Welcome to mirror list, hosted at ThFree Co, Russian Federation.

kernel_shader.h « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 879160312cf6a6061fea9fd8738ac86d3f1cf975 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
/*
 * Copyright 2011, Blender Foundation.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

/*
 * ShaderData, used in four steps:
 *
 * Setup from incoming ray, sampled position and background.
 * Execute for surface, volume or displacement.
 * Evaluate one or more closures.
 * Release.
 *
 */

#ifdef __OSL__
#include "osl_shader.h"
#endif

#include "closure/bsdf.h"
#include "closure/emissive.h"
#include "closure/volume.h"

#include "svm/svm_bsdf.h"
#include "svm/svm.h"

CCL_NAMESPACE_BEGIN

/* ShaderData setup from incoming ray */

#ifdef __OBJECT_MOTION__
__device_noinline void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time)
{
	/* note that this is a separate non-inlined function to work around crash
	 * on CUDA sm 2.0, otherwise kernel execution crashes (compiler bug?) */
	if(sd->flag & SD_OBJECT_MOTION) {
		sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time);
		sd->ob_itfm= transform_quick_inverse(sd->ob_tfm);
	}
	else {
		sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
		sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
	}
}
#endif

__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
	const Intersection *isect, const Ray *ray)
{
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::init(kg, sd);
#endif

	/* fetch triangle data */
	int prim = kernel_tex_fetch(__prim_index, isect->prim);
	float4 Ns = kernel_tex_fetch(__tri_normal, prim);
	float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
	int shader = __float_as_int(Ns.w);

	/* triangle */
#ifdef __INSTANCING__
	sd->object = (isect->object == ~0)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
#endif
	sd->prim = prim;
#ifdef __UV__
	sd->u = isect->u;
	sd->v = isect->v;
#endif

	sd->flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
	sd->flag |= kernel_tex_fetch(__object_flag, sd->object);

	/* matrices and time */
#ifdef __OBJECT_MOTION__
	shader_setup_object_transforms(kg, sd, ray->time);
	sd->time = ray->time;
#endif

	/* vectors */
	sd->P = bvh_triangle_refine(kg, sd, isect, ray);
	sd->Ng = Ng;
	sd->N = Ng;
	sd->I = -ray->D;
	sd->shader = shader;
	sd->ray_length = isect->t;

	/* smooth normal */
	if(sd->shader & SHADER_SMOOTH_NORMAL)
		sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);

#ifdef __DPDU__
	/* dPdu/dPdv */
	triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
#endif

#ifdef __INSTANCING__
	if(isect->object != ~0) {
		/* instance transform */
		object_normal_transform(kg, sd, &sd->N);
		object_normal_transform(kg, sd, &sd->Ng);
#ifdef __DPDU__
		object_dir_transform(kg, sd, &sd->dPdu);
		object_dir_transform(kg, sd, &sd->dPdv);
#endif
	}
#endif

	/* backfacing test */
	bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);

	if(backfacing) {
		sd->flag |= SD_BACKFACING;
		sd->Ng = -sd->Ng;
		sd->N = -sd->N;
#ifdef __DPDU__
		sd->dPdu = -sd->dPdu;
		sd->dPdv = -sd->dPdv;
#endif
	}

#ifdef __RAY_DIFFERENTIALS__
	/* differentials */
	differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
	differential_incoming(&sd->dI, ray->dD);
	differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
#endif
}

/* ShaderData setup from position sampled on mesh */

__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
	const float3 P, const float3 Ng, const float3 I,
	int shader, int object, int prim, float u, float v, float t, float time)
{
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::init(kg, sd);
#endif

	/* vectors */
	sd->P = P;
	sd->N = Ng;
	sd->Ng = Ng;
	sd->I = I;
	sd->shader = shader;

	/* primitive */
#ifdef __INSTANCING__
	sd->object = object;
#endif
	sd->prim = prim;
#ifdef __UV__
	sd->u = u;
	sd->v = v;
#endif
	sd->ray_length = t;

	/* detect instancing, for non-instanced the object index is -object-1 */
#ifdef __INSTANCING__
	bool instanced = false;

	if(sd->prim != ~0) {
		if(sd->object >= 0)
			instanced = true;
		else
#endif
			sd->object = ~sd->object;
#ifdef __INSTANCING__
	}
#endif

	sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
	if(sd->object != -1) {
		sd->flag |= kernel_tex_fetch(__object_flag, sd->object);

#ifdef __OBJECT_MOTION__
		shader_setup_object_transforms(kg, sd, time);
	}

	sd->time = time;
#else
	}
#endif

	/* smooth normal */
	if(sd->shader & SHADER_SMOOTH_NORMAL) {
		sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);

