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Diffstat (limited to 'intern/cycles/kernel/kernel_path_branched.h')
-rw-r--r--intern/cycles/kernel/kernel_path_branched.h231
1 files changed, 63 insertions, 168 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index 10816d3e5d1..2597d684a36 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -23,7 +23,6 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
ShaderData *emission_sd,
PathRadiance *L,
ccl_addr_space PathState *state,
- RNG *rng,
float3 throughput)
{
int num_samples = kernel_data.integrator.ao_samples;
@@ -35,7 +34,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
for(int j = 0; j < num_samples; j++) {
float bsdf_u, bsdf_v;
- path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ path_branched_rng_2D(kg, state->rng_hash, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float3 ao_D;
float ao_pdf;
@@ -49,13 +48,11 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
light_ray.P = ray_offset(sd->P, sd->Ng);
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
-#ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
-#endif /* __OBJECT_MOTION__ */
light_ray.dP = sd->dP;
light_ray.dD = differential3_zero();
- if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
+ if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
path_radiance_accum_ao(L, state, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow);
}
else {
@@ -69,7 +66,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
/* bounce off surface and integrate indirect light */
ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
- RNG *rng, ShaderData *sd, ShaderData *indirect_sd, ShaderData *emission_sd,
+ ShaderData *sd, ShaderData *indirect_sd, ShaderData *emission_sd,
float3 throughput, float num_samples_adjust, PathState *state, PathRadiance *L)
{
float sum_sample_weight = 0.0f;
@@ -113,35 +110,38 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
num_samples = ceil_to_int(num_samples_adjust*num_samples);
float num_samples_inv = num_samples_adjust/num_samples;
- RNG bsdf_rng = cmj_hash(*rng, i);
for(int j = 0; j < num_samples; j++) {
PathState ps = *state;
float3 tp = throughput;
Ray bsdf_ray;
+#ifdef __SHADOW_TRICKS__
+ float shadow_transparency = L->shadow_transparency;
+#endif
+
+ ps.rng_hash = cmj_hash(state->rng_hash, i);
if(!kernel_branched_path_surface_bounce(kg,
- &bsdf_rng,
sd,
sc,
j,
num_samples,
&tp,
&ps,
- L,
+ &L->state,
&bsdf_ray,
sum_sample_weight))
{
continue;
}
+ ps.rng_hash = state->rng_hash;
+
kernel_path_indirect(kg,
indirect_sd,
emission_sd,
- rng,
&bsdf_ray,
tp*num_samples_inv,
- num_samples,
&ps,
L);
@@ -149,6 +149,10 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
+
+#ifdef __SHADOW_TRICKS__
+ L->shadow_transparency = shadow_transparency;
+#endif
}
}
}
@@ -160,7 +164,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
ShaderData *emission_sd,
PathRadiance *L,
PathState *state,
- RNG *rng,
Ray *ray,
float3 throughput)
{
@@ -171,17 +174,17 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
continue;
/* set up random number generator */
- uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
+ uint lcg_state = lcg_state_init(state, 0x68bc21eb);
int num_samples = kernel_data.integrator.subsurface_samples;
float num_samples_inv = 1.0f/num_samples;
- RNG bssrdf_rng = cmj_hash(*rng, i);
+ uint bssrdf_rng_hash = cmj_hash(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 = 0; j < num_samples; j++) {
SubsurfaceIntersection ss_isect;
float bssrdf_u, bssrdf_v;
- path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
+ path_branched_rng_2D(kg, bssrdf_rng_hash, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_intersect(kg,
&ss_isect,
sd,
@@ -234,7 +237,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
(state->flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(
kg,
- rng,
&bssrdf_sd,
emission_sd,
&hit_state,
@@ -248,7 +250,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
/* indirect light */
kernel_branched_path_surface_indirect_light(
kg,
- rng,
&bssrdf_sd,
indirect_sd,
emission_sd,
@@ -262,17 +263,15 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
}
#endif /* __SUBSURFACE__ */
-ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
- RNG *rng,
- int sample,
- Ray ray,
- ccl_global float *buffer,
- PathRadiance *L,
- bool *is_shadow_catcher)
+ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
+ uint rng_hash,
+ int sample,
+ Ray ray,
+ ccl_global float *buffer,
+ PathRadiance *L)
{
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
- float L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
@@ -282,48 +281,16 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
ShaderData emission_sd, indirect_sd;
PathState state;
- path_state_init(kg, &emission_sd, &state, rng, sample, &ray);
-
-#ifdef __KERNEL_DEBUG__
- DebugData debug_data;
- debug_data_init(&debug_data);
-#endif /* __KERNEL_DEBUG__ */
+ path_state_init(kg, &emission_sd, &state, rng_hash, sample, &ray);
/* Main Loop
* Here we only handle transparency intersections from the camera ray.
