diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 68 |
1 files changed, 38 insertions, 30 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 8923fcebee5..2811a8348ca 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -39,19 +39,6 @@ CCL_NAMESPACE_BEGIN * This is CPU only because of qsort, and malloc or high stack space usage to * record all these intersections. */ -ccl_device_noinline int shadow_intersections_compare(const void *a, const void *b) -{ - const Intersection *isect_a = (const Intersection*)a; - const Intersection *isect_b = (const Intersection*)b; - - if(isect_a->t < isect_b->t) - return -1; - else if(isect_a->t > isect_b->t) - return 1; - else - return 0; -} - #define STACK_MAX_HITS 64 ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow) @@ -95,7 +82,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * PathState ps = *state; #endif - qsort(hits, num_hits, sizeof(Intersection), shadow_intersections_compare); + qsort(hits, num_hits, sizeof(Intersection), intersections_compare); for(int hit = 0; hit < num_hits; hit++, isect++) { /* adjust intersection distance for moving ray forward */ @@ -193,19 +180,36 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * * potentially transparent, and only in that case start marching. this gives * one extra ray cast for the cases were we do want transparency. */ -ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow) +ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ccl_addr_space PathState *state, ccl_addr_space Ray *ray_input, float3 *shadow +#ifdef __SPLIT_KERNEL__ + , ShaderData *sd_mem, Intersection *isect_mem +#endif + ) { *shadow = make_float3(1.0f, 1.0f, 1.0f); - if(ray->t == 0.0f) + if(ray_input->t == 0.0f) return false; - Intersection isect; - bool blocked = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); +#ifdef __SPLIT_KERNEL__ + Ray private_ray = *ray_input; + Ray *ray = &private_ray; +#else + Ray *ray = ray_input; +#endif + +#ifdef __SPLIT_KERNEL__ + Intersection *isect = isect_mem; +#else + Intersection isect_object; + Intersection *isect = &isect_object; +#endif + + bool blocked = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, isect, NULL, 0.0f, 0.0f); #ifdef __TRANSPARENT_SHADOWS__ if(blocked && kernel_data.integrator.transparent_shadows) { - if(shader_transparent_shadow(kg, &isect)) { + if(shader_transparent_shadow(kg, isect)) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; int bounce = state->transparent_bounce; @@ -217,9 +221,8 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * if(bounce >= kernel_data.integrator.transparent_max_bounce) return true; - if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) + if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, isect, NULL, 0.0f, 0.0f)) { - #ifdef __VOLUME__ /* attenuation for last line segment towards light */ if(ps.volume_stack[0].shader != SHADER_NONE) @@ -231,39 +234,44 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * return false; } - if(!shader_transparent_shadow(kg, &isect)) + if(!shader_transparent_shadow(kg, isect)) return true; #ifdef __VOLUME__ /* attenuation between last surface and next surface */ if(ps.volume_stack[0].shader != SHADER_NONE) { Ray segment_ray = *ray; - segment_ray.t = isect.t; + segment_ray.t = isect->t; kernel_volume_shadow(kg, &ps, &segment_ray, &throughput); } #endif /* setup shader data at surface */ - ShaderData sd; - shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1, bounce); +#ifdef __SPLIT_KERNEL__ + ShaderData *sd = sd_mem; +#else + ShaderData sd_object; + ShaderData *sd = &sd_object; +#endif + shader_setup_from_ray(kg, sd, isect, ray, state->bounce+1, bounce); /* attenuation from transparent surface */ - if(!(sd.flag & SD_HAS_ONLY_VOLUME)) { - shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); - throughput *= shader_bsdf_transparency(kg, &sd); + if(!(ccl_fetch(sd, flag) & SD_HAS_ONLY_VOLUME)) { + shader_eval_surface(kg, sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); + throughput *= shader_bsdf_transparency(kg, sd); } if(is_zero(throughput)) return true; /* move ray forward */ - ray->P = ray_offset(sd.P, -sd.Ng); + ray->P = ray_offset(ccl_fetch(sd, P), -ccl_fetch(sd, Ng)); if(ray->t != FLT_MAX) ray->D = normalize_len(Pend - ray->P, &ray->t); #ifdef __VOLUME__ /* exit/enter volume */ - kernel_volume_stack_enter_exit(kg, &sd, ps.volume_stack); + kernel_volume_stack_enter_exit(kg, sd, ps.volume_stack); #endif bounce++; |