#ifdef __INSTANCING__
		if(instanced)
			object_normal_transform(kg, sd, &sd->N);
#endif
	}

#ifdef __DPDU__
	/* dPdu/dPdv */
	if(sd->prim == ~0) {
		sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
		sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
	}
	else {
		triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);

#ifdef __INSTANCING__
		if(instanced) {
			object_dir_transform(kg, sd, &sd->dPdu);
			object_dir_transform(kg, sd, &sd->dPdv);
		}
#endif
	}
#endif

	/* backfacing test */
	if(sd->prim != ~0) {
		bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);

		if(backfacing) {
			sd->flag |= SD_BACKFACING;
			sd->Ng = -sd->Ng;
			sd->N = -sd->N;
#ifdef __DPDU__
			sd->dPdu = -sd->dPdu;
			sd->dPdv = -sd->dPdv;
#endif
		}
	}

#ifdef __RAY_DIFFERENTIALS__
	/* no ray differentials here yet */
	sd->dP.dx = make_float3(0.0f, 0.0f, 0.0f);
	sd->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
	sd->dI.dx = make_float3(0.0f, 0.0f, 0.0f);
	sd->dI.dy = make_float3(0.0f, 0.0f, 0.0f);
	sd->du.dx = 0.0f;
	sd->du.dy = 0.0f;
	sd->dv.dx = 0.0f;
	sd->dv.dy = 0.0f;
#endif
}

/* ShaderData setup for displacement */

__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
	int object, int prim, float u, float v)
{
	/* Note: no OSLShader::init call here, this is done in shader_setup_from_sample! */

	float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
	int shader;

	P = triangle_point_MT(kg, prim, u, v);
	Ng = triangle_normal_MT(kg, prim, &shader);

	/* force smooth shading for displacement */
	shader |= SHADER_SMOOTH_NORMAL;

	/* watch out: no instance transform currently */

	shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID);
}

/* ShaderData setup from ray into background */

__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
{
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::init(kg, sd);
#endif

	/* vectors */
	sd->P = ray->D;
	sd->N = -sd->P;
	sd->Ng = -sd->P;
	sd->I = -sd->P;
	sd->shader = kernel_data.background.shader;
	sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
#ifdef __OBJECT_MOTION__
	sd->time = ray->time;
#endif
	sd->ray_length = 0.0f;

#ifdef __INSTANCING__
	sd->object = ~0;
#endif
	sd->prim = ~0;
#ifdef __UV__
	sd->u = 0.0f;
	sd->v = 0.0f;
#endif

#ifdef __DPDU__
	/* dPdu/dPdv */
	sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
	sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
#endif

#ifdef __RAY_DIFFERENTIALS__
	/* differentials */
	sd->dP = ray->dD;
	differential_incoming(&sd->dI, sd->dP);
	sd->du.dx = 0.0f;
	sd->du.dy = 0.0f;
	sd->dv.dx = 0.0f;
	sd->dv.dy = 0.0f;
#endif
}

/* BSDF */

#ifdef __MULTI_CLOSURE__

#ifdef __OSL__
__device_inline void _shader_bsdf_multi_eval_osl(const ShaderData *sd, const float3 omega_in, float *pdf,
	int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
{
	for(int i = 0; i< sd->num_closure; i++) {
		if(i == skip_bsdf)
			continue;

		const ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF(sc->type)) {
			float bsdf_pdf = 0.0f;

			float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);

			if(bsdf_pdf != 0.0f) {
				bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
				sum_pdf += bsdf_pdf*sc->sample_weight;
			}

			sum_sample_weight += sc->sample_weight;
		}
	}

	*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
}
#endif

__device_inline void _shader_bsdf_multi_eval_svm(const ShaderData *sd, const float3 omega_in, float *pdf,
	int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
{
	for(int i = 0; i< sd->num_closure; i++) {
		if(i == skip_bsdf)
			continue;

		const ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF(sc->type)) {
			float bsdf_pdf = 0.0f;

			float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);

			if(bsdf_pdf != 0.0f) {
				bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
				sum_pdf += bsdf_pdf*sc->sample_weight;
			}

			sum_sample_weight += sc->sample_weight;
		}
	}

	*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
}

#endif

__device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
	const float3 omega_in, BsdfEval *eval, float *pdf)
{
#ifdef __MULTI_CLOSURE__
	bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);

#ifdef __OSL__
	if (kernel_osl_use(kg))
		return _shader_bsdf_multi_eval_osl(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
	else
#endif
		return _shader_bsdf_multi_eval_svm(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
#else
	const ShaderClosure *sc = &sd->closure;