* Indirect bounces are handled in kernel_branched_path_surface_indirect_light().
*/
for(;;) {
- /* intersect scene */
+ /* Find intersection with objects in scene. */
Intersection isect;
- uint visibility = path_state_ray_visibility(kg, &state);
-
-#ifdef __HAIR__
- float difl = 0.0f, extmax = 0.0f;
- uint lcg_state = 0;
-
- if(kernel_data.bvh.have_curves) {
- if(kernel_data.cam.resolution == 1) {
- float3 pixdiff = ray.dD.dx + ray.dD.dy;
- /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
- difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
- }
-
- extmax = kernel_data.curve.maximum_width;
- lcg_state = lcg_state_init(rng, state.rng_offset, state.sample, 0x51633e2d);
- }
-
- bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
-#else
- bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f);
-#endif /* __HAIR__ */
-
-#ifdef __KERNEL_DEBUG__
- debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
- debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
- debug_data.num_bvh_intersections += isect.num_intersections;
- debug_data.num_ray_bounces++;
-#endif /* __KERNEL_DEBUG__ */
+ bool hit = kernel_path_scene_intersect(kg, &state, &ray, &isect, L);
#ifdef __VOLUME__
/* Sanitize volume stack. */
@@ -353,7 +320,7 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
int all = kernel_data.integrator.sample_all_lights_direct;
- kernel_branched_path_volume_connect_light(kg, rng, &sd,
+ kernel_branched_path_volume_connect_light(kg, &sd,
&emission_sd, throughput, &state, L, all,
&volume_ray, &volume_segment);
@@ -372,30 +339,25 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
/* scatter sample. if we use distance sampling and take just one
* sample for direct and indirect light, we could share this
* computation, but makes code a bit complex */
- float rphase = path_state_rng_1D_for_decision(kg, rng, &ps, PRNG_PHASE);
- float rscatter = path_state_rng_1D_for_decision(kg, rng, &ps, PRNG_SCATTER_DISTANCE);
+ float rphase = path_state_rng_1D(kg, &ps, PRNG_PHASE_CHANNEL);
+ float rscatter = path_state_rng_1D(kg, &ps, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
&ps, &pray, &sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
- (void)result;
- kernel_assert(result == VOLUME_PATH_SCATTERED);
-
- if(kernel_path_volume_bounce(kg,
- rng,
+ if(result == VOLUME_PATH_SCATTERED &&
+ kernel_path_volume_bounce(kg,
&sd,
&tp,
&ps,
- L,
+ &L->state,
&pray))
{
kernel_path_indirect(kg,
&indirect_sd,
&emission_sd,
- rng,
&pray,
tp*num_samples_inv,
- num_samples,
&ps,
L);
@@ -409,7 +371,7 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
/* emission and transmittance */
if(volume_segment.closure_flag & SD_EMISSION)
- path_radiance_accum_emission(L, throughput, volume_segment.accum_emission, state.bounce);
+ path_radiance_accum_emission(L, &state, throughput, volume_segment.accum_emission);
throughput *= volume_segment.accum_transmittance;
/* free cached steps */
@@ -431,29 +393,26 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
path_state_branch(&ps, j, num_samples);
VolumeIntegrateResult result = kernel_volume_integrate(
- kg, &ps, &sd, &volume_ray, L, &tp, rng, heterogeneous);
+ kg, &ps, &sd, &volume_ray, L, &tp, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* todo: support equiangular, MIS and all light sampling.
* alternatively get decoupled ray marching working on the GPU */
- kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, tp, &state, L);
+ kernel_path_volume_connect_light(kg, &sd, &emission_sd, tp, &state, L);
if(kernel_path_volume_bounce(kg,
- rng,
&sd,
&tp,
&ps,
- L,
+ &L->state,
&pray))
{
kernel_path_indirect(kg,
&indirect_sd,
&emission_sd,
- rng,
&pray,
tp,
- num_samples,
&ps,
L);
@@ -472,89 +431,42 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
}
#endif /* __VOLUME__ */
+ /* Shade background. */
if(!hit) {
- /* eval background shader if nothing hit */
- if(kernel_data.background.transparent) {
- L_transparent += average(throughput);
-
-#ifdef __PASSES__
- if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
-#endif /* __PASSES__ */
- break;
- }
-
-#ifdef __BACKGROUND__
- /* sample background shader */
- float3 L_background = indirect_background(kg, &emission_sd, &state, &ray);
- path_radiance_accum_background(L, &state, throughput, L_background);
-#endif /* __BACKGROUND__ */
-
+ kernel_path_background(kg, &state, &ray, throughput, &emission_sd, L);
break;
}
- /* setup shading */
+ /* Setup and evaluate shader. */
shader_setup_from_ray(kg, &sd, &isect, &ray);
- shader_eval_surface(kg, &sd, rng, &state, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
+ shader_eval_surface(kg, &sd, &state, state.flag);
shader_merge_closures(&sd);
-#ifdef __SHADOW_TRICKS__
- if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
- if(state.flag & PATH_RAY_CAMERA) {
- state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
- state.catcher_object = sd.object;
- if(!kernel_data.background.transparent) {
- L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
- }
- }
- }
- else {
- state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
- }
-#endif /* __SHADOW_TRICKS__ */
-
- /* holdout */
-#ifdef __HOLDOUT__
- if((sd.flag & SD_HOLDOUT) || (sd.object_flag & SD_OBJECT_HOLDOUT_MASK)) {
- if(kernel_data.background.transparent) {
- float3 holdout_weight;
- if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
- holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
- }
- else {
- holdout_weight = shader_holdout_eval(kg, &sd);
- }
- /* any throughput is ok, should all be identical here */
- L_transparent += average(holdout_weight*throughput);
- }
- if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
- break;
- }
- }
-#endif /* __HOLDOUT__ */
-
- /* holdout mask objects do not write data passes */
- kernel_write_data_passes(kg, buffer, L, &sd, sample, &state, throughput);
-
-#ifdef __EMISSION__
- /* emission */
- if(sd.flag & SD_EMISSION) {
- float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf);
- path_radiance_accum_emission(L, throughput, emission, state.bounce);
+ /* Apply shadow catcher, holdout, emission. */
+ if(!kernel_path_shader_apply(kg,
+ &sd,
+ &state,
+ &ray,
+ throughput,
+ &emission_sd,
+ L,
+ buffer))
+ {
+ break;
}
-#endif /* __EMISSION__ */
/* transparency termination */
if(state.flag & PATH_RAY_TRANSPARENT) {
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
- float probability = path_state_terminate_probability(kg, &state, throughput);
+ float probability = path_state_continuation_probability(kg, &state, throughput);
if(probability == 0.0f) {
break;
}
else if(probability != 1.0f) {
- float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
+ float terminate = path_state_rng_1D(kg, &state, PRNG_TERMINATE);
if(terminate >= probability)
break;
@@ -568,7 +480,7 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
- kernel_branched_path_ao(kg, &sd, &emission_sd, L, &state, rng, throughput);
+ kernel_branched_path_ao(kg, &sd, &emission_sd, L, &state, throughput);
}
#endif /* __AO__ */
@@ -576,7 +488,7 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
/* bssrdf scatter to a different location on the same object */
if(sd.flag & SD_BSSRDF) {
kernel_branched_path_subsurface_scatter(kg, &sd, &indirect_sd, &emission_sd,
- L, &state, rng, &ray, throughput);
+ L, &state, &ray, throughput);
}
#endif /* __SUBSURFACE__ */
@@ -588,13 +500,13 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
if(kernel_data.integrator.use_direct_light) {
int all = (kernel_data.integrator.sample_all_lights_direct) ||
(state.flag & PATH_RAY_SHADOW_CATCHER);
- kernel_branched_path_surface_connect_light(kg, rng,
+ kernel_branched_path_surface_connect_light(kg,
&sd, &emission_sd, &hit_state, throughput, 1.0f, L, all);
}
#endif /* __EMISSION__ */
/* indirect light */
- kernel_branched_path_surface_indirect_light(kg, rng,
+ kernel_branched_path_surface_indirect_light(kg,
&sd, &indirect_sd, &emission_sd, throughput, 1.0f, &hit_state, L);
/* continue in case of transparency */
@@ -623,48 +535,31 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
#endif /* __VOLUME__ */
}
-
-#ifdef __SHADOW_TRICKS__
- *is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER);
-#endif /* __SHADOW_TRICKS__ */
-
-#ifdef __KERNEL_DEBUG__
- kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample);
-#endif /* __KERNEL_DEBUG__ */
-
- return 1.0f - L_transparent;
}
ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
- ccl_global float *buffer, ccl_global uint *rng_state,
+ ccl_global float *buffer,
int sample, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
int pass_stride = kernel_data.film.pass_stride;
- rng_state += index;
buffer += index*pass_stride;
/* initialize random numbers and ray */
- RNG rng;
+ uint rng_hash;
Ray ray;
- kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
+ kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &ray);
/* integrate */
PathRadiance L;
- bool is_shadow_catcher;
if(ray.t != 0.0f) {
- float alpha = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
- kernel_write_result(kg, buffer, sample, &L, alpha, is_shadow_catcher);
+ kernel_branched_path_integrate(kg, rng_hash, sample, ray, buffer, &L);
+ kernel_write_result(kg, buffer, sample, &L);
}
- else {
- kernel_write_result(kg, buffer, sample, NULL, 0.0f, false);
- }
-
- path_rng_end(kg, rng_state, rng);
}
#endif /* __SPLIT_KERNEL__ */