_diffuse_setup(bsdf);
+ }
+ }
+#endif
+ }
+}
+
+/* Volume */
+
+#ifdef __VOLUME__
+
+ccl_device_inline float _shader_volume_phase_multi_eval(
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumePhases *phases,
+ const float3 omega_in,
+ int skip_phase,
+ ccl_private BsdfEval *result_eval,
+ float sum_pdf,
+ float sum_sample_weight)
+{
+ for (int i = 0; i < phases->num_closure; i++) {
+ if (i == skip_phase)
+ continue;
+
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[i];
+ float phase_pdf = 0.0f;
+ float3 eval = volume_phase_eval(sd, svc, omega_in, &phase_pdf);
+
+ if (phase_pdf != 0.0f) {
+ bsdf_eval_accum(result_eval, false, eval, 1.0f);
+ sum_pdf += phase_pdf * svc->sample_weight;
+ }
+
+ sum_sample_weight += svc->sample_weight;
+ }
+
+ return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
+}
+
+ccl_device float shader_volume_phase_eval(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumePhases *phases,
+ const float3 omega_in,
+ ccl_private BsdfEval *phase_eval)
+{
+ bsdf_eval_init(phase_eval, false, zero_float3());
+
+ return _shader_volume_phase_multi_eval(sd, phases, omega_in, -1, phase_eval, 0.0f, 0.0f);
+}
+
+ccl_device int shader_volume_phase_sample(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumePhases *phases,
+ float randu,
+ float randv,
+ ccl_private BsdfEval *phase_eval,
+ ccl_private float3 *omega_in,
+ ccl_private differential3 *domega_in,
+ ccl_private float *pdf)
+{
+ int sampled = 0;
+
+ if (phases->num_closure > 1) {
+ /* pick a phase closure based on sample weights */
+ float sum = 0.0f;
+
+ for (sampled = 0; sampled < phases->num_closure; sampled++) {
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
+ sum += svc->sample_weight;
+ }
+
+ float r = randu * sum;
+ float partial_sum = 0.0f;
+
+ for (sampled = 0; sampled < phases->num_closure; sampled++) {
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
+ float next_sum = partial_sum + svc->sample_weight;
+
+ if (r <= next_sum) {
+ /* Rescale to reuse for BSDF direction sample. */
+ randu = (r - partial_sum) / svc->sample_weight;
+ break;
+ }
+
+ partial_sum = next_sum;
+ }
+
+ if (sampled == phases->num_closure) {
+ *pdf = 0.0f;
+ return LABEL_NONE;
+ }
+ }
+
+ /* todo: this isn't quite correct, we don't weight anisotropy properly
+ * depending on color channels, even if this is perhaps not a common case */
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
+ int label;
+ float3 eval = zero_float3();
+
+ *pdf = 0.0f;
+ label = volume_phase_sample(sd, svc, randu, randv, &eval, omega_in, domega_in, pdf);
+
+ if (*pdf != 0.0f) {
+ bsdf_eval_init(phase_eval, false, eval);
+ }
+
+ return label;
+}
+
+ccl_device int shader_phase_sample_closure(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumeClosure *sc,
+ float randu,
+ float randv,
+ ccl_private BsdfEval *phase_eval,
+ ccl_private float3 *omega_in,
+ ccl_private differential3 *domega_in,
+ ccl_private float *pdf)
+{
+ int label;
+ float3 eval = zero_float3();
+
+ *pdf = 0.0f;
+ label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
+
+ if (*pdf != 0.0f)
+ bsdf_eval_init(phase_eval, false, eval);
+
+ return label;
+}
+
+/* Volume Evaluation */
+
+template<const bool shadow, typename StackReadOp, typename ConstIntegratorGenericState>
+ccl_device_inline void shader_eval_volume(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *ccl_restrict sd,
+ const uint32_t path_flag,
+ StackReadOp stack_read)
+{
+ /* If path is being terminated, we are tracing a shadow ray or evaluating
+ * emission, then we don't need to store closures. The emission and shadow
+ * shader data also do not have a closure array to save GPU memory. */
+ int max_closures;
+ if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
+ max_closures = 0;
+ }
+ else {
+ max_closures = kernel_data.max_closures;
+ }
+
+ /* reset closures once at the start, we will be accumulating the closures
+ * for all volumes in the stack into a single array of closures */
+ sd->num_closure = 0;
+ sd->num_closure_left = max_closures;
+ sd->flag = 0;
+ sd->object_flag = 0;
+
+ for (int i = 0;; i++) {
+ const VolumeStack entry = stack_read(i);
+ if (entry.shader == SHADER_NONE) {
+ break;
+ }
+
+ /* Setup shader-data from stack. it's mostly setup already in
+ * shader_setup_from_volume, this switching should be quick. */
+ sd->object = entry.object;
+ sd->lamp = LAMP_NONE;
+ sd->shader = entry.shader;
+
+ sd->flag &= ~SD_SHADER_FLAGS;
+ sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
+ sd->object_flag &= ~SD_OBJECT_FLAGS;
+
+ if (sd->object != OBJECT_NONE) {
+ sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
+
+# ifdef __OBJECT_MOTION__
+ /* todo: this is inefficient for motion blur, we should be
+ * caching matrices instead of recomputing them each step */
+ shader_setup_object_transforms(kg, sd, sd->time);
+# endif
+ }
+
+ /* evaluate shader */
+# ifdef __SVM__
+# ifdef __OSL__
+ if (kg->osl) {
+ OSLShader::eval_volume(kg, state, sd, path_flag);
+ }
+ else
+# endif
+ {
+ svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_VOLUME, SHADER_TYPE_VOLUME>(
+ kg, state, sd, NULL, path_flag);
+ }
+# endif
+
+ /* Merge closures to avoid exceeding number of closures limit. */
+ if (!shadow) {
+ if (i > 0) {
+ shader_merge_volume_closures(sd);
+ }
+ }
+ }
+}
+
+#endif /* __VOLUME__ */
+
+/* Displacement Evaluation */
+
+template<typename ConstIntegratorGenericState>
+ccl_device void shader_eval_displacement(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *sd)
+{
+ sd->num_closure = 0;
+ sd->num_closure_left = 0;
+
+ /* this will modify sd->P */
+#ifdef __SVM__
+# ifdef __OSL__
+ if (kg->osl)
+ OSLShader::eval_displacement(kg, state, sd);
+ else
+# endif
+ {
+ svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_DISPLACEMENT, SHADER_TYPE_DISPLACEMENT>(
+ kg, state, sd, NULL, 0);
+ }
+#endif
+}
+
+/* Cryptomatte */
+
+ccl_device float shader_cryptomatte_id(KernelGlobals kg, int shader)
+{
+ return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).cryptomatte_id;
+}
+
+CCL_NAMESPACE_END