	*pdf = 0.0f;
	*eval = svm_bsdf_eval(sd, sc, omega_in, pdf)*sc->weight;
#endif
}

__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
	float randu, float randv, BsdfEval *bsdf_eval,
	float3 *omega_in, differential3 *domega_in, float *pdf)
{
#ifdef __MULTI_CLOSURE__
	int sampled = 0;

	if(sd->num_closure > 1) {
		/* pick a BSDF closure based on sample weights */
		float sum = 0.0f;

		for(sampled = 0; sampled < sd->num_closure; sampled++) {
			const ShaderClosure *sc = &sd->closure[sampled];
			
			if(CLOSURE_IS_BSDF(sc->type))
				sum += sc->sample_weight;
		}

		float r = sd->randb_closure*sum;
		sum = 0.0f;

		for(sampled = 0; sampled < sd->num_closure; sampled++) {
			const ShaderClosure *sc = &sd->closure[sampled];
			
			if(CLOSURE_IS_BSDF(sc->type)) {
				sum += sd->closure[sampled].sample_weight;

				if(r <= sum)
					break;
			}
		}

		if(sampled == sd->num_closure) {
			*pdf = 0.0f;
			return LABEL_NONE;
		}
	}

	const ShaderClosure *sc = &sd->closure[sampled];
	int label;
	float3 eval;

	*pdf = 0.0f;
#ifdef __OSL__
	if (kernel_osl_use(kg))
		label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
	else
#endif
		label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);

	if(*pdf != 0.0f) {
		bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);

		if(sd->num_closure > 1) {
			float sweight = sc->sample_weight;
#ifdef __OSL__
			if (kernel_osl_use(kg))
				_shader_bsdf_multi_eval_osl(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
			else
#endif
				_shader_bsdf_multi_eval_svm(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
		}
	}

	return label;
#else
	/* sample the single closure that we picked */
	*pdf = 0.0f;
	int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf);
	*bsdf_eval *= sd->closure.weight;
	return label;
#endif
}

__device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd,
	const ShaderClosure *sc, float randu, float randv, BsdfEval *bsdf_eval,
	float3 *omega_in, differential3 *domega_in, float *pdf)
{
	int label;
	float3 eval;

	*pdf = 0.0f;
#ifdef __OSL__
	if (kernel_osl_use(kg))
		label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
	else
#endif
		label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);

	if(*pdf != 0.0f)
		bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);

	return label;
}

__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
#ifdef __MULTI_CLOSURE__
	for(int i = 0; i< sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF(sc->type)) {
#ifdef __OSL__
			if (kernel_osl_use(kg))
				OSLShader::bsdf_blur(sc, roughness);
			else
#endif
				svm_bsdf_blur(sc, roughness);
		}
	}
#else
	svm_bsdf_blur(&sd->closure, roughness);
#endif
}

__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
	float3 eval = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i< sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
			eval += sc->weight;
	}

	return eval;
#else
	if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
		return sd->closure.weight;
	else
		return make_float3(0.0f, 0.0f, 0.0f);
#endif
}

__device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
	float3 eval = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i< sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
			eval += sc->weight;
	}

	return eval;
#else
	if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type))
		return sd->closure.weight;
	else
		return make_float3(0.0f, 0.0f, 0.0f);
#endif
}

__device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
	float3 eval = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i< sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
			eval += sc->weight;
	}

	return eval;
#else
	if(CLOSURE_IS_BSDF_GLOSSY(sd->closure.type))
		return sd->closure.weight;
	else
		return make_float3(0.0f, 0.0f, 0.0f);
#endif
}

__device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
	float3 eval = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i< sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
			eval += sc->weight;
	}

	return eval;
#else
	if(CLOSURE_IS_BSDF_TRANSMISSION(sd->closure.type))
		return sd->closure.weight;
	else
		return make_float3(0.0f, 0.0f, 0.0f);
#endif
}

__device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N)
{
#ifdef __MULTI_CLOSURE__
	float3 eval = make_float3(0.0f, 0.0f, 0.0f);

	*N = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i< sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
			eval += sc->weight*ao_factor;
			*N += sc->N*average(sc->weight);
		}
		if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
			eval += sc->weight;
			*N += sd->N*average(sc->weight);
		}
	}

	if(is_zero(*N))
		*N = sd->N;
	else
		*N = normalize(*N);

	return eval;
#else
	*N = sd->N;

	if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type))
		return sd->closure.weight*ao_factor;
	else if(CLOSURE_IS_AMBIENT_OCCLUSION(sd->closure.type))
		return sd->closure.weight;
	else
		return make_float3(0.0f, 0.0f, 0.0f);
#endif
}

/* Emission */

__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
{
	float3 eval;
#ifdef __MULTI_CLOSURE__
	eval = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i < sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_EMISSION(sc->type)) {
#ifdef __OSL__
			if (kernel_osl_use(kg))
				eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
			else
#endif
				eval += svm_emissive_eval(sd, sc)*sc->weight;

		}
	}
#else
	eval = svm_emissive_eval(sd, &sd->closure)*sd->closure.weight;
#endif

	return eval;
}

/* Holdout */

__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
	float3 weight = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i < sd->num_closure; i++) {
		ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_HOLDOUT(sc->type))
			weight += sc->weight;
	}

	return weight;
#else
	if(sd->closure.type == CLOSURE_HOLDOUT_ID)
		return make_float3(1.0f, 1.0f, 1.0f);

	return make_float3(0.0f, 0.0f, 0.0f);
#endif
}

/* Surface Evaluation */

__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
	float randb, int path_flag)
{
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::eval_surface(kg, sd, randb, path_flag);
	else
#endif
	{
#ifdef __SVM__
		svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
#else
		bsdf_diffuse_setup(sd, &sd->closure);
		sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
#endif
	}
}

/* Background Evaluation */

__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
{
#ifdef __OSL__
	if (kernel_osl_use(kg))
		return OSLShader::eval_background(kg, sd, path_flag);
	else
#endif

	{
#ifdef __SVM__
		svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);

#ifdef __MULTI_CLOSURE__
		float3 eval = make_float3(0.0f, 0.0f, 0.0f);

		for(int i = 0; i< sd->num_closure; i++) {
			const ShaderClosure *sc = &sd->closure[i];

			if(CLOSURE_IS_BACKGROUND(sc->type))
				eval += sc->weight;
		}

		return eval;
#else
		if(sd->closure.type == CLOSURE_BACKGROUND_ID)
			return sd->closure.weight;
		else
			return make_float3(0.0f, 0.0f, 0.0f);
#endif

#else
		return make_float3(0.8f, 0.8f, 0.8f);
#endif
	}
}

/* Volume */

__device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
	float3 omega_in, float3 omega_out)
{
#ifdef __MULTI_CLOSURE__
	float3 eval = make_float3(0.0f, 0.0f, 0.0f);

	for(int i = 0; i< sd->num_closure; i++) {
		const ShaderClosure *sc = &sd->closure[i];

		if(CLOSURE_IS_VOLUME(sc->type)) {
#ifdef __OSL__
			if (kernel_osl_use(kg))
				eval += OSLShader::volume_eval_phase(sc, omega_in, omega_out);
			else
#endif
				eval += volume_eval_phase(sc, omega_in, omega_out);
		}
	}

	return eval;
#else
	return volume_eval_phase(&sd->closure, omega_in, omega_out);
#endif
}

/* Volume Evaluation */

__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
	float randb, int path_flag)
{
#ifdef __SVM__
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::eval_volume(kg, sd, randb, path_flag);
	else
#endif
		svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
#endif
}

/* Displacement Evaluation */

__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
{
	/* this will modify sd->P */
#ifdef __SVM__
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::eval_displacement(kg, sd);
	else
#endif
		svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
#endif
}

/* Transparent Shadows */

#ifdef __TRANSPARENT_SHADOWS__
__device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
{
	int prim = kernel_tex_fetch(__prim_index, isect->prim);
	float4 Ns = kernel_tex_fetch(__tri_normal, prim);
	int shader = __float_as_int(Ns.w);
	int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);

	return (flag & SD_HAS_SURFACE_TRANSPARENT) != 0;
}
#endif

/* Merging */

#ifdef __NON_PROGRESSIVE__
__device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
{
#ifndef __OSL__
	/* merge identical closures, better when we sample a single closure at a time */
	for(int i = 0; i < sd->num_closure; i++) {
		ShaderClosure *sci = &sd->closure[i];

		for(int j = i + 1; j < sd->num_closure; j++) {
			ShaderClosure *scj = &sd->closure[j];

			if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
				sci->weight += scj->weight;
				sci->sample_weight += scj->sample_weight;

				int size = sd->num_closure - (j+1);
				if(size > 0)
					memmove(scj, scj+1, size*sizeof(ShaderClosure));

				sd->num_closure--;
			}
		}
	}
#endif
}
#endif

/* Free ShaderData */

__device void shader_release(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __OSL__
	if (kernel_osl_use(kg))
		OSLShader::release(kg, sd);
#endif
}

CCL_NAMESPACE_END