diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_accumulate.h')
-rw-r--r-- | intern/cycles/kernel/kernel_accumulate.h | 349 |
1 files changed, 212 insertions, 137 deletions
diff --git a/intern/cycles/kernel/kernel_accumulate.h b/intern/cycles/kernel/kernel_accumulate.h index 175bd6b9737..366f25422fd 100644 --- a/intern/cycles/kernel/kernel_accumulate.h +++ b/intern/cycles/kernel/kernel_accumulate.h @@ -21,6 +21,9 @@ CCL_NAMESPACE_BEGIN * BSDF evaluation result, split per BSDF type. This is used to accumulate * render passes separately. */ +ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, + const ShaderData *sd); + ccl_device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass) { #ifdef __PASSES__ @@ -178,7 +181,6 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass) if(use_light_pass) { L->indirect = make_float3(0.0f, 0.0f, 0.0f); - L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f); L->direct_emission = make_float3(0.0f, 0.0f, 0.0f); L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f); @@ -199,57 +201,78 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass) L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f); L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f); - L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f); - L->path_glossy = make_float3(0.0f, 0.0f, 0.0f); - L->path_transmission = make_float3(0.0f, 0.0f, 0.0f); - L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f); - L->path_scatter = make_float3(0.0f, 0.0f, 0.0f); - + L->transparent = 0.0f; L->emission = make_float3(0.0f, 0.0f, 0.0f); L->background = make_float3(0.0f, 0.0f, 0.0f); L->ao = make_float3(0.0f, 0.0f, 0.0f); L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f); L->mist = 0.0f; + + L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f); + L->state.glossy = make_float3(0.0f, 0.0f, 0.0f); + L->state.transmission = make_float3(0.0f, 0.0f, 0.0f); + L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f); + L->state.scatter = make_float3(0.0f, 0.0f, 0.0f); + L->state.direct = make_float3(0.0f, 0.0f, 0.0f); } else #endif { + L->transparent = 0.0f; L->emission = make_float3(0.0f, 0.0f, 0.0f); } #ifdef __SHADOW_TRICKS__ L->path_total = make_float3(0.0f, 0.0f, 0.0f); L->path_total_shaded = make_float3(0.0f, 0.0f, 0.0f); - L->shadow_color = make_float3(0.0f, 0.0f, 0.0f); + L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f); + L->shadow_throughput = 0.0f; + L->shadow_transparency = 1.0f; + L->has_shadow_catcher = 0; #endif #ifdef __DENOISING_FEATURES__ L->denoising_normal = make_float3(0.0f, 0.0f, 0.0f); L->denoising_albedo = make_float3(0.0f, 0.0f, 0.0f); L->denoising_depth = 0.0f; -#endif /* __DENOISING_FEATURES__ */ +#endif + +#ifdef __KERNEL_DEBUG__ + L->debug_data.num_bvh_traversed_nodes = 0; + L->debug_data.num_bvh_traversed_instances = 0; + L->debug_data.num_bvh_intersections = 0; + L->debug_data.num_ray_bounces = 0; +#endif } -ccl_device_inline void path_radiance_bsdf_bounce(PathRadiance *L, ccl_addr_space float3 *throughput, - BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label) +ccl_device_inline void path_radiance_bsdf_bounce( + KernelGlobals *kg, + PathRadianceState *L_state, + ccl_addr_space float3 *throughput, + BsdfEval *bsdf_eval, + float bsdf_pdf, int bounce, int bsdf_label) { float inverse_pdf = 1.0f/bsdf_pdf; #ifdef __PASSES__ - if(L->use_light_pass) { + if(kernel_data.film.use_light_pass) { if(bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) { /* first on directly visible surface */ float3 value = *throughput*inverse_pdf; - L->path_diffuse = bsdf_eval->diffuse*value; - L->path_glossy = bsdf_eval->glossy*value; - L->path_transmission = bsdf_eval->transmission*value; - L->path_subsurface = bsdf_eval->subsurface*value; - L->path_scatter = bsdf_eval->scatter*value; - - *throughput = L->path_diffuse + L->path_glossy + L->path_transmission + L->path_subsurface + L->path_scatter; + L_state->diffuse = bsdf_eval->diffuse*value; + L_state->glossy = bsdf_eval->glossy*value; + L_state->transmission = bsdf_eval->transmission*value; + L_state->subsurface = bsdf_eval->subsurface*value; + L_state->scatter = bsdf_eval->scatter*value; + + *throughput = L_state->diffuse + + L_state->glossy + + L_state->transmission + + L_state->subsurface + + L_state->scatter; - L->direct_throughput = *throughput; + L_state->direct = *throughput; } else { /* transparent bounce before first hit, or indirectly visible through BSDF */ @@ -264,13 +287,22 @@ ccl_device_inline void path_radiance_bsdf_bounce(PathRadiance *L, ccl_addr_space } } -ccl_device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throughput, float3 value, int bounce) +ccl_device_inline void path_radiance_accum_emission(PathRadiance *L, + ccl_addr_space PathState *state, + float3 throughput, + float3 value) { +#ifdef __SHADOW_TRICKS__ + if(state->flag & PATH_RAY_SHADOW_CATCHER) { + return; + } +#endif + #ifdef __PASSES__ if(L->use_light_pass) { - if(bounce == 0) + if(state->bounce == 0) L->emission += throughput*value; - else if(bounce == 1) + else if(state->bounce == 1) L->direct_emission += throughput*value; else L->indirect += throughput*value; @@ -289,6 +321,18 @@ ccl_device_inline void path_radiance_accum_ao(PathRadiance *L, float3 bsdf, float3 ao) { +#ifdef __SHADOW_TRICKS__ + if(state->flag & PATH_RAY_STORE_SHADOW_INFO) { + float3 light = throughput * bsdf; + L->path_total += light; + L->path_total_shaded += ao * light; + + if(state->flag & PATH_RAY_SHADOW_CATCHER) { + return; + } + } +#endif + #ifdef __PASSES__ if(L->use_light_pass) { if(state->bounce == 0) { @@ -306,14 +350,6 @@ ccl_device_inline void path_radiance_accum_ao(PathRadiance *L, { L->emission += throughput*bsdf*ao; } - -#ifdef __SHADOW_TRICKS__ - if(state->flag & PATH_RAY_STORE_SHADOW_INFO) { - float3 light = throughput * bsdf; - L->path_total += light; - L->path_total_shaded += ao * light; - } -#endif } ccl_device_inline void path_radiance_accum_total_ao( @@ -342,6 +378,18 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L, float shadow_fac, bool is_lamp) { +#ifdef __SHADOW_TRICKS__ + if(state->flag & PATH_RAY_STORE_SHADOW_INFO) { + float3 light = throughput * bsdf_eval->sum_no_mis; + L->path_total += light; + L->path_total_shaded += shadow * light; + + if(state->flag & PATH_RAY_SHADOW_CATCHER) { + return; + } + } +#endif + #ifdef __PASSES__ if(L->use_light_pass) { if(state->bounce == 0) { @@ -368,14 +416,6 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L, { L->emission += throughput*bsdf_eval->diffuse*shadow; } - -#ifdef __SHADOW_TRICKS__ - if(state->flag & PATH_RAY_STORE_SHADOW_INFO) { - float3 light = throughput * bsdf_eval->sum_no_mis; - L->path_total += light; - L->path_total_shaded += shadow * light; - } -#endif } ccl_device_inline void path_radiance_accum_total_light( @@ -396,11 +436,24 @@ ccl_device_inline void path_radiance_accum_total_light( #endif } -ccl_device_inline void path_radiance_accum_background(PathRadiance *L, - ccl_addr_space PathState *state, - float3 throughput, - float3 value) +ccl_device_inline void path_radiance_accum_background( + PathRadiance *L, + ccl_addr_space PathState *state, + float3 throughput, + float3 value) { + +#ifdef __SHADOW_TRICKS__ + if(state->flag & PATH_RAY_STORE_SHADOW_INFO) { + L->path_total += throughput * value; + L->path_total_shaded += throughput * value * L->shadow_transparency; + + if(state->flag & PATH_RAY_SHADOW_CATCHER) { + return; + } + } +#endif + #ifdef __PASSES__ if(L->use_light_pass) { if(state->bounce == 0) @@ -416,20 +469,31 @@ ccl_device_inline void path_radiance_accum_background(PathRadiance *L, L->emission += throughput*value; } -#ifdef __SHADOW_TRICKS__ - if(state->flag & PATH_RAY_STORE_SHADOW_INFO) { - L->path_total += throughput * value; - if(state->flag & PATH_RAY_SHADOW_CATCHER_ONLY) { - L->path_total_shaded += throughput * value; - } - } -#endif - #ifdef __DENOISING_FEATURES__ L->denoising_albedo += state->denoising_feature_weight * value; #endif /* __DENOISING_FEATURES__ */ } +ccl_device_inline void path_radiance_accum_transparent( + PathRadiance *L, + ccl_addr_space PathState *state, + float3 throughput) +{ + L->transparent += average(throughput); +} + +#ifdef __SHADOW_TRICKS__ +ccl_device_inline void path_radiance_accum_shadowcatcher( + PathRadiance *L, + float3 throughput, + float3 background) +{ + L->shadow_throughput += average(throughput); + L->shadow_background_color += throughput * background; + L->has_shadow_catcher = 1; +} +#endif + ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L) { #ifdef __PASSES__ @@ -437,19 +501,19 @@ ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L) * only a single throughput further along the path, here we recover just * the indirect path that is not influenced by any particular BSDF type */ if(L->use_light_pass) { - L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput); - L->direct_diffuse += L->path_diffuse*L->direct_emission; - L->direct_glossy += L->path_glossy*L->direct_emission; - L->direct_transmission += L->path_transmission*L->direct_emission; - L->direct_subsurface += L->path_subsurface*L->direct_emission; - L->direct_scatter += L->path_scatter*L->direct_emission; - - L->indirect = safe_divide_color(L->indirect, L->direct_throughput); - L->indirect_diffuse += L->path_diffuse*L->indirect; - L->indirect_glossy += L->path_glossy*L->indirect; - L->indirect_transmission += L->path_transmission*L->indirect; - L->indirect_subsurface += L->path_subsurface*L->indirect; - L->indirect_scatter += L->path_scatter*L->indirect; + L->direct_emission = safe_divide_color(L->direct_emission, L->state.direct); + L->direct_diffuse += L->state.diffuse*L->direct_emission; + L->direct_glossy += L->state.glossy*L->direct_emission; + L->direct_transmission += L->state.transmission*L->direct_emission; + L->direct_subsurface += L->state.subsurface*L->direct_emission; + L->direct_scatter += L->state.scatter*L->direct_emission; + + L->indirect = safe_divide_color(L->indirect, L->state.direct); + L->indirect_diffuse += L->state.diffuse*L->indirect; + L->indirect_glossy += L->state.glossy*L->indirect; + L->indirect_transmission += L->state.transmission*L->indirect; + L->indirect_subsurface += L->state.subsurface*L->indirect; + L->indirect_scatter += L->state.scatter*L->indirect; } #endif } @@ -458,11 +522,11 @@ ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L) { #ifdef __PASSES__ if(L->use_light_pass) { - L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f); - L->path_glossy = make_float3(0.0f, 0.0f, 0.0f); - L->path_transmission = make_float3(0.0f, 0.0f, 0.0f); - L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f); - L->path_scatter = make_float3(0.0f, 0.0f, 0.0f); + L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f); + L->state.glossy = make_float3(0.0f, 0.0f, 0.0f); + L->state.transmission = make_float3(0.0f, 0.0f, 0.0f); + L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f); + L->state.scatter = make_float3(0.0f, 0.0f, 0.0f); L->direct_emission = make_float3(0.0f, 0.0f, 0.0f); L->indirect = make_float3(0.0f, 0.0f, 0.0f); @@ -475,11 +539,7 @@ ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L, { #ifdef __PASSES__ if(L->use_light_pass) { - L->path_diffuse = L_src->path_diffuse; - L->path_glossy = L_src->path_glossy; - L->path_transmission = L_src->path_transmission; - L->path_subsurface = L_src->path_subsurface; - L->path_scatter = L_src->path_scatter; + L->state = L_src->state; L->direct_emission = L_src->direct_emission; L->indirect = L_src->indirect; @@ -487,7 +547,40 @@ ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L, #endif } -ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadiance *L) +#ifdef __SHADOW_TRICKS__ +ccl_device_inline void path_radiance_sum_shadowcatcher(KernelGlobals *kg, + PathRadiance *L, + float3 *L_sum, + float *alpha) +{ + /* Calculate current shadow of the path. */ + float path_total = average(L->path_total); + float shadow; + + if(UNLIKELY(!isfinite_safe(path_total))) { + kernel_assert(!"Non-finite total radiance along the path"); + shadow = 0.0f; + } + else if(path_total == 0.0f) { + shadow = L->shadow_transparency; + } + else { + float path_total_shaded = average(L->path_total_shaded); + shadow = path_total_shaded / path_total; + } + + /* Calculate final light sum and transparency for shadow catcher object. */ + if(kernel_data.background.transparent) { + *alpha -= L->shadow_throughput * shadow; + } + else { + L->shadow_background_color *= shadow; + *L_sum += L->shadow_background_color; + } +} +#endif + +ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadiance *L, float *alpha) { float3 L_sum; /* Light Passes are used */ @@ -564,8 +657,6 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi L_sum = L_direct + L_indirect; } #endif - - return L_sum; } /* No Light Passes */ @@ -573,14 +664,24 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg, PathRadi #endif { L_sum = L->emission; + + /* Reject invalid value */ + float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z); + if(!isfinite_safe(sum)) { + kernel_assert(!"Non-finite final sum in path_radiance_clamp_and_sum!"); + L_sum = make_float3(0.0f, 0.0f, 0.0f); + } } - /* Reject invalid value */ - float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z); - if(!isfinite_safe(sum)) { - kernel_assert(!"Non-finite final sum in path_radiance_clamp_and_sum!"); - L_sum = make_float3(0.0f, 0.0f, 0.0f); + /* Compute alpha. */ + *alpha = 1.0f - L->transparent; + + /* Add shadow catcher contributions. */ +#ifdef __SHADOW_TRICKS__ + if(L->has_shadow_catcher) { + path_radiance_sum_shadowcatcher(kg, L, &L_sum, alpha); } +#endif /* __SHADOW_TRICKS__ */ return L_sum; } @@ -613,14 +714,18 @@ ccl_device_inline void path_radiance_split_denoising(KernelGlobals *kg, PathRadi *clean = make_float3(0.0f, 0.0f, 0.0f); #endif +#ifdef __SHADOW_TRICKS__ + if(L->has_shadow_catcher) { + *noisy += L->shadow_background_color; + } +#endif + *noisy = ensure_finite3(*noisy); *clean = ensure_finite3(*clean); } -ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance *L_sample, int num_samples) +ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance *L_sample) { - float fac = 1.0f/num_samples; - #ifdef __SPLIT_KERNEL__ # define safe_float3_add(f, v) \ do { \ @@ -629,65 +734,35 @@ ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance atomic_add_and_fetch_float(p+1, (v).y); \ atomic_add_and_fetch_float(p+2, (v).z); \ } while(0) +# define safe_float_add(f, v) \ + atomic_add_and_fetch_float(&(f), (v)) #else # define safe_float3_add(f, v) (f) += (v) +# define safe_float_add(f, v) (f) += (v) #endif /* __SPLIT_KERNEL__ */ #ifdef __PASSES__ - safe_float3_add(L->direct_diffuse, L_sample->direct_diffuse*fac); - safe_float3_add(L->direct_glossy, L_sample->direct_glossy*fac); - safe_float3_add(L->direct_transmission, L_sample->direct_transmission*fac); - safe_float3_add(L->direct_subsurface, L_sample->direct_subsurface*fac); - safe_float3_add(L->direct_scatter, L_sample->direct_scatter*fac); - - safe_float3_add(L->indirect_diffuse, L_sample->indirect_diffuse*fac); - safe_float3_add(L->indirect_glossy, L_sample->indirect_glossy*fac); - safe_float3_add(L->indirect_transmission, L_sample->indirect_transmission*fac); - safe_float3_add(L->indirect_subsurface, L_sample->indirect_subsurface*fac); - safe_float3_add(L->indirect_scatter, L_sample->indirect_scatter*fac); - - safe_float3_add(L->background, L_sample->background*fac); - safe_float3_add(L->ao, L_sample->ao*fac); - safe_float3_add(L->shadow, L_sample->shadow*fac); -# ifdef __SPLIT_KERNEL__ - atomic_add_and_fetch_float(&L->mist, L_sample->mist*fac); -# else - L->mist += L_sample->mist*fac; -# endif /* __SPLIT_KERNEL__ */ + safe_float3_add(L->direct_diffuse, L_sample->direct_diffuse); + safe_float3_add(L->direct_glossy, L_sample->direct_glossy); + safe_float3_add(L->direct_transmission, L_sample->direct_transmission); + safe_float3_add(L->direct_subsurface, L_sample->direct_subsurface); + safe_float3_add(L->direct_scatter, L_sample->direct_scatter); + + safe_float3_add(L->indirect_diffuse, L_sample->indirect_diffuse); + safe_float3_add(L->indirect_glossy, L_sample->indirect_glossy); + safe_float3_add(L->indirect_transmission, L_sample->indirect_transmission); + safe_float3_add(L->indirect_subsurface, L_sample->indirect_subsurface); + safe_float3_add(L->indirect_scatter, L_sample->indirect_scatter); + + safe_float3_add(L->background, L_sample->background); + safe_float3_add(L->ao, L_sample->ao); + safe_float3_add(L->shadow, L_sample->shadow); + safe_float_add(L->mist, L_sample->mist); #endif /* __PASSES__ */ - safe_float3_add(L->emission, L_sample->emission*fac); + safe_float3_add(L->emission, L_sample->emission); +#undef safe_float_add #undef safe_float3_add } -#ifdef __SHADOW_TRICKS__ -/* Calculate current shadow of the path. */ -ccl_device_inline float path_radiance_sum_shadow(const PathRadiance *L) -{ - float path_total = average(L->path_total); - float path_total_shaded = average(L->path_total_shaded); - if(path_total != 0.0f) { - return path_total_shaded / path_total; - } - return 1.0f; -} - -/* Calculate final light sum and transparency for shadow catcher object. */ -ccl_device_inline float3 path_radiance_sum_shadowcatcher(KernelGlobals *kg, - const PathRadiance *L, - float* alpha) -{ - const float shadow = path_radiance_sum_shadow(L); - float3 L_sum; - if(kernel_data.background.transparent) { - *alpha = 1.0f-shadow; - L_sum = make_float3(0.0f, 0.0f, 0.0f); - } - else { - L_sum = L->shadow_color * shadow; - } - return L_sum; -} -#endif - CCL_NAMESPACE_END |