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Diffstat (limited to 'intern/cycles/kernel/kernel_types.h')
-rw-r--r--intern/cycles/kernel/kernel_types.h1030
1 files changed, 450 insertions, 580 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 7cbe18acf28..66b7310ab65 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -14,8 +14,7 @@
* limitations under the License.
*/
-#ifndef __KERNEL_TYPES_H__
-#define __KERNEL_TYPES_H__
+#pragma once
#if !defined(__KERNEL_GPU__) && defined(WITH_EMBREE)
# include <embree3/rtcore.h>
@@ -60,27 +59,9 @@ CCL_NAMESPACE_BEGIN
#define PRIM_NONE (~0)
#define LAMP_NONE (~0)
#define ID_NONE (0.0f)
+#define PASS_UNUSED (~0)
-#define VOLUME_STACK_SIZE 32
-
-/* Split kernel constants */
-#define WORK_POOL_SIZE_GPU 64
-#define WORK_POOL_SIZE_CPU 1
-#ifdef __KERNEL_GPU__
-# define WORK_POOL_SIZE WORK_POOL_SIZE_GPU
-#else
-# define WORK_POOL_SIZE WORK_POOL_SIZE_CPU
-#endif
-
-#define SHADER_SORT_BLOCK_SIZE 2048
-
-#ifdef __KERNEL_OPENCL__
-# define SHADER_SORT_LOCAL_SIZE 64
-#elif defined(__KERNEL_CUDA__)
-# define SHADER_SORT_LOCAL_SIZE 32
-#else
-# define SHADER_SORT_LOCAL_SIZE 1
-#endif
+#define VOLUME_STACK_SIZE 4
/* Kernel features */
#define __SOBOL__
@@ -93,7 +74,7 @@ CCL_NAMESPACE_BEGIN
#define __INTERSECTION_REFINE__
#define __CLAMP_SAMPLE__
#define __PATCH_EVAL__
-#define __SHADOW_TRICKS__
+#define __SHADOW_CATCHER__
#define __DENOISING_FEATURES__
#define __SHADER_RAYTRACE__
#define __AO__
@@ -102,7 +83,6 @@ CCL_NAMESPACE_BEGIN
#define __SVM__
#define __EMISSION__
#define __HOLDOUT__
-#define __MULTI_CLOSURE__
#define __TRANSPARENT_SHADOWS__
#define __BACKGROUND_MIS__
#define __LAMP_MIS__
@@ -112,7 +92,6 @@ CCL_NAMESPACE_BEGIN
#define __PRINCIPLED__
#define __SUBSURFACE__
#define __VOLUME__
-#define __VOLUME_SCATTER__
#define __CMJ__
#define __SHADOW_RECORD_ALL__
#define __BRANCHED_PATH__
@@ -122,106 +101,60 @@ CCL_NAMESPACE_BEGIN
# ifdef WITH_OSL
# define __OSL__
# endif
-# define __VOLUME_DECOUPLED__
# define __VOLUME_RECORD_ALL__
#endif /* __KERNEL_CPU__ */
-#ifdef __KERNEL_CUDA__
-# ifdef __SPLIT_KERNEL__
-# undef __BRANCHED_PATH__
-# endif
-#endif /* __KERNEL_CUDA__ */
-
#ifdef __KERNEL_OPTIX__
# undef __BAKING__
-# undef __BRANCHED_PATH__
#endif /* __KERNEL_OPTIX__ */
-#ifdef __KERNEL_OPENCL__
-#endif /* __KERNEL_OPENCL__ */
-
/* Scene-based selective features compilation. */
-#ifdef __NO_CAMERA_MOTION__
-# undef __CAMERA_MOTION__
-#endif
-#ifdef __NO_OBJECT_MOTION__
-# undef __OBJECT_MOTION__
-#endif
-#ifdef __NO_HAIR__
-# undef __HAIR__
-#endif
-#ifdef __NO_VOLUME__
-# undef __VOLUME__
-# undef __VOLUME_SCATTER__
-#endif
-#ifdef __NO_SUBSURFACE__
-# undef __SUBSURFACE__
-#endif
-#ifdef __NO_BAKING__
-# undef __BAKING__
-#endif
-#ifdef __NO_BRANCHED_PATH__
-# undef __BRANCHED_PATH__
-#endif
-#ifdef __NO_PATCH_EVAL__
-# undef __PATCH_EVAL__
-#endif
-#ifdef __NO_TRANSPARENT__
-# undef __TRANSPARENT_SHADOWS__
-#endif
-#ifdef __NO_SHADOW_TRICKS__
-# undef __SHADOW_TRICKS__
-#endif
-#ifdef __NO_PRINCIPLED__
-# undef __PRINCIPLED__
-#endif
-#ifdef __NO_DENOISING__
-# undef __DENOISING_FEATURES__
-#endif
-#ifdef __NO_SHADER_RAYTRACE__
-# undef __SHADER_RAYTRACE__
+#ifdef __KERNEL_FEATURES__
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_CAMERA_MOTION)
+# undef __CAMERA_MOTION__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_OBJECT_MOTION)
+# undef __OBJECT_MOTION__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_HAIR)
+# undef __HAIR__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_VOLUME)
+# undef __VOLUME__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_SUBSURFACE)
+# undef __SUBSURFACE__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_BAKING)
+# undef __BAKING__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_PATCH_EVALUATION)
+# undef __PATCH_EVAL__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_TRANSPARENT)
+# undef __TRANSPARENT_SHADOWS__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_SHADOW_CATCHER)
+# undef __SHADOW_CATCHER__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_PRINCIPLED)
+# undef __PRINCIPLED__
+# endif
+# if !(__KERNEL_FEATURES & KERNEL_FEATURE_DENOISING)
+# undef __DENOISING_FEATURES__
+# endif
#endif
#ifdef WITH_CYCLES_DEBUG_NAN
# define __KERNEL_DEBUG_NAN__
#endif
+/* Features that enable others */
+
#if defined(__SUBSURFACE__) || defined(__SHADER_RAYTRACE__)
# define __BVH_LOCAL__
#endif
-/* Shader Evaluation */
-
-typedef enum ShaderEvalType {
- SHADER_EVAL_DISPLACE,
- SHADER_EVAL_BACKGROUND,
- /* bake types */
- SHADER_EVAL_BAKE, /* no real shade, it's used in the code to
- * differentiate the type of shader eval from the above
- */
- /* data passes */
- SHADER_EVAL_NORMAL,
- SHADER_EVAL_UV,
- SHADER_EVAL_ROUGHNESS,
- SHADER_EVAL_DIFFUSE_COLOR,
- SHADER_EVAL_GLOSSY_COLOR,
- SHADER_EVAL_TRANSMISSION_COLOR,
- SHADER_EVAL_EMISSION,
- SHADER_EVAL_AOV_COLOR,
- SHADER_EVAL_AOV_VALUE,
-
- /* light passes */
- SHADER_EVAL_AO,
- SHADER_EVAL_COMBINED,
- SHADER_EVAL_SHADOW,
- SHADER_EVAL_DIFFUSE,
- SHADER_EVAL_GLOSSY,
- SHADER_EVAL_TRANSMISSION,
-
- /* extra */
- SHADER_EVAL_ENVIRONMENT,
-} ShaderEvalType;
-
/* Path Tracing
* note we need to keep the u/v pairs at even values */
@@ -252,8 +185,7 @@ enum PathTraceDimension {
enum SamplingPattern {
SAMPLING_PATTERN_SOBOL = 0,
- SAMPLING_PATTERN_CMJ = 1,
- SAMPLING_PATTERN_PMJ = 2,
+ SAMPLING_PATTERN_PMJ = 1,
SAMPLING_NUM_PATTERNS,
};
@@ -261,7 +193,12 @@ enum SamplingPattern {
/* these flags values correspond to raytypes in osl.cpp, so keep them in sync! */
enum PathRayFlag {
- /* Ray visibility. */
+ /* --------------------------------------------------------------------
+ * Ray visibility.
+ *
+ * NOTE: Recalculated after a surface bounce.
+ */
+
PATH_RAY_CAMERA = (1 << 0),
PATH_RAY_REFLECT = (1 << 1),
PATH_RAY_TRANSMIT = (1 << 2),
@@ -269,57 +206,106 @@ enum PathRayFlag {
PATH_RAY_GLOSSY = (1 << 4),
PATH_RAY_SINGULAR = (1 << 5),
PATH_RAY_TRANSPARENT = (1 << 6),
+ PATH_RAY_VOLUME_SCATTER = (1 << 7),
/* Shadow ray visibility. */
- PATH_RAY_SHADOW_OPAQUE_NON_CATCHER = (1 << 7),
- PATH_RAY_SHADOW_OPAQUE_CATCHER = (1 << 8),
- PATH_RAY_SHADOW_OPAQUE = (PATH_RAY_SHADOW_OPAQUE_NON_CATCHER | PATH_RAY_SHADOW_OPAQUE_CATCHER),
- PATH_RAY_SHADOW_TRANSPARENT_NON_CATCHER = (1 << 9),
- PATH_RAY_SHADOW_TRANSPARENT_CATCHER = (1 << 10),
- PATH_RAY_SHADOW_TRANSPARENT = (PATH_RAY_SHADOW_TRANSPARENT_NON_CATCHER |
- PATH_RAY_SHADOW_TRANSPARENT_CATCHER),
- PATH_RAY_SHADOW_NON_CATCHER = (PATH_RAY_SHADOW_OPAQUE_NON_CATCHER |
- PATH_RAY_SHADOW_TRANSPARENT_NON_CATCHER),
+ PATH_RAY_SHADOW_OPAQUE = (1 << 8),
+ PATH_RAY_SHADOW_TRANSPARENT = (1 << 9),
PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE | PATH_RAY_SHADOW_TRANSPARENT),
- /* Unused, free to reuse. */
- PATH_RAY_UNUSED = (1 << 11),
+ /* Special flag to tag unaligned BVH nodes.
+ * Only set and used in BVH nodes to distinguish how to interpret bounding box information stored
+ * in the node (either it should be intersected as AABB or as OBB). */
+ PATH_RAY_NODE_UNALIGNED = (1 << 10),
- /* Ray visibility for volume scattering. */
- PATH_RAY_VOLUME_SCATTER = (1 << 12),
-
- /* Special flag to tag unaligned BVH nodes. */
- PATH_RAY_NODE_UNALIGNED = (1 << 13),
+ /* Subset of flags used for ray visibility for intersection.
+ *
+ * NOTE: SHADOW_CATCHER macros below assume there are no more than
+ * 16 visibility bits. */
+ PATH_RAY_ALL_VISIBILITY = ((1 << 11) - 1),
- PATH_RAY_ALL_VISIBILITY = ((1 << 14) - 1),
+ /* --------------------------------------------------------------------
+ * Path flags.
+ */
/* Don't apply multiple importance sampling weights to emission from
* lamp or surface hits, because they were not direct light sampled. */
- PATH_RAY_MIS_SKIP = (1 << 14),
+ PATH_RAY_MIS_SKIP = (1 << 11),
+
/* Diffuse bounce earlier in the path, skip SSS to improve performance
* and avoid branching twice with disk sampling SSS. */
- PATH_RAY_DIFFUSE_ANCESTOR = (1 << 15),
+ PATH_RAY_DIFFUSE_ANCESTOR = (1 << 12),
+
/* Single pass has been written. */
- PATH_RAY_SINGLE_PASS_DONE = (1 << 16),
- /* Ray is behind a shadow catcher. */
- PATH_RAY_SHADOW_CATCHER = (1 << 17),
- /* Store shadow data for shadow catcher or denoising. */
- PATH_RAY_STORE_SHADOW_INFO = (1 << 18),
+ PATH_RAY_SINGLE_PASS_DONE = (1 << 13),
+
/* Zero background alpha, for camera or transparent glass rays. */
- PATH_RAY_TRANSPARENT_BACKGROUND = (1 << 19),
+ PATH_RAY_TRANSPARENT_BACKGROUND = (1 << 14),
+
/* Terminate ray immediately at next bounce. */
- PATH_RAY_TERMINATE_IMMEDIATE = (1 << 20),
+ PATH_RAY_TERMINATE_ON_NEXT_SURFACE = (1 << 15),
+ PATH_RAY_TERMINATE_IN_NEXT_VOLUME = (1 << 16),
+
/* Ray is to be terminated, but continue with transparent bounces and
* emission as long as we encounter them. This is required to make the
* MIS between direct and indirect light rays match, as shadow rays go
* through transparent surfaces to reach emission too. */
- PATH_RAY_TERMINATE_AFTER_TRANSPARENT = (1 << 21),
+ PATH_RAY_TERMINATE_AFTER_TRANSPARENT = (1 << 17),
+
+ /* Terminate ray immediately after volume shading. */
+ PATH_RAY_TERMINATE_AFTER_VOLUME = (1 << 18),
+
/* Ray is to be terminated. */
- PATH_RAY_TERMINATE = (PATH_RAY_TERMINATE_IMMEDIATE | PATH_RAY_TERMINATE_AFTER_TRANSPARENT),
+ PATH_RAY_TERMINATE = (PATH_RAY_TERMINATE_ON_NEXT_SURFACE | PATH_RAY_TERMINATE_IN_NEXT_VOLUME |
+ PATH_RAY_TERMINATE_AFTER_TRANSPARENT | PATH_RAY_TERMINATE_AFTER_VOLUME),
+
/* Path and shader is being evaluated for direct lighting emission. */
- PATH_RAY_EMISSION = (1 << 22)
+ PATH_RAY_EMISSION = (1 << 19),
+
+ /* Perform subsurface scattering. */
+ PATH_RAY_SUBSURFACE = (1 << 20),
+
+ /* Contribute to denoising features. */
+ PATH_RAY_DENOISING_FEATURES = (1 << 21),
+
+ /* Render pass categories. */
+ PATH_RAY_REFLECT_PASS = (1 << 22),
+ PATH_RAY_TRANSMISSION_PASS = (1 << 23),
+ PATH_RAY_VOLUME_PASS = (1 << 24),
+ PATH_RAY_ANY_PASS = (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS | PATH_RAY_VOLUME_PASS),
+
+ /* Shadow ray is for a light or surface. */
+ PATH_RAY_SHADOW_FOR_LIGHT = (1 << 25),
+
+ /* A shadow catcher object was hit and the path was split into two. */
+ PATH_RAY_SHADOW_CATCHER_HIT = (1 << 26),
+
+ /* A shadow catcher object was hit and this path traces only shadow catchers, writing them into
+ * their dedicated pass for later division.
+ *
+ * NOTE: Is not covered with `PATH_RAY_ANY_PASS` because shadow catcher does special handling
+ * which is separate from the light passes. */
+ PATH_RAY_SHADOW_CATCHER_PASS = (1 << 27),
+
+ /* Path is evaluating background for an approximate shadow catcher with non-transparent film. */
+ PATH_RAY_SHADOW_CATCHER_BACKGROUND = (1 << 28),
};
+/* Configure ray visibility bits for rays and objects respectively,
+ * to make shadow catchers work.
+ *
+ * On shadow catcher paths we want to ignore any intersections with non-catchers,
+ * whereas on regular paths we want to intersect all objects. */
+
+#define SHADOW_CATCHER_VISIBILITY_SHIFT(visibility) ((visibility) << 16)
+
+#define SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility) \
+ (((path_flag)&PATH_RAY_SHADOW_CATCHER_PASS) ? SHADOW_CATCHER_VISIBILITY_SHIFT(visibility) : \
+ (visibility))
+
+#define SHADOW_CATCHER_OBJECT_VISIBILITY(is_shadow_catcher, visibility) \
+ (((is_shadow_catcher) ? SHADOW_CATCHER_VISIBILITY_SHIFT(visibility) : 0) | (visibility))
+
/* Closure Label */
typedef enum ClosureLabel {
@@ -332,6 +318,7 @@ typedef enum ClosureLabel {
LABEL_TRANSPARENT = 32,
LABEL_VOLUME_SCATTER = 64,
LABEL_TRANSMIT_TRANSPARENT = 128,
+ LABEL_SUBSURFACE_SCATTER = 256,
} ClosureLabel;
/* Render Passes */
@@ -339,17 +326,35 @@ typedef enum ClosureLabel {
#define PASS_NAME_JOIN(a, b) a##_##b
#define PASSMASK(pass) (1 << ((PASS_NAME_JOIN(PASS, pass)) % 32))
-#define PASSMASK_COMPONENT(comp) \
- (PASSMASK(PASS_NAME_JOIN(comp, DIRECT)) | PASSMASK(PASS_NAME_JOIN(comp, INDIRECT)) | \
- PASSMASK(PASS_NAME_JOIN(comp, COLOR)))
-
+// NOTE: Keep in sync with `Pass::get_type_enum()`.
typedef enum PassType {
PASS_NONE = 0,
- /* Main passes */
+ /* Light Passes */
PASS_COMBINED = 1,
- PASS_DEPTH,
+ PASS_EMISSION,
+ PASS_BACKGROUND,
+ PASS_AO,
+ PASS_SHADOW,
+ PASS_DIFFUSE,
+ PASS_DIFFUSE_DIRECT,
+ PASS_DIFFUSE_INDIRECT,
+ PASS_GLOSSY,
+ PASS_GLOSSY_DIRECT,
+ PASS_GLOSSY_INDIRECT,
+ PASS_TRANSMISSION,
+ PASS_TRANSMISSION_DIRECT,
+ PASS_TRANSMISSION_INDIRECT,
+ PASS_VOLUME,
+ PASS_VOLUME_DIRECT,
+ PASS_VOLUME_INDIRECT,
+ PASS_CATEGORY_LIGHT_END = 31,
+
+ /* Data passes */
+ PASS_DEPTH = 32,
+ PASS_POSITION,
PASS_NORMAL,
+ PASS_ROUGHNESS,
PASS_UV,
PASS_OBJECT_ID,
PASS_MATERIAL_ID,
@@ -361,31 +366,35 @@ typedef enum PassType {
PASS_AOV_VALUE,
PASS_ADAPTIVE_AUX_BUFFER,
PASS_SAMPLE_COUNT,
- PASS_CATEGORY_MAIN_END = 31,
-
- PASS_MIST = 32,
- PASS_EMISSION,
- PASS_BACKGROUND,
- PASS_AO,
- PASS_SHADOW,
- PASS_LIGHT, /* no real pass, used to force use_light_pass */
- PASS_DIFFUSE_DIRECT,
- PASS_DIFFUSE_INDIRECT,
PASS_DIFFUSE_COLOR,
- PASS_GLOSSY_DIRECT,
- PASS_GLOSSY_INDIRECT,
PASS_GLOSSY_COLOR,
- PASS_TRANSMISSION_DIRECT,
- PASS_TRANSMISSION_INDIRECT,
PASS_TRANSMISSION_COLOR,
- PASS_VOLUME_DIRECT = 50,
- PASS_VOLUME_INDIRECT,
/* No Scatter color since it's tricky to define what it would even mean. */
- PASS_CATEGORY_LIGHT_END = 63,
+ PASS_MIST,
+ PASS_DENOISING_NORMAL,
+ PASS_DENOISING_ALBEDO,
+
+ /* PASS_SHADOW_CATCHER accumulates contribution of shadow catcher object which is not affected by
+ * any other object. The pass accessor will divide the combined pass by the shadow catcher. The
+ * result of this division is then to be multiplied with the backdrop. The alpha channel of this
+ * pass contains number of samples which contributed to the color components of the pass.
+ *
+ * PASS_SHADOW_CATCHER_SAMPLE_COUNT contains number of samples for which the path split
+ * happened.
+ *
+ * PASS_SHADOW_CATCHER_MATTE contains pass which contains non-catcher objects. This pass is to be
+ * alpha-overed onto the backdrop (after multiplication). */
+ PASS_SHADOW_CATCHER,
+ PASS_SHADOW_CATCHER_SAMPLE_COUNT,
+ PASS_SHADOW_CATCHER_MATTE,
+
+ PASS_CATEGORY_DATA_END = 63,
PASS_BAKE_PRIMITIVE,
PASS_BAKE_DIFFERENTIAL,
- PASS_CATEGORY_BAKE_END = 95
+ PASS_CATEGORY_BAKE_END = 95,
+
+ PASS_NUM,
} PassType;
#define PASS_ANY (~0)
@@ -398,158 +407,9 @@ typedef enum CryptomatteType {
CRYPT_ACCURATE = (1 << 3),
} CryptomatteType;
-typedef enum DenoisingPassOffsets {
- DENOISING_PASS_NORMAL = 0,
- DENOISING_PASS_NORMAL_VAR = 3,
- DENOISING_PASS_ALBEDO = 6,
- DENOISING_PASS_ALBEDO_VAR = 9,
- DENOISING_PASS_DEPTH = 12,
- DENOISING_PASS_DEPTH_VAR = 13,
- DENOISING_PASS_SHADOW_A = 14,
- DENOISING_PASS_SHADOW_B = 17,
- DENOISING_PASS_COLOR = 20,
- DENOISING_PASS_COLOR_VAR = 23,
- DENOISING_PASS_CLEAN = 26,
-
- DENOISING_PASS_PREFILTERED_DEPTH = 0,
- DENOISING_PASS_PREFILTERED_NORMAL = 1,
- DENOISING_PASS_PREFILTERED_SHADOWING = 4,
- DENOISING_PASS_PREFILTERED_ALBEDO = 5,
- DENOISING_PASS_PREFILTERED_COLOR = 8,
- DENOISING_PASS_PREFILTERED_VARIANCE = 11,
- DENOISING_PASS_PREFILTERED_INTENSITY = 14,
-
- DENOISING_PASS_SIZE_BASE = 26,
- DENOISING_PASS_SIZE_CLEAN = 3,
- DENOISING_PASS_SIZE_PREFILTERED = 15,
-} DenoisingPassOffsets;
-
-typedef enum eBakePassFilter {
- BAKE_FILTER_NONE = 0,
- BAKE_FILTER_DIRECT = (1 << 0),
- BAKE_FILTER_INDIRECT = (1 << 1),
- BAKE_FILTER_COLOR = (1 << 2),
- BAKE_FILTER_DIFFUSE = (1 << 3),
- BAKE_FILTER_GLOSSY = (1 << 4),
- BAKE_FILTER_TRANSMISSION = (1 << 5),
- BAKE_FILTER_EMISSION = (1 << 6),
- BAKE_FILTER_AO = (1 << 7),
-} eBakePassFilter;
-
-typedef enum BakePassFilterCombos {
- BAKE_FILTER_COMBINED = (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT | BAKE_FILTER_DIFFUSE |
- BAKE_FILTER_GLOSSY | BAKE_FILTER_TRANSMISSION | BAKE_FILTER_EMISSION |
- BAKE_FILTER_AO),
- BAKE_FILTER_DIFFUSE_DIRECT = (BAKE_FILTER_DIRECT | BAKE_FILTER_DIFFUSE),
- BAKE_FILTER_GLOSSY_DIRECT = (BAKE_FILTER_DIRECT | BAKE_FILTER_GLOSSY),
- BAKE_FILTER_TRANSMISSION_DIRECT = (BAKE_FILTER_DIRECT | BAKE_FILTER_TRANSMISSION),
- BAKE_FILTER_DIFFUSE_INDIRECT = (BAKE_FILTER_INDIRECT | BAKE_FILTER_DIFFUSE),
- BAKE_FILTER_GLOSSY_INDIRECT = (BAKE_FILTER_INDIRECT | BAKE_FILTER_GLOSSY),
- BAKE_FILTER_TRANSMISSION_INDIRECT = (BAKE_FILTER_INDIRECT | BAKE_FILTER_TRANSMISSION),
-} BakePassFilterCombos;
-
-typedef enum DenoiseFlag {
- DENOISING_CLEAN_DIFFUSE_DIR = (1 << 0),
- DENOISING_CLEAN_DIFFUSE_IND = (1 << 1),
- DENOISING_CLEAN_GLOSSY_DIR = (1 << 2),
- DENOISING_CLEAN_GLOSSY_IND = (1 << 3),
- DENOISING_CLEAN_TRANSMISSION_DIR = (1 << 4),
- DENOISING_CLEAN_TRANSMISSION_IND = (1 << 5),
- DENOISING_CLEAN_ALL_PASSES = (1 << 6) - 1,
-} DenoiseFlag;
-
-typedef ccl_addr_space struct PathRadianceState {
-#ifdef __PASSES__
- float3 diffuse;
- float3 glossy;
- float3 transmission;
- float3 volume;
-
- float3 direct;
-#endif
-} PathRadianceState;
-
-typedef ccl_addr_space struct PathRadiance {
-#ifdef __PASSES__
- int use_light_pass;
-#endif
-
- float transparent;
- float3 emission;
-#ifdef __PASSES__
- float3 background;
- float3 ao;
-
- float3 indirect;
- float3 direct_emission;
-
- float3 color_diffuse;
- float3 color_glossy;
- float3 color_transmission;
-
- float3 direct_diffuse;
- float3 direct_glossy;
- float3 direct_transmission;
- float3 direct_volume;
-
- float3 indirect_diffuse;
- float3 indirect_glossy;
- float3 indirect_transmission;
- float3 indirect_volume;
-
- float3 shadow;
- float mist;
-#endif
-
- struct PathRadianceState state;
-
-#ifdef __SHADOW_TRICKS__
- /* Total light reachable across the path, ignoring shadow blocked queries. */
- float3 path_total;
- /* Total light reachable across the path with shadow blocked queries
- * applied here.
- *
- * Dividing this figure by path_total will give estimate of shadow pass.
- */
- float3 path_total_shaded;
-
- /* Color of the background on which shadow is alpha-overed. */
- float3 shadow_background_color;
-
- /* Path radiance sum and throughput at the moment when ray hits shadow
- * catcher object.
- */
- float shadow_throughput;
-
- /* Accumulated transparency along the path after shadow catcher bounce. */
- float shadow_transparency;
-
- /* Indicate if any shadow catcher data is set. */
- int has_shadow_catcher;
-#endif
-
-#ifdef __DENOISING_FEATURES__
- float3 denoising_normal;
- float3 denoising_albedo;
- float denoising_depth;
-#endif /* __DENOISING_FEATURES__ */
-} PathRadiance;
-
typedef struct BsdfEval {
-#ifdef __PASSES__
- int use_light_pass;
-#endif
-
float3 diffuse;
-#ifdef __PASSES__
float3 glossy;
- float3 transmission;
- float3 transparent;
- float3 volume;
-#endif
-#ifdef __SHADOW_TRICKS__
- float3 sum_no_mis;
-#endif
} BsdfEval;
/* Shader Flag */
@@ -564,8 +424,10 @@ typedef enum ShaderFlag {
SHADER_EXCLUDE_TRANSMIT = (1 << 25),
SHADER_EXCLUDE_CAMERA = (1 << 24),
SHADER_EXCLUDE_SCATTER = (1 << 23),
+ SHADER_EXCLUDE_SHADOW_CATCHER = (1 << 22),
SHADER_EXCLUDE_ANY = (SHADER_EXCLUDE_DIFFUSE | SHADER_EXCLUDE_GLOSSY | SHADER_EXCLUDE_TRANSMIT |
- SHADER_EXCLUDE_CAMERA | SHADER_EXCLUDE_SCATTER),
+ SHADER_EXCLUDE_CAMERA | SHADER_EXCLUDE_SCATTER |
+ SHADER_EXCLUDE_SHADOW_CATCHER),
SHADER_MASK = ~(SHADER_SMOOTH_NORMAL | SHADER_CAST_SHADOW | SHADER_AREA_LIGHT | SHADER_USE_MIS |
SHADER_EXCLUDE_ANY)
@@ -612,29 +474,14 @@ typedef struct differential {
/* Ray */
typedef struct Ray {
-/* TODO(sergey): This is only needed because current AMD
- * compiler has hard time building the kernel with this
- * reshuffle. And at the same time reshuffle will cause
- * less optimal CPU code in certain places.
- *
- * We'll get rid of this nasty exception once AMD compiler
- * is fixed.
- */
-#ifndef __KERNEL_OPENCL_AMD__
float3 P; /* origin */
float3 D; /* direction */
float t; /* length of the ray */
float time; /* time (for motion blur) */
-#else
- float t; /* length of the ray */
- float time; /* time (for motion blur) */
- float3 P; /* origin */
- float3 D; /* direction */
-#endif
#ifdef __RAY_DIFFERENTIALS__
- differential3 dP;
- differential3 dD;
+ float dP;
+ float dD;
#endif
} Ray;
@@ -661,9 +508,6 @@ typedef enum PrimitiveType {
PRIMITIVE_CURVE_RIBBON = (1 << 4),
PRIMITIVE_MOTION_CURVE_RIBBON = (1 << 5),
PRIMITIVE_VOLUME = (1 << 6),
- /* Lamp primitive is not included below on purpose,
- * since it is no real traceable primitive.
- */
PRIMITIVE_LAMP = (1 << 7),
PRIMITIVE_ALL_TRIANGLE = (PRIMITIVE_TRIANGLE | PRIMITIVE_MOTION_TRIANGLE),
@@ -672,16 +516,14 @@ typedef enum PrimitiveType {
PRIMITIVE_ALL_VOLUME = (PRIMITIVE_VOLUME),
PRIMITIVE_ALL_MOTION = (PRIMITIVE_MOTION_TRIANGLE | PRIMITIVE_MOTION_CURVE_THICK |
PRIMITIVE_MOTION_CURVE_RIBBON),
- PRIMITIVE_ALL = (PRIMITIVE_ALL_TRIANGLE | PRIMITIVE_ALL_CURVE | PRIMITIVE_ALL_VOLUME),
+ PRIMITIVE_ALL = (PRIMITIVE_ALL_TRIANGLE | PRIMITIVE_ALL_CURVE | PRIMITIVE_ALL_VOLUME |
+ PRIMITIVE_LAMP),
- /* Total number of different traceable primitives.
- * NOTE: This is an actual value, not a bitflag.
- */
- PRIMITIVE_NUM_TOTAL = 7,
+ PRIMITIVE_NUM = 8,
} PrimitiveType;
-#define PRIMITIVE_PACK_SEGMENT(type, segment) ((segment << PRIMITIVE_NUM_TOTAL) | (type))
-#define PRIMITIVE_UNPACK_SEGMENT(type) (type >> PRIMITIVE_NUM_TOTAL)
+#define PRIMITIVE_PACK_SEGMENT(type, segment) ((segment << PRIMITIVE_NUM) | (type))
+#define PRIMITIVE_UNPACK_SEGMENT(type) (type >> PRIMITIVE_NUM)
typedef enum CurveShapeType {
CURVE_RIBBON = 0,
@@ -760,20 +602,14 @@ typedef struct AttributeDescriptor {
/* Closure data */
-#ifdef __MULTI_CLOSURE__
-# ifdef __SPLIT_KERNEL__
-# define MAX_CLOSURE 1
-# else
-# ifndef __MAX_CLOSURE__
-# define MAX_CLOSURE 64
-# else
-# define MAX_CLOSURE __MAX_CLOSURE__
-# endif
-# endif
+#ifndef __MAX_CLOSURE__
+# define MAX_CLOSURE 64
#else
-# define MAX_CLOSURE 1
+# define MAX_CLOSURE __MAX_CLOSURE__
#endif
+#define MAX_VOLUME_CLOSURE 8
+
/* This struct is the base class for all closures. The common members are
* duplicated in all derived classes since we don't have C++ in the kernel
* yet, and because it lets us lay out the members to minimize padding. The
@@ -866,11 +702,14 @@ enum ShaderDataFlag {
SD_NEED_VOLUME_ATTRIBUTES = (1 << 28),
/* Shader has emission */
SD_HAS_EMISSION = (1 << 29),
+ /* Shader has raytracing */
+ SD_HAS_RAYTRACE = (1 << 30),
SD_SHADER_FLAGS = (SD_USE_MIS | SD_HAS_TRANSPARENT_SHADOW | SD_HAS_VOLUME | SD_HAS_ONLY_VOLUME |
SD_HETEROGENEOUS_VOLUME | SD_HAS_BSSRDF_BUMP | SD_VOLUME_EQUIANGULAR |
SD_VOLUME_MIS | SD_VOLUME_CUBIC | SD_HAS_BUMP | SD_HAS_DISPLACEMENT |
- SD_HAS_CONSTANT_EMISSION | SD_NEED_VOLUME_ATTRIBUTES)
+ SD_HAS_CONSTANT_EMISSION | SD_NEED_VOLUME_ATTRIBUTES | SD_HAS_EMISSION |
+ SD_HAS_RAYTRACE)
};
/* Object flags. */
@@ -955,19 +794,19 @@ typedef ccl_addr_space struct ccl_align(16) ShaderData
#endif
#ifdef __OBJECT_MOTION__
- /* object <-> world space transformations, cached to avoid
- * re-interpolating them constantly for shading */
- Transform ob_tfm;
- Transform ob_itfm;
+ /* Object <-> world space transformations for motion blur, cached to avoid
+ * re-interpolating them constantly for shading. */
+ Transform ob_tfm_motion;
+ Transform ob_itfm_motion;
#endif
/* ray start position, only set for backgrounds */
float3 ray_P;
- differential3 ray_dP;
+ float ray_dP;
#ifdef __OSL__
- struct KernelGlobals *osl_globals;
- struct PathState *osl_path_state;
+ const struct KernelGlobals *osl_globals;
+ const struct IntegratorStateCPU *osl_path_state;
#endif
/* LCG state for closures that require additional random numbers. */
@@ -976,7 +815,6 @@ typedef ccl_addr_space struct ccl_align(16) ShaderData
/* Closure data, we store a fixed array of closures */
int num_closure;
int num_closure_left;
- float randb_closure;
float3 svm_closure_weight;
/* Closure weights summed directly, so we can evaluate
@@ -998,7 +836,22 @@ typedef ccl_addr_space struct ccl_align(16) ShaderDataTinyStorage
ShaderDataTinyStorage;
#define AS_SHADER_DATA(shader_data_tiny_storage) ((ShaderData *)shader_data_tiny_storage)
-/* Path State */
+/* Compact volume closures storage.
+ *
+ * Used for decoupled direct/indirect light closure storage. */
+
+ccl_addr_space struct ShaderVolumeClosure {
+ float3 weight;
+ float sample_weight;
+ float g;
+};
+
+ccl_addr_space struct ShaderVolumePhases {
+ ShaderVolumeClosure closure[MAX_VOLUME_CLOSURE];
+ int num_closure;
+};
+
+/* Volume Stack */
#ifdef __VOLUME__
typedef struct VolumeStack {
@@ -1007,53 +860,6 @@ typedef struct VolumeStack {
} VolumeStack;
#endif
-typedef struct PathState {
- /* see enum PathRayFlag */
- int flag;
-
- /* random number generator state */
- uint rng_hash; /* per pixel hash */
- int rng_offset; /* dimension offset */
- int sample; /* path sample number */
- int num_samples; /* total number of times this path will be sampled */
- float branch_factor; /* number of branches in indirect paths */
-
- /* bounce counting */
- int bounce;
- int diffuse_bounce;
- int glossy_bounce;
- int transmission_bounce;
- int transparent_bounce;
-
-#ifdef __DENOISING_FEATURES__
- float denoising_feature_weight;
- float3 denoising_feature_throughput;
-#endif /* __DENOISING_FEATURES__ */
-
- /* multiple importance sampling */
- float min_ray_pdf; /* smallest bounce pdf over entire path up to now */
- float ray_pdf; /* last bounce pdf */
-#ifdef __LAMP_MIS__
- float ray_t; /* accumulated distance through transparent surfaces */
-#endif
-
- /* volume rendering */
-#ifdef __VOLUME__
- int volume_bounce;
- int volume_bounds_bounce;
- VolumeStack volume_stack[VOLUME_STACK_SIZE];
-#endif
-} PathState;
-
-#ifdef __VOLUME__
-typedef struct VolumeState {
-# ifdef __SPLIT_KERNEL__
-# else
- PathState ps;
-# endif
-} VolumeState;
-#endif
-
/* Struct to gather multiple nearby intersections. */
typedef struct LocalIntersection {
Ray ray;
@@ -1064,20 +870,6 @@ typedef struct LocalIntersection {
float3 Ng[LOCAL_MAX_HITS];
} LocalIntersection;
-/* Subsurface */
-
-/* Struct to gather SSS indirect rays and delay tracing them. */
-typedef struct SubsurfaceIndirectRays {
- PathState state[BSSRDF_MAX_HITS];
-
- int num_rays;
-
- struct Ray rays[BSSRDF_MAX_HITS];
- float3 throughputs[BSSRDF_MAX_HITS];
- struct PathRadianceState L_state[BSSRDF_MAX_HITS];
-} SubsurfaceIndirectRays;
-static_assert(BSSRDF_MAX_HITS <= LOCAL_MAX_HITS, "BSSRDF hits too high.");
-
/* Constant Kernel Data
*
* These structs are passed from CPU to various devices, and the struct layout
@@ -1128,7 +920,7 @@ typedef struct KernelCamera {
/* render size */
float width, height;
- int resolution;
+ int pad1;
/* anamorphic lens bokeh */
float inv_aperture_ratio;
@@ -1169,11 +961,12 @@ typedef struct KernelFilm {
int light_pass_flag;
int pass_stride;
- int use_light_pass;
int pass_combined;
int pass_depth;
+ int pass_position;
int pass_normal;
+ int pass_roughness;
int pass_motion;
int pass_motion_weight;
@@ -1202,7 +995,13 @@ typedef struct KernelFilm {
int pass_shadow;
float pass_shadow_scale;
+
+ int pass_shadow_catcher;
+ int pass_shadow_catcher_sample_count;
+ int pass_shadow_catcher_matte;
+
int filter_table_offset;
+
int cryptomatte_passes;
int cryptomatte_depth;
int pass_cryptomatte;
@@ -1215,15 +1014,11 @@ typedef struct KernelFilm {
float mist_inv_depth;
float mist_falloff;
- int pass_denoising_data;
- int pass_denoising_clean;
- int denoising_flags;
+ int pass_denoising_normal;
+ int pass_denoising_albedo;
int pass_aov_color;
int pass_aov_value;
- int pass_aov_color_num;
- int pass_aov_value_num;
- int pad1, pad2, pad3;
/* XYZ to rendering color space transform. float4 instead of float3 to
* ensure consistent padding/alignment across devices. */
@@ -1234,19 +1029,54 @@ typedef struct KernelFilm {
int pass_bake_primitive;
int pass_bake_differential;
- int pad;
- /* viewport rendering options */
- int display_pass_stride;
- int display_pass_components;
- int display_divide_pass_stride;
- int use_display_exposure;
- int use_display_pass_alpha;
+ int use_approximate_shadow_catcher;
- int pad4, pad5, pad6;
+ int pad1, pad2, pad3;
} KernelFilm;
static_assert_align(KernelFilm, 16);
+typedef struct KernelFilmConvert {
+ int pass_offset;
+ int pass_stride;
+
+ int pass_use_exposure;
+ int pass_use_filter;
+
+ int pass_divide;
+ int pass_indirect;
+
+ int pass_combined;
+ int pass_sample_count;
+ int pass_adaptive_aux_buffer;
+ int pass_motion_weight;
+ int pass_shadow_catcher;
+ int pass_shadow_catcher_sample_count;
+ int pass_shadow_catcher_matte;
+ int pass_background;
+
+ float scale;
+ float exposure;
+ float scale_exposure;
+
+ int use_approximate_shadow_catcher;
+ int use_approximate_shadow_catcher_background;
+ int show_active_pixels;
+
+ /* Number of components to write to. */
+ int num_components;
+
+ /* Number of floats per pixel. When zero is the same as `num_components`.
+ * NOTE: Is ignored for half4 destination. */
+ int pixel_stride;
+
+ int is_denoised;
+
+ /* Padding. */
+ int pad1;
+} KernelFilmConvert;
+static_assert_align(KernelFilmConvert, 16);
+
typedef struct KernelBackground {
/* only shader index */
int surface_shader;
@@ -1255,11 +1085,6 @@ typedef struct KernelBackground {
int transparent;
float transparent_roughness_squared_threshold;
- /* ambient occlusion */
- float ao_factor;
- float ao_distance;
- float ao_bounces_factor;
-
/* portal sampling */
float portal_weight;
int num_portals;
@@ -1277,13 +1102,15 @@ typedef struct KernelBackground {
int map_res_y;
int use_mis;
+
+ /* Padding */
+ int pad1, pad2, pad3;
} KernelBackground;
static_assert_align(KernelBackground, 16);
typedef struct KernelIntegrator {
/* emission */
int use_direct_light;
- int use_ambient_occlusion;
int num_distribution;
int num_all_lights;
float pdf_triangles;
@@ -1299,7 +1126,10 @@ typedef struct KernelIntegrator {
int max_transmission_bounce;
int max_volume_bounce;
+ /* AO bounces */
int ao_bounces;
+ float ao_bounces_distance;
+ float ao_bounces_factor;
/* transparent */
int transparent_min_bounce;
@@ -1318,39 +1148,20 @@ typedef struct KernelIntegrator {
float sample_clamp_direct;
float sample_clamp_indirect;
- /* branched path */
- int branched;
- int volume_decoupled;
- int diffuse_samples;
- int glossy_samples;
- int transmission_samples;
- int ao_samples;
- int mesh_light_samples;
- int subsurface_samples;
- int sample_all_lights_direct;
- int sample_all_lights_indirect;
-
/* mis */
int use_lamp_mis;
/* sampler */
int sampling_pattern;
- int aa_samples;
- int adaptive_min_samples;
- int adaptive_step;
- int adaptive_stop_per_sample;
- float adaptive_threshold;
/* volume render */
int use_volumes;
int volume_max_steps;
float volume_step_rate;
- int volume_samples;
-
- int start_sample;
- int max_closures;
+ int has_shadow_catcher;
+ /* padding */
int pad1, pad2;
} KernelIntegrator;
static_assert_align(KernelIntegrator, 16);
@@ -1401,14 +1212,19 @@ typedef struct KernelTables {
static_assert_align(KernelTables, 16);
typedef struct KernelBake {
+ int use;
int object_index;
int tri_offset;
- int type;
- int pass_filter;
+ int pad1;
} KernelBake;
static_assert_align(KernelBake, 16);
typedef struct KernelData {
+ uint kernel_features;
+ uint max_closures;
+ uint max_shaders;
+ uint pad;
+
KernelCamera cam;
KernelFilm film;
KernelBackground background;
@@ -1485,11 +1301,10 @@ typedef struct KernelLight {
int type;
float co[3];
int shader_id;
- int samples;
float max_bounces;
float random;
float strength[3];
- float pad1;
+ float pad1, pad2;
Transform tfm;
Transform itfm;
union {
@@ -1539,110 +1354,6 @@ typedef struct KernelShader {
} KernelShader;
static_assert_align(KernelShader, 16);
-/* Declarations required for split kernel */
-
-/* Macro for queues */
-/* Value marking queue's empty slot */
-#define QUEUE_EMPTY_SLOT -1
-
-/*
- * Queue 1 - Active rays
- * Queue 2 - Background queue
- * Queue 3 - Shadow ray cast kernel - AO
- * Queue 4 - Shadow ray cast kernel - direct lighting
- */
-
-/* Queue names */
-enum QueueNumber {
- /* All active rays and regenerated rays are enqueued here. */
- QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0,
-
- /* All
- * 1. Background-hit rays,
- * 2. Rays that has exited path-iteration but needs to update output buffer
- * 3. Rays to be regenerated
- * are enqueued here.
- */
- QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
-
- /* All rays for which a shadow ray should be cast to determine radiance
- * contribution for AO are enqueued here.
- */
- QUEUE_SHADOW_RAY_CAST_AO_RAYS,
-
- /* All rays for which a shadow ray should be cast to determine radiance
- * contributing for direct lighting are enqueued here.
- */
- QUEUE_SHADOW_RAY_CAST_DL_RAYS,
-
- /* Rays sorted according to shader->id */
- QUEUE_SHADER_SORTED_RAYS,
-
-#ifdef __BRANCHED_PATH__
- /* All rays moving to next iteration of the indirect loop for light */
- QUEUE_LIGHT_INDIRECT_ITER,
- /* Queue of all inactive rays. These are candidates for sharing work of indirect loops */
- QUEUE_INACTIVE_RAYS,
-# ifdef __VOLUME__
- /* All rays moving to next iteration of the indirect loop for volumes */
- QUEUE_VOLUME_INDIRECT_ITER,
-# endif
-# ifdef __SUBSURFACE__
- /* All rays moving to next iteration of the indirect loop for subsurface */
- QUEUE_SUBSURFACE_INDIRECT_ITER,
-# endif
-#endif /* __BRANCHED_PATH__ */
-
- NUM_QUEUES
-};
-
-/* We use RAY_STATE_MASK to get ray_state */
-#define RAY_STATE_MASK 0x0F
-#define RAY_FLAG_MASK 0xF0
-enum RayState {
- RAY_INVALID = 0,
- /* Denotes ray is actively involved in path-iteration. */
- RAY_ACTIVE,
- /* Denotes ray has completed processing all samples and is inactive. */
- RAY_INACTIVE,
- /* Denotes ray has exited path-iteration and needs to update output buffer. */
- RAY_UPDATE_BUFFER,
- /* Denotes ray needs to skip most surface shader work. */
- RAY_HAS_ONLY_VOLUME,
- /* Denotes ray has hit background */
- RAY_HIT_BACKGROUND,
- /* Denotes ray has to be regenerated */
- RAY_TO_REGENERATE,
- /* Denotes ray has been regenerated */
- RAY_REGENERATED,
- /* Denotes ray is moving to next iteration of the branched indirect loop */
- RAY_LIGHT_INDIRECT_NEXT_ITER,
- RAY_VOLUME_INDIRECT_NEXT_ITER,
- RAY_SUBSURFACE_INDIRECT_NEXT_ITER,
-
- /* Ray flags */
-
- /* Flags to denote that the ray is currently evaluating the branched indirect loop */
- RAY_BRANCHED_LIGHT_INDIRECT = (1 << 4),
- RAY_BRANCHED_VOLUME_INDIRECT = (1 << 5),
- RAY_BRANCHED_SUBSURFACE_INDIRECT = (1 << 6),
- RAY_BRANCHED_INDIRECT = (RAY_BRANCHED_LIGHT_INDIRECT | RAY_BRANCHED_VOLUME_INDIRECT |
- RAY_BRANCHED_SUBSURFACE_INDIRECT),
-
- /* Ray is evaluating an iteration of an indirect loop for another thread */
- RAY_BRANCHED_INDIRECT_SHARED = (1 << 7),
-};
-
-#define ASSIGN_RAY_STATE(ray_state, ray_index, state) \
- (ray_state[ray_index] = ((ray_state[ray_index] & RAY_FLAG_MASK) | state))
-#define IS_STATE(ray_state, ray_index, state) \
- ((ray_index) != QUEUE_EMPTY_SLOT && ((ray_state)[(ray_index)] & RAY_STATE_MASK) == (state))
-#define ADD_RAY_FLAG(ray_state, ray_index, flag) \
- (ray_state[ray_index] = (ray_state[ray_index] | flag))
-#define REMOVE_RAY_FLAG(ray_state, ray_index, flag) \
- (ray_state[ray_index] = (ray_state[ray_index] & (~flag)))
-#define IS_FLAG(ray_state, ray_index, flag) (ray_state[ray_index] & flag)
-
/* Patches */
#define PATCH_MAX_CONTROL_VERTS 16
@@ -1655,7 +1366,7 @@ enum RayState {
/* Work Tiles */
-typedef struct WorkTile {
+typedef struct KernelWorkTile {
uint x, y, w, h;
uint start_sample;
@@ -1664,13 +1375,172 @@ typedef struct WorkTile {
int offset;
uint stride;
- ccl_global float *buffer;
-} WorkTile;
+ /* Precalculated parameters used by init_from_camera kernel on GPU. */
+ int path_index_offset;
+ int work_size;
+} KernelWorkTile;
+
+/* Shader Evaluation.
+ *
+ * Position on a primitive on an object at which we want to evaluate the
+ * shader for e.g. mesh displacement or light importance map. */
+
+typedef struct KernelShaderEvalInput {
+ int object;
+ int prim;
+ float u, v;
+} KernelShaderEvalInput;
+static_assert_align(KernelShaderEvalInput, 16);
/* Pre-computed sample table sizes for PMJ02 sampler. */
-#define NUM_PMJ_SAMPLES (64 * 64)
-#define NUM_PMJ_PATTERNS 48
+#define NUM_PMJ_DIVISIONS 32
+#define NUM_PMJ_SAMPLES ((NUM_PMJ_DIVISIONS) * (NUM_PMJ_DIVISIONS))
+#define NUM_PMJ_PATTERNS 1
-CCL_NAMESPACE_END
+/* Device kernels.
+ *
+ * Identifier for kernels that can be executed in device queues.
+ *
+ * Some implementation details.
+ *
+ * If the kernel uses shared CUDA memory, `CUDADeviceQueue::enqueue` is to be modified.
+ * The path iteration kernels are handled in `PathTraceWorkGPU::enqueue_path_iteration`. */
+
+typedef enum DeviceKernel {
+ DEVICE_KERNEL_INTEGRATOR_INIT_FROM_CAMERA = 0,
+ DEVICE_KERNEL_INTEGRATOR_INIT_FROM_BAKE,
+ DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST,
+ DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
+ DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
+ DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
+ DEVICE_KERNEL_INTEGRATOR_MEGAKERNEL,
+
+ DEVICE_KERNEL_INTEGRATOR_QUEUED_PATHS_ARRAY,
+ DEVICE_KERNEL_INTEGRATOR_QUEUED_SHADOW_PATHS_ARRAY,
+ DEVICE_KERNEL_INTEGRATOR_ACTIVE_PATHS_ARRAY,
+ DEVICE_KERNEL_INTEGRATOR_TERMINATED_PATHS_ARRAY,
+ DEVICE_KERNEL_INTEGRATOR_SORTED_PATHS_ARRAY,
+ DEVICE_KERNEL_INTEGRATOR_COMPACT_PATHS_ARRAY,
+ DEVICE_KERNEL_INTEGRATOR_COMPACT_STATES,
+ DEVICE_KERNEL_INTEGRATOR_RESET,
+ DEVICE_KERNEL_INTEGRATOR_SHADOW_CATCHER_COUNT_POSSIBLE_SPLITS,
+
+ DEVICE_KERNEL_SHADER_EVAL_DISPLACE,
+ DEVICE_KERNEL_SHADER_EVAL_BACKGROUND,
+
+#define DECLARE_FILM_CONVERT_KERNEL(variant) \
+ DEVICE_KERNEL_FILM_CONVERT_##variant, DEVICE_KERNEL_FILM_CONVERT_##variant##_HALF_RGBA
+
+ DECLARE_FILM_CONVERT_KERNEL(DEPTH),
+ DECLARE_FILM_CONVERT_KERNEL(MIST),
+ DECLARE_FILM_CONVERT_KERNEL(SAMPLE_COUNT),
+ DECLARE_FILM_CONVERT_KERNEL(FLOAT),
+ DECLARE_FILM_CONVERT_KERNEL(LIGHT_PATH),
+ DECLARE_FILM_CONVERT_KERNEL(FLOAT3),
+ DECLARE_FILM_CONVERT_KERNEL(MOTION),
+ DECLARE_FILM_CONVERT_KERNEL(CRYPTOMATTE),
+ DECLARE_FILM_CONVERT_KERNEL(SHADOW_CATCHER),
+ DECLARE_FILM_CONVERT_KERNEL(SHADOW_CATCHER_MATTE_WITH_SHADOW),
+ DECLARE_FILM_CONVERT_KERNEL(COMBINED),
+ DECLARE_FILM_CONVERT_KERNEL(FLOAT4),
+
+#undef DECLARE_FILM_CONVERT_KERNEL
+
+ DEVICE_KERNEL_ADAPTIVE_SAMPLING_CONVERGENCE_CHECK,
+ DEVICE_KERNEL_ADAPTIVE_SAMPLING_CONVERGENCE_FILTER_X,
+ DEVICE_KERNEL_ADAPTIVE_SAMPLING_CONVERGENCE_FILTER_Y,
+
+ DEVICE_KERNEL_FILTER_GUIDING_PREPROCESS,
+ DEVICE_KERNEL_FILTER_GUIDING_SET_FAKE_ALBEDO,
+ DEVICE_KERNEL_FILTER_COLOR_PREPROCESS,
+ DEVICE_KERNEL_FILTER_COLOR_POSTPROCESS,
+
+ DEVICE_KERNEL_CRYPTOMATTE_POSTPROCESS,
+
+ DEVICE_KERNEL_PREFIX_SUM,
+
+ DEVICE_KERNEL_NUM,
+} DeviceKernel;
+
+enum {
+ DEVICE_KERNEL_INTEGRATOR_NUM = DEVICE_KERNEL_INTEGRATOR_MEGAKERNEL + 1,
+};
+
+/* Kernel Features */
+
+enum KernelFeatureFlag : unsigned int {
+ /* Shader nodes. */
+ KERNEL_FEATURE_NODE_BSDF = (1U << 0U),
+ KERNEL_FEATURE_NODE_EMISSION = (1U << 1U),
+ KERNEL_FEATURE_NODE_VOLUME = (1U << 2U),
+ KERNEL_FEATURE_NODE_HAIR = (1U << 3U),
+ KERNEL_FEATURE_NODE_BUMP = (1U << 4U),
+ KERNEL_FEATURE_NODE_BUMP_STATE = (1U << 5U),
+ KERNEL_FEATURE_NODE_VORONOI_EXTRA = (1U << 6U),
+ KERNEL_FEATURE_NODE_RAYTRACE = (1U << 7U),
+
+ /* Use denoising kernels and output denoising passes. */
+ KERNEL_FEATURE_DENOISING = (1U << 8U),
+
+ /* Use path tracing kernels. */
+ KERNEL_FEATURE_PATH_TRACING = (1U << 9U),
-#endif /* __KERNEL_TYPES_H__ */
+ /* BVH/sampling kernel features. */
+ KERNEL_FEATURE_HAIR = (1U << 10U),
+ KERNEL_FEATURE_HAIR_THICK = (1U << 11U),
+ KERNEL_FEATURE_OBJECT_MOTION = (1U << 12U),
+ KERNEL_FEATURE_CAMERA_MOTION = (1U << 13U),
+
+ /* Denotes whether baking functionality is needed. */
+ KERNEL_FEATURE_BAKING = (1U << 14U),
+
+ /* Use subsurface scattering materials. */
+ KERNEL_FEATURE_SUBSURFACE = (1U << 15U),
+
+ /* Use volume materials. */
+ KERNEL_FEATURE_VOLUME = (1U << 16U),
+
+ /* Use OpenSubdiv patch evaluation */
+ KERNEL_FEATURE_PATCH_EVALUATION = (1U << 17U),
+
+ /* Use Transparent shadows */
+ KERNEL_FEATURE_TRANSPARENT = (1U << 18U),
+
+ /* Use shadow catcher. */
+ KERNEL_FEATURE_SHADOW_CATCHER = (1U << 19U),
+
+ /* Per-uber shader usage flags. */
+ KERNEL_FEATURE_PRINCIPLED = (1U << 20U),
+
+ /* Light render passes. */
+ KERNEL_FEATURE_LIGHT_PASSES = (1U << 21U),
+
+ /* Shadow render pass. */
+ KERNEL_FEATURE_SHADOW_PASS = (1U << 22U),
+};
+
+/* Shader node feature mask, to specialize shader evaluation for kernels. */
+
+#define KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT \
+ (KERNEL_FEATURE_NODE_EMISSION | KERNEL_FEATURE_NODE_VORONOI_EXTRA)
+#define KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW \
+ (KERNEL_FEATURE_NODE_BSDF | KERNEL_FEATURE_NODE_EMISSION | KERNEL_FEATURE_NODE_VOLUME | \
+ KERNEL_FEATURE_NODE_HAIR | KERNEL_FEATURE_NODE_BUMP | KERNEL_FEATURE_NODE_BUMP_STATE | \
+ KERNEL_FEATURE_NODE_VORONOI_EXTRA)
+#define KERNEL_FEATURE_NODE_MASK_SURFACE \
+ (KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW | KERNEL_FEATURE_NODE_RAYTRACE)
+#define KERNEL_FEATURE_NODE_MASK_VOLUME \
+ (KERNEL_FEATURE_NODE_EMISSION | KERNEL_FEATURE_NODE_VOLUME | KERNEL_FEATURE_NODE_VORONOI_EXTRA)
+#define KERNEL_FEATURE_NODE_MASK_DISPLACEMENT \
+ (KERNEL_FEATURE_NODE_VORONOI_EXTRA | KERNEL_FEATURE_NODE_BUMP | KERNEL_FEATURE_NODE_BUMP_STATE)
+#define KERNEL_FEATURE_NODE_MASK_BUMP KERNEL_FEATURE_NODE_MASK_DISPLACEMENT
+
+#define KERNEL_NODES_FEATURE(feature) ((node_feature_mask & (KERNEL_FEATURE_NODE_##feature)) != 0U)
+
+CCL_NAMESPACE